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1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142 #include "dpsoftrast.h"
143
144 #ifdef SUPPORTD3D
145 #include <d3d9.h>
146 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
147 #endif
148
149 extern void R_Shadow_EditLights_Init(void);
150
151 typedef enum r_shadow_rendermode_e
152 {
153         R_SHADOW_RENDERMODE_NONE,
154         R_SHADOW_RENDERMODE_ZPASS_STENCIL,
155         R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
156         R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
157         R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
158         R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
159         R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
160         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
161         R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
162         R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
163         R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
164         R_SHADOW_RENDERMODE_LIGHT_GLSL,
165         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
166         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
167         R_SHADOW_RENDERMODE_SHADOWMAP2D
168 }
169 r_shadow_rendermode_t;
170
171 typedef enum r_shadow_shadowmode_e
172 {
173     R_SHADOW_SHADOWMODE_STENCIL,
174     R_SHADOW_SHADOWMODE_SHADOWMAP2D
175 }
176 r_shadow_shadowmode_t;
177
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmap2d;
183 qboolean r_shadow_usingshadowmaportho;
184 int r_shadow_shadowmapside;
185 float r_shadow_shadowmap_texturescale[2];
186 float r_shadow_shadowmap_parameters[4];
187 #if 0
188 int r_shadow_drawbuffer;
189 int r_shadow_readbuffer;
190 #endif
191 int r_shadow_cullface_front, r_shadow_cullface_back;
192 GLuint r_shadow_fbo2d;
193 r_shadow_shadowmode_t r_shadow_shadowmode;
194 int r_shadow_shadowmapfilterquality;
195 int r_shadow_shadowmapdepthbits;
196 int r_shadow_shadowmapmaxsize;
197 qboolean r_shadow_shadowmapvsdct;
198 qboolean r_shadow_shadowmapsampler;
199 int r_shadow_shadowmappcf;
200 int r_shadow_shadowmapborder;
201 matrix4x4_t r_shadow_shadowmapmatrix;
202 int r_shadow_lightscissor[4];
203 qboolean r_shadow_usingdeferredprepass;
204
205 int maxshadowtriangles;
206 int *shadowelements;
207
208 int maxshadowvertices;
209 float *shadowvertex3f;
210
211 int maxshadowmark;
212 int numshadowmark;
213 int *shadowmark;
214 int *shadowmarklist;
215 int shadowmarkcount;
216
217 int maxshadowsides;
218 int numshadowsides;
219 unsigned char *shadowsides;
220 int *shadowsideslist;
221
222 int maxvertexupdate;
223 int *vertexupdate;
224 int *vertexremap;
225 int vertexupdatenum;
226
227 int r_shadow_buffer_numleafpvsbytes;
228 unsigned char *r_shadow_buffer_visitingleafpvs;
229 unsigned char *r_shadow_buffer_leafpvs;
230 int *r_shadow_buffer_leaflist;
231
232 int r_shadow_buffer_numsurfacepvsbytes;
233 unsigned char *r_shadow_buffer_surfacepvs;
234 int *r_shadow_buffer_surfacelist;
235 unsigned char *r_shadow_buffer_surfacesides;
236
237 int r_shadow_buffer_numshadowtrispvsbytes;
238 unsigned char *r_shadow_buffer_shadowtrispvs;
239 int r_shadow_buffer_numlighttrispvsbytes;
240 unsigned char *r_shadow_buffer_lighttrispvs;
241
242 rtexturepool_t *r_shadow_texturepool;
243 rtexture_t *r_shadow_attenuationgradienttexture;
244 rtexture_t *r_shadow_attenuation2dtexture;
245 rtexture_t *r_shadow_attenuation3dtexture;
246 skinframe_t *r_shadow_lightcorona;
247 rtexture_t *r_shadow_shadowmap2dtexture;
248 rtexture_t *r_shadow_shadowmap2dcolortexture;
249 rtexture_t *r_shadow_shadowmapvsdcttexture;
250 int r_shadow_shadowmapsize; // changes for each light based on distance
251 int r_shadow_shadowmaplod; // changes for each light based on distance
252
253 GLuint r_shadow_prepassgeometryfbo;
254 GLuint r_shadow_prepasslightingdiffusespecularfbo;
255 GLuint r_shadow_prepasslightingdiffusefbo;
256 int r_shadow_prepass_width;
257 int r_shadow_prepass_height;
258 rtexture_t *r_shadow_prepassgeometrydepthtexture;
259 rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
263
264 // lights are reloaded when this changes
265 char r_shadow_mapname[MAX_QPATH];
266
267 // used only for light filters (cubemaps)
268 rtexturepool_t *r_shadow_filters_texturepool;
269
270 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
271
272 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
273 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
274 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
275 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
276 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "4", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
277 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
278 cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
279 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
280 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
281 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
282 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
283 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
284 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
285 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
286 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
287 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
289 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
290 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
291 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
292 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
293 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
294 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
295 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
296 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
297 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
298 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
299 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
300 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
301 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
302 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
303 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
304 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
305 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
306 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
307 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
308 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
309 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
310 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
311 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
312 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
313 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
314 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
315 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
316 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
317 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
318 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
319 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
320 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
321 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
322 cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
323 cvar_t r_shadow_bouncegrid_airstepmax = {CVAR_SAVE, "r_shadow_bouncegrid_airstepmax", "1024", "maximum number of photon accumulation contributions for one photon"};
324 cvar_t r_shadow_bouncegrid_airstepsize = {CVAR_SAVE, "r_shadow_bouncegrid_airstepsize", "64", "maximum spacing of photon accumulation through the air"};
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", "10", "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", "5", "maximum number of bounces for a particle (minimum is 1)"};
333 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
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_spacingx = {CVAR_SAVE, "r_shadow_bouncegrid_spacingx", "64", "unit size of bouncegrid pixel on X axis"};
337 cvar_t r_shadow_bouncegrid_spacingy = {CVAR_SAVE, "r_shadow_bouncegrid_spacingy", "64", "unit size of bouncegrid pixel on Y axis"};
338 cvar_t r_shadow_bouncegrid_spacingz = {CVAR_SAVE, "r_shadow_bouncegrid_spacingz", "64", "unit size of bouncegrid pixel on Z axis"};
339 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
340 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
341 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when 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", "1", "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", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
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
360 typedef struct r_shadow_bouncegrid_settings_s
361 {
362         qboolean staticmode;
363         qboolean bounceanglediffuse;
364         qboolean directionalshading;
365         qboolean includedirectlighting;
366         float dlightparticlemultiplier;
367         qboolean hitmodels;
368         float lightradiusscale;
369         int maxbounce;
370         float particlebounceintensity;
371         float particleintensity;
372         int photons;
373         float spacing[3];
374         int stablerandom;
375         float airstepmax;
376         float airstepsize;
377 }
378 r_shadow_bouncegrid_settings_t;
379
380 r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
381 rtexture_t *r_shadow_bouncegridtexture;
382 matrix4x4_t r_shadow_bouncegridmatrix;
383 vec_t r_shadow_bouncegridintensity;
384 qboolean r_shadow_bouncegriddirectional;
385 static double r_shadow_bouncegridtime;
386 static int r_shadow_bouncegridresolution[3];
387 static int r_shadow_bouncegridnumpixels;
388 static unsigned char *r_shadow_bouncegridpixels;
389 static float *r_shadow_bouncegridhighpixels;
390
391 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
392 #define ATTENTABLESIZE 256
393 // 1D gradient, 2D circle and 3D sphere attenuation textures
394 #define ATTEN1DSIZE 32
395 #define ATTEN2DSIZE 64
396 #define ATTEN3DSIZE 32
397
398 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
399 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
400 static float r_shadow_attentable[ATTENTABLESIZE+1];
401
402 rtlight_t *r_shadow_compilingrtlight;
403 static memexpandablearray_t r_shadow_worldlightsarray;
404 dlight_t *r_shadow_selectedlight;
405 dlight_t r_shadow_bufferlight;
406 vec3_t r_editlights_cursorlocation;
407 qboolean r_editlights_lockcursor;
408
409 extern int con_vislines;
410
411 void R_Shadow_UncompileWorldLights(void);
412 void R_Shadow_ClearWorldLights(void);
413 void R_Shadow_SaveWorldLights(void);
414 void R_Shadow_LoadWorldLights(void);
415 void R_Shadow_LoadLightsFile(void);
416 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
417 void R_Shadow_EditLights_Reload_f(void);
418 void R_Shadow_ValidateCvars(void);
419 static void R_Shadow_MakeTextures(void);
420
421 #define EDLIGHTSPRSIZE                  8
422 skinframe_t *r_editlights_sprcursor;
423 skinframe_t *r_editlights_sprlight;
424 skinframe_t *r_editlights_sprnoshadowlight;
425 skinframe_t *r_editlights_sprcubemaplight;
426 skinframe_t *r_editlights_sprcubemapnoshadowlight;
427 skinframe_t *r_editlights_sprselection;
428
429 void R_Shadow_SetShadowMode(void)
430 {
431         r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
432         r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
433         r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
434         r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
435         r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
436         r_shadow_shadowmaplod = -1;
437         r_shadow_shadowmapsize = 0;
438         r_shadow_shadowmapsampler = false;
439         r_shadow_shadowmappcf = 0;
440         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
441         if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
442         {
443                 switch(vid.renderpath)
444                 {
445                 case RENDERPATH_GL20:
446                         if(r_shadow_shadowmapfilterquality < 0)
447                         {
448                                 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
449                                         r_shadow_shadowmappcf = 1;
450                                 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) 
451                                 {
452                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
453                                         r_shadow_shadowmappcf = 1;
454                                 }
455                                 else if(strstr(gl_vendor, "ATI")) 
456                                         r_shadow_shadowmappcf = 1;
457                                 else 
458                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
459                         }
460                         else 
461                         {
462                                 switch (r_shadow_shadowmapfilterquality)
463                                 {
464                                 case 1:
465                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
466                                         break;
467                                 case 2:
468                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
469                                         r_shadow_shadowmappcf = 1;
470                                         break;
471                                 case 3:
472                                         r_shadow_shadowmappcf = 1;
473                                         break;
474                                 case 4:
475                                         r_shadow_shadowmappcf = 2;
476                                         break;
477                                 }
478                         }
479                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
480                         break;
481                 case RENDERPATH_D3D9:
482                 case RENDERPATH_D3D10:
483                 case RENDERPATH_D3D11:
484                 case RENDERPATH_SOFT:
485                         r_shadow_shadowmapsampler = false;
486                         r_shadow_shadowmappcf = 1;
487                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
488                         break;
489                 case RENDERPATH_GL11:
490                 case RENDERPATH_GL13:
491                 case RENDERPATH_GLES1:
492                 case RENDERPATH_GLES2:
493                         break;
494                 }
495         }
496 }
497
498 qboolean R_Shadow_ShadowMappingEnabled(void)
499 {
500         switch (r_shadow_shadowmode)
501         {
502         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
503                 return true;
504         default:
505                 return false;
506         }
507 }
508
509 void R_Shadow_FreeShadowMaps(void)
510 {
511         R_Shadow_SetShadowMode();
512
513         R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
514
515         r_shadow_fbo2d = 0;
516
517         if (r_shadow_shadowmap2dtexture)
518                 R_FreeTexture(r_shadow_shadowmap2dtexture);
519         r_shadow_shadowmap2dtexture = NULL;
520
521         if (r_shadow_shadowmap2dcolortexture)
522                 R_FreeTexture(r_shadow_shadowmap2dcolortexture);
523         r_shadow_shadowmap2dcolortexture = NULL;
524
525         if (r_shadow_shadowmapvsdcttexture)
526                 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
527         r_shadow_shadowmapvsdcttexture = NULL;
528 }
529
530 void r_shadow_start(void)
531 {
532         // allocate vertex processing arrays
533         r_shadow_bouncegridpixels = NULL;
534         r_shadow_bouncegridhighpixels = NULL;
535         r_shadow_bouncegridnumpixels = 0;
536         r_shadow_bouncegridtexture = NULL;
537         r_shadow_bouncegriddirectional = false;
538         r_shadow_attenuationgradienttexture = NULL;
539         r_shadow_attenuation2dtexture = NULL;
540         r_shadow_attenuation3dtexture = NULL;
541         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
542         r_shadow_shadowmap2dtexture = NULL;
543         r_shadow_shadowmap2dcolortexture = NULL;
544         r_shadow_shadowmapvsdcttexture = NULL;
545         r_shadow_shadowmapmaxsize = 0;
546         r_shadow_shadowmapsize = 0;
547         r_shadow_shadowmaplod = 0;
548         r_shadow_shadowmapfilterquality = -1;
549         r_shadow_shadowmapdepthbits = 0;
550         r_shadow_shadowmapvsdct = false;
551         r_shadow_shadowmapsampler = false;
552         r_shadow_shadowmappcf = 0;
553         r_shadow_fbo2d = 0;
554
555         R_Shadow_FreeShadowMaps();
556
557         r_shadow_texturepool = NULL;
558         r_shadow_filters_texturepool = NULL;
559         R_Shadow_ValidateCvars();
560         R_Shadow_MakeTextures();
561         maxshadowtriangles = 0;
562         shadowelements = NULL;
563         maxshadowvertices = 0;
564         shadowvertex3f = NULL;
565         maxvertexupdate = 0;
566         vertexupdate = NULL;
567         vertexremap = NULL;
568         vertexupdatenum = 0;
569         maxshadowmark = 0;
570         numshadowmark = 0;
571         shadowmark = NULL;
572         shadowmarklist = NULL;
573         shadowmarkcount = 0;
574         maxshadowsides = 0;
575         numshadowsides = 0;
576         shadowsides = NULL;
577         shadowsideslist = NULL;
578         r_shadow_buffer_numleafpvsbytes = 0;
579         r_shadow_buffer_visitingleafpvs = NULL;
580         r_shadow_buffer_leafpvs = NULL;
581         r_shadow_buffer_leaflist = NULL;
582         r_shadow_buffer_numsurfacepvsbytes = 0;
583         r_shadow_buffer_surfacepvs = NULL;
584         r_shadow_buffer_surfacelist = NULL;
585         r_shadow_buffer_surfacesides = NULL;
586         r_shadow_buffer_numshadowtrispvsbytes = 0;
587         r_shadow_buffer_shadowtrispvs = NULL;
588         r_shadow_buffer_numlighttrispvsbytes = 0;
589         r_shadow_buffer_lighttrispvs = NULL;
590
591         r_shadow_usingdeferredprepass = false;
592         r_shadow_prepass_width = r_shadow_prepass_height = 0;
593 }
594
595 static void R_Shadow_FreeDeferred(void);
596 void r_shadow_shutdown(void)
597 {
598         CHECKGLERROR
599         R_Shadow_UncompileWorldLights();
600
601         R_Shadow_FreeShadowMaps();
602
603         r_shadow_usingdeferredprepass = false;
604         if (r_shadow_prepass_width)
605                 R_Shadow_FreeDeferred();
606         r_shadow_prepass_width = r_shadow_prepass_height = 0;
607
608         CHECKGLERROR
609         r_shadow_bouncegridtexture = NULL;
610         r_shadow_bouncegridpixels = NULL;
611         r_shadow_bouncegridhighpixels = NULL;
612         r_shadow_bouncegridnumpixels = 0;
613         r_shadow_bouncegriddirectional = false;
614         r_shadow_attenuationgradienttexture = NULL;
615         r_shadow_attenuation2dtexture = NULL;
616         r_shadow_attenuation3dtexture = NULL;
617         R_FreeTexturePool(&r_shadow_texturepool);
618         R_FreeTexturePool(&r_shadow_filters_texturepool);
619         maxshadowtriangles = 0;
620         if (shadowelements)
621                 Mem_Free(shadowelements);
622         shadowelements = NULL;
623         if (shadowvertex3f)
624                 Mem_Free(shadowvertex3f);
625         shadowvertex3f = NULL;
626         maxvertexupdate = 0;
627         if (vertexupdate)
628                 Mem_Free(vertexupdate);
629         vertexupdate = NULL;
630         if (vertexremap)
631                 Mem_Free(vertexremap);
632         vertexremap = NULL;
633         vertexupdatenum = 0;
634         maxshadowmark = 0;
635         numshadowmark = 0;
636         if (shadowmark)
637                 Mem_Free(shadowmark);
638         shadowmark = NULL;
639         if (shadowmarklist)
640                 Mem_Free(shadowmarklist);
641         shadowmarklist = NULL;
642         shadowmarkcount = 0;
643         maxshadowsides = 0;
644         numshadowsides = 0;
645         if (shadowsides)
646                 Mem_Free(shadowsides);
647         shadowsides = NULL;
648         if (shadowsideslist)
649                 Mem_Free(shadowsideslist);
650         shadowsideslist = NULL;
651         r_shadow_buffer_numleafpvsbytes = 0;
652         if (r_shadow_buffer_visitingleafpvs)
653                 Mem_Free(r_shadow_buffer_visitingleafpvs);
654         r_shadow_buffer_visitingleafpvs = NULL;
655         if (r_shadow_buffer_leafpvs)
656                 Mem_Free(r_shadow_buffer_leafpvs);
657         r_shadow_buffer_leafpvs = NULL;
658         if (r_shadow_buffer_leaflist)
659                 Mem_Free(r_shadow_buffer_leaflist);
660         r_shadow_buffer_leaflist = NULL;
661         r_shadow_buffer_numsurfacepvsbytes = 0;
662         if (r_shadow_buffer_surfacepvs)
663                 Mem_Free(r_shadow_buffer_surfacepvs);
664         r_shadow_buffer_surfacepvs = NULL;
665         if (r_shadow_buffer_surfacelist)
666                 Mem_Free(r_shadow_buffer_surfacelist);
667         r_shadow_buffer_surfacelist = NULL;
668         if (r_shadow_buffer_surfacesides)
669                 Mem_Free(r_shadow_buffer_surfacesides);
670         r_shadow_buffer_surfacesides = NULL;
671         r_shadow_buffer_numshadowtrispvsbytes = 0;
672         if (r_shadow_buffer_shadowtrispvs)
673                 Mem_Free(r_shadow_buffer_shadowtrispvs);
674         r_shadow_buffer_numlighttrispvsbytes = 0;
675         if (r_shadow_buffer_lighttrispvs)
676                 Mem_Free(r_shadow_buffer_lighttrispvs);
677 }
678
679 void r_shadow_newmap(void)
680 {
681         if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
682         if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
683         if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
684         if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
685         if (r_editlights_sprnoshadowlight)        R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
686         if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
687         if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
688         if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
689         if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
690                 R_Shadow_EditLights_Reload_f();
691 }
692
693 void R_Shadow_Init(void)
694 {
695         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
696         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
697         Cvar_RegisterVariable(&r_shadow_usebihculling);
698         Cvar_RegisterVariable(&r_shadow_usenormalmap);
699         Cvar_RegisterVariable(&r_shadow_debuglight);
700         Cvar_RegisterVariable(&r_shadow_deferred);
701         Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
702 //      Cvar_RegisterVariable(&r_shadow_deferred_fp);
703         Cvar_RegisterVariable(&r_shadow_gloss);
704         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
705         Cvar_RegisterVariable(&r_shadow_glossintensity);
706         Cvar_RegisterVariable(&r_shadow_glossexponent);
707         Cvar_RegisterVariable(&r_shadow_gloss2exponent);
708         Cvar_RegisterVariable(&r_shadow_glossexact);
709         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
710         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
711         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
712         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
713         Cvar_RegisterVariable(&r_shadow_projectdistance);
714         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
715         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
716         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
717         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
718         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
719         Cvar_RegisterVariable(&r_shadow_realtime_world);
720         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
721         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
722         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
723         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
724         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
725         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
726         Cvar_RegisterVariable(&r_shadow_scissor);
727         Cvar_RegisterVariable(&r_shadow_shadowmapping);
728         Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
729         Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
730         Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
731         Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
732         Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
733         Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
734 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
735 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
736         Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
737         Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
738         Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
739         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
740         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
741         Cvar_RegisterVariable(&r_shadow_sortsurfaces);
742         Cvar_RegisterVariable(&r_shadow_polygonfactor);
743         Cvar_RegisterVariable(&r_shadow_polygonoffset);
744         Cvar_RegisterVariable(&r_shadow_texture3d);
745         Cvar_RegisterVariable(&r_shadow_bouncegrid);
746         Cvar_RegisterVariable(&r_shadow_bouncegrid_airstepmax);
747         Cvar_RegisterVariable(&r_shadow_bouncegrid_airstepsize);
748         Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
749         Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
750         Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
751         Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
752         Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
753         Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
754         Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
755         Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
756         Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
757         Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
758         Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
759         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx);
760         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy);
761         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz);
762         Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
763         Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
764         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
765         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
766         Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
767         Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
768         Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
769         Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
770         Cvar_RegisterVariable(&r_coronas);
771         Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
772         Cvar_RegisterVariable(&r_coronas_occlusionquery);
773         Cvar_RegisterVariable(&gl_flashblend);
774         Cvar_RegisterVariable(&gl_ext_separatestencil);
775         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
776         R_Shadow_EditLights_Init();
777         Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
778         maxshadowtriangles = 0;
779         shadowelements = NULL;
780         maxshadowvertices = 0;
781         shadowvertex3f = NULL;
782         maxvertexupdate = 0;
783         vertexupdate = NULL;
784         vertexremap = NULL;
785         vertexupdatenum = 0;
786         maxshadowmark = 0;
787         numshadowmark = 0;
788         shadowmark = NULL;
789         shadowmarklist = NULL;
790         shadowmarkcount = 0;
791         maxshadowsides = 0;
792         numshadowsides = 0;
793         shadowsides = NULL;
794         shadowsideslist = NULL;
795         r_shadow_buffer_numleafpvsbytes = 0;
796         r_shadow_buffer_visitingleafpvs = NULL;
797         r_shadow_buffer_leafpvs = NULL;
798         r_shadow_buffer_leaflist = NULL;
799         r_shadow_buffer_numsurfacepvsbytes = 0;
800         r_shadow_buffer_surfacepvs = NULL;
801         r_shadow_buffer_surfacelist = NULL;
802         r_shadow_buffer_surfacesides = NULL;
803         r_shadow_buffer_shadowtrispvs = NULL;
804         r_shadow_buffer_lighttrispvs = NULL;
805         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
806 }
807
808 matrix4x4_t matrix_attenuationxyz =
809 {
810         {
811                 {0.5, 0.0, 0.0, 0.5},
812                 {0.0, 0.5, 0.0, 0.5},
813                 {0.0, 0.0, 0.5, 0.5},
814                 {0.0, 0.0, 0.0, 1.0}
815         }
816 };
817
818 matrix4x4_t matrix_attenuationz =
819 {
820         {
821                 {0.0, 0.0, 0.5, 0.5},
822                 {0.0, 0.0, 0.0, 0.5},
823                 {0.0, 0.0, 0.0, 0.5},
824                 {0.0, 0.0, 0.0, 1.0}
825         }
826 };
827
828 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
829 {
830         numvertices = ((numvertices + 255) & ~255) * vertscale;
831         numtriangles = ((numtriangles + 255) & ~255) * triscale;
832         // make sure shadowelements is big enough for this volume
833         if (maxshadowtriangles < numtriangles)
834         {
835                 maxshadowtriangles = numtriangles;
836                 if (shadowelements)
837                         Mem_Free(shadowelements);
838                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
839         }
840         // make sure shadowvertex3f is big enough for this volume
841         if (maxshadowvertices < numvertices)
842         {
843                 maxshadowvertices = numvertices;
844                 if (shadowvertex3f)
845                         Mem_Free(shadowvertex3f);
846                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
847         }
848 }
849
850 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
851 {
852         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
853         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
854         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
855         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
856         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
857         {
858                 if (r_shadow_buffer_visitingleafpvs)
859                         Mem_Free(r_shadow_buffer_visitingleafpvs);
860                 if (r_shadow_buffer_leafpvs)
861                         Mem_Free(r_shadow_buffer_leafpvs);
862                 if (r_shadow_buffer_leaflist)
863                         Mem_Free(r_shadow_buffer_leaflist);
864                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
865                 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
866                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
867                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
868         }
869         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
870         {
871                 if (r_shadow_buffer_surfacepvs)
872                         Mem_Free(r_shadow_buffer_surfacepvs);
873                 if (r_shadow_buffer_surfacelist)
874                         Mem_Free(r_shadow_buffer_surfacelist);
875                 if (r_shadow_buffer_surfacesides)
876                         Mem_Free(r_shadow_buffer_surfacesides);
877                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
878                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
879                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
880                 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
881         }
882         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
883         {
884                 if (r_shadow_buffer_shadowtrispvs)
885                         Mem_Free(r_shadow_buffer_shadowtrispvs);
886                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
887                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
888         }
889         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
890         {
891                 if (r_shadow_buffer_lighttrispvs)
892                         Mem_Free(r_shadow_buffer_lighttrispvs);
893                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
894                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
895         }
896 }
897
898 void R_Shadow_PrepareShadowMark(int numtris)
899 {
900         // make sure shadowmark is big enough for this volume
901         if (maxshadowmark < numtris)
902         {
903                 maxshadowmark = numtris;
904                 if (shadowmark)
905                         Mem_Free(shadowmark);
906                 if (shadowmarklist)
907                         Mem_Free(shadowmarklist);
908                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
909                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
910                 shadowmarkcount = 0;
911         }
912         shadowmarkcount++;
913         // if shadowmarkcount wrapped we clear the array and adjust accordingly
914         if (shadowmarkcount == 0)
915         {
916                 shadowmarkcount = 1;
917                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
918         }
919         numshadowmark = 0;
920 }
921
922 void R_Shadow_PrepareShadowSides(int numtris)
923 {
924     if (maxshadowsides < numtris)
925     {
926         maxshadowsides = numtris;
927         if (shadowsides)
928                         Mem_Free(shadowsides);
929                 if (shadowsideslist)
930                         Mem_Free(shadowsideslist);
931                 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
932                 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
933         }
934         numshadowsides = 0;
935 }
936
937 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)
938 {
939         int i, j;
940         int outtriangles = 0, outvertices = 0;
941         const int *element;
942         const float *vertex;
943         float ratio, direction[3], projectvector[3];
944
945         if (projectdirection)
946                 VectorScale(projectdirection, projectdistance, projectvector);
947         else
948                 VectorClear(projectvector);
949
950         // create the vertices
951         if (projectdirection)
952         {
953                 for (i = 0;i < numshadowmarktris;i++)
954                 {
955                         element = inelement3i + shadowmarktris[i] * 3;
956                         for (j = 0;j < 3;j++)
957                         {
958                                 if (vertexupdate[element[j]] != vertexupdatenum)
959                                 {
960                                         vertexupdate[element[j]] = vertexupdatenum;
961                                         vertexremap[element[j]] = outvertices;
962                                         vertex = invertex3f + element[j] * 3;
963                                         // project one copy of the vertex according to projectvector
964                                         VectorCopy(vertex, outvertex3f);
965                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
966                                         outvertex3f += 6;
967                                         outvertices += 2;
968                                 }
969                         }
970                 }
971         }
972         else
973         {
974                 for (i = 0;i < numshadowmarktris;i++)
975                 {
976                         element = inelement3i + shadowmarktris[i] * 3;
977                         for (j = 0;j < 3;j++)
978                         {
979                                 if (vertexupdate[element[j]] != vertexupdatenum)
980                                 {
981                                         vertexupdate[element[j]] = vertexupdatenum;
982                                         vertexremap[element[j]] = outvertices;
983                                         vertex = invertex3f + element[j] * 3;
984                                         // project one copy of the vertex to the sphere radius of the light
985                                         // (FIXME: would projecting it to the light box be better?)
986                                         VectorSubtract(vertex, projectorigin, direction);
987                                         ratio = projectdistance / VectorLength(direction);
988                                         VectorCopy(vertex, outvertex3f);
989                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
990                                         outvertex3f += 6;
991                                         outvertices += 2;
992                                 }
993                         }
994                 }
995         }
996
997         if (r_shadow_frontsidecasting.integer)
998         {
999                 for (i = 0;i < numshadowmarktris;i++)
1000                 {
1001                         int remappedelement[3];
1002                         int markindex;
1003                         const int *neighbortriangle;
1004
1005                         markindex = shadowmarktris[i] * 3;
1006                         element = inelement3i + markindex;
1007                         neighbortriangle = inneighbor3i + markindex;
1008                         // output the front and back triangles
1009                         outelement3i[0] = vertexremap[element[0]];
1010                         outelement3i[1] = vertexremap[element[1]];
1011                         outelement3i[2] = vertexremap[element[2]];
1012                         outelement3i[3] = vertexremap[element[2]] + 1;
1013                         outelement3i[4] = vertexremap[element[1]] + 1;
1014                         outelement3i[5] = vertexremap[element[0]] + 1;
1015
1016                         outelement3i += 6;
1017                         outtriangles += 2;
1018                         // output the sides (facing outward from this triangle)
1019                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1020                         {
1021                                 remappedelement[0] = vertexremap[element[0]];
1022                                 remappedelement[1] = vertexremap[element[1]];
1023                                 outelement3i[0] = remappedelement[1];
1024                                 outelement3i[1] = remappedelement[0];
1025                                 outelement3i[2] = remappedelement[0] + 1;
1026                                 outelement3i[3] = remappedelement[1];
1027                                 outelement3i[4] = remappedelement[0] + 1;
1028                                 outelement3i[5] = remappedelement[1] + 1;
1029
1030                                 outelement3i += 6;
1031                                 outtriangles += 2;
1032                         }
1033                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1034                         {
1035                                 remappedelement[1] = vertexremap[element[1]];
1036                                 remappedelement[2] = vertexremap[element[2]];
1037                                 outelement3i[0] = remappedelement[2];
1038                                 outelement3i[1] = remappedelement[1];
1039                                 outelement3i[2] = remappedelement[1] + 1;
1040                                 outelement3i[3] = remappedelement[2];
1041                                 outelement3i[4] = remappedelement[1] + 1;
1042                                 outelement3i[5] = remappedelement[2] + 1;
1043
1044                                 outelement3i += 6;
1045                                 outtriangles += 2;
1046                         }
1047                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1048                         {
1049                                 remappedelement[0] = vertexremap[element[0]];
1050                                 remappedelement[2] = vertexremap[element[2]];
1051                                 outelement3i[0] = remappedelement[0];
1052                                 outelement3i[1] = remappedelement[2];
1053                                 outelement3i[2] = remappedelement[2] + 1;
1054                                 outelement3i[3] = remappedelement[0];
1055                                 outelement3i[4] = remappedelement[2] + 1;
1056                                 outelement3i[5] = remappedelement[0] + 1;
1057
1058                                 outelement3i += 6;
1059                                 outtriangles += 2;
1060                         }
1061                 }
1062         }
1063         else
1064         {
1065                 for (i = 0;i < numshadowmarktris;i++)
1066                 {
1067                         int remappedelement[3];
1068                         int markindex;
1069                         const int *neighbortriangle;
1070
1071                         markindex = shadowmarktris[i] * 3;
1072                         element = inelement3i + markindex;
1073                         neighbortriangle = inneighbor3i + markindex;
1074                         // output the front and back triangles
1075                         outelement3i[0] = vertexremap[element[2]];
1076                         outelement3i[1] = vertexremap[element[1]];
1077                         outelement3i[2] = vertexremap[element[0]];
1078                         outelement3i[3] = vertexremap[element[0]] + 1;
1079                         outelement3i[4] = vertexremap[element[1]] + 1;
1080                         outelement3i[5] = vertexremap[element[2]] + 1;
1081
1082                         outelement3i += 6;
1083                         outtriangles += 2;
1084                         // output the sides (facing outward from this triangle)
1085                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1086                         {
1087                                 remappedelement[0] = vertexremap[element[0]];
1088                                 remappedelement[1] = vertexremap[element[1]];
1089                                 outelement3i[0] = remappedelement[0];
1090                                 outelement3i[1] = remappedelement[1];
1091                                 outelement3i[2] = remappedelement[1] + 1;
1092                                 outelement3i[3] = remappedelement[0];
1093                                 outelement3i[4] = remappedelement[1] + 1;
1094                                 outelement3i[5] = remappedelement[0] + 1;
1095
1096                                 outelement3i += 6;
1097                                 outtriangles += 2;
1098                         }
1099                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1100                         {
1101                                 remappedelement[1] = vertexremap[element[1]];
1102                                 remappedelement[2] = vertexremap[element[2]];
1103                                 outelement3i[0] = remappedelement[1];
1104                                 outelement3i[1] = remappedelement[2];
1105                                 outelement3i[2] = remappedelement[2] + 1;
1106                                 outelement3i[3] = remappedelement[1];
1107                                 outelement3i[4] = remappedelement[2] + 1;
1108                                 outelement3i[5] = remappedelement[1] + 1;
1109
1110                                 outelement3i += 6;
1111                                 outtriangles += 2;
1112                         }
1113                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1114                         {
1115                                 remappedelement[0] = vertexremap[element[0]];
1116                                 remappedelement[2] = vertexremap[element[2]];
1117                                 outelement3i[0] = remappedelement[2];
1118                                 outelement3i[1] = remappedelement[0];
1119                                 outelement3i[2] = remappedelement[0] + 1;
1120                                 outelement3i[3] = remappedelement[2];
1121                                 outelement3i[4] = remappedelement[0] + 1;
1122                                 outelement3i[5] = remappedelement[2] + 1;
1123
1124                                 outelement3i += 6;
1125                                 outtriangles += 2;
1126                         }
1127                 }
1128         }
1129         if (outnumvertices)
1130                 *outnumvertices = outvertices;
1131         return outtriangles;
1132 }
1133
1134 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)
1135 {
1136         int i, j, k;
1137         int outtriangles = 0, outvertices = 0;
1138         const int *element;
1139         const float *vertex;
1140         float ratio, direction[3], projectvector[3];
1141         qboolean side[4];
1142
1143         if (projectdirection)
1144                 VectorScale(projectdirection, projectdistance, projectvector);
1145         else
1146                 VectorClear(projectvector);
1147
1148         for (i = 0;i < numshadowmarktris;i++)
1149         {
1150                 int remappedelement[3];
1151                 int markindex;
1152                 const int *neighbortriangle;
1153
1154                 markindex = shadowmarktris[i] * 3;
1155                 neighbortriangle = inneighbor3i + markindex;
1156                 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1157                 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1158                 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1159                 if (side[0] + side[1] + side[2] == 0)
1160                         continue;
1161
1162                 side[3] = side[0];
1163                 element = inelement3i + markindex;
1164
1165                 // create the vertices
1166                 for (j = 0;j < 3;j++)
1167                 {
1168                         if (side[j] + side[j+1] == 0)
1169                                 continue;
1170                         k = element[j];
1171                         if (vertexupdate[k] != vertexupdatenum)
1172                         {
1173                                 vertexupdate[k] = vertexupdatenum;
1174                                 vertexremap[k] = outvertices;
1175                                 vertex = invertex3f + k * 3;
1176                                 VectorCopy(vertex, outvertex3f);
1177                                 if (projectdirection)
1178                                 {
1179                                         // project one copy of the vertex according to projectvector
1180                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
1181                                 }
1182                                 else
1183                                 {
1184                                         // project one copy of the vertex to the sphere radius of the light
1185                                         // (FIXME: would projecting it to the light box be better?)
1186                                         VectorSubtract(vertex, projectorigin, direction);
1187                                         ratio = projectdistance / VectorLength(direction);
1188                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1189                                 }
1190                                 outvertex3f += 6;
1191                                 outvertices += 2;
1192                         }
1193                 }
1194
1195                 // output the sides (facing outward from this triangle)
1196                 if (!side[0])
1197                 {
1198                         remappedelement[0] = vertexremap[element[0]];
1199                         remappedelement[1] = vertexremap[element[1]];
1200                         outelement3i[0] = remappedelement[1];
1201                         outelement3i[1] = remappedelement[0];
1202                         outelement3i[2] = remappedelement[0] + 1;
1203                         outelement3i[3] = remappedelement[1];
1204                         outelement3i[4] = remappedelement[0] + 1;
1205                         outelement3i[5] = remappedelement[1] + 1;
1206
1207                         outelement3i += 6;
1208                         outtriangles += 2;
1209                 }
1210                 if (!side[1])
1211                 {
1212                         remappedelement[1] = vertexremap[element[1]];
1213                         remappedelement[2] = vertexremap[element[2]];
1214                         outelement3i[0] = remappedelement[2];
1215                         outelement3i[1] = remappedelement[1];
1216                         outelement3i[2] = remappedelement[1] + 1;
1217                         outelement3i[3] = remappedelement[2];
1218                         outelement3i[4] = remappedelement[1] + 1;
1219                         outelement3i[5] = remappedelement[2] + 1;
1220
1221                         outelement3i += 6;
1222                         outtriangles += 2;
1223                 }
1224                 if (!side[2])
1225                 {
1226                         remappedelement[0] = vertexremap[element[0]];
1227                         remappedelement[2] = vertexremap[element[2]];
1228                         outelement3i[0] = remappedelement[0];
1229                         outelement3i[1] = remappedelement[2];
1230                         outelement3i[2] = remappedelement[2] + 1;
1231                         outelement3i[3] = remappedelement[0];
1232                         outelement3i[4] = remappedelement[2] + 1;
1233                         outelement3i[5] = remappedelement[0] + 1;
1234
1235                         outelement3i += 6;
1236                         outtriangles += 2;
1237                 }
1238         }
1239         if (outnumvertices)
1240                 *outnumvertices = outvertices;
1241         return outtriangles;
1242 }
1243
1244 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)
1245 {
1246         int t, tend;
1247         const int *e;
1248         const float *v[3];
1249         float normal[3];
1250         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1251                 return;
1252         tend = firsttriangle + numtris;
1253         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1254         {
1255                 // surface box entirely inside light box, no box cull
1256                 if (projectdirection)
1257                 {
1258                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1259                         {
1260                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1261                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1262                                         shadowmarklist[numshadowmark++] = t;
1263                         }
1264                 }
1265                 else
1266                 {
1267                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1268                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1269                                         shadowmarklist[numshadowmark++] = t;
1270                 }
1271         }
1272         else
1273         {
1274                 // surface box not entirely inside light box, cull each triangle
1275                 if (projectdirection)
1276                 {
1277                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1278                         {
1279                                 v[0] = invertex3f + e[0] * 3;
1280                                 v[1] = invertex3f + e[1] * 3;
1281                                 v[2] = invertex3f + e[2] * 3;
1282                                 TriangleNormal(v[0], v[1], v[2], normal);
1283                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1284                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1285                                         shadowmarklist[numshadowmark++] = t;
1286                         }
1287                 }
1288                 else
1289                 {
1290                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1291                         {
1292                                 v[0] = invertex3f + e[0] * 3;
1293                                 v[1] = invertex3f + e[1] * 3;
1294                                 v[2] = invertex3f + e[2] * 3;
1295                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1296                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1297                                         shadowmarklist[numshadowmark++] = t;
1298                         }
1299                 }
1300         }
1301 }
1302
1303 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1304 {
1305 #if 1
1306         return false;
1307 #else
1308         if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1309                 return false;
1310         // check if the shadow volume intersects the near plane
1311         //
1312         // a ray between the eye and light origin may intersect the caster,
1313         // indicating that the shadow may touch the eye location, however we must
1314         // test the near plane (a polygon), not merely the eye location, so it is
1315         // easiest to enlarge the caster bounding shape slightly for this.
1316         // TODO
1317         return true;
1318 #endif
1319 }
1320
1321 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)
1322 {
1323         int i, tris, outverts;
1324         if (projectdistance < 0.1)
1325         {
1326                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1327                 return;
1328         }
1329         if (!numverts || !nummarktris)
1330                 return;
1331         // make sure shadowelements is big enough for this volume
1332         if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1333                 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1334
1335         if (maxvertexupdate < numverts)
1336         {
1337                 maxvertexupdate = numverts;
1338                 if (vertexupdate)
1339                         Mem_Free(vertexupdate);
1340                 if (vertexremap)
1341                         Mem_Free(vertexremap);
1342                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1343                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1344                 vertexupdatenum = 0;
1345         }
1346         vertexupdatenum++;
1347         if (vertexupdatenum == 0)
1348         {
1349                 vertexupdatenum = 1;
1350                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1351                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1352         }
1353
1354         for (i = 0;i < nummarktris;i++)
1355                 shadowmark[marktris[i]] = shadowmarkcount;
1356
1357         if (r_shadow_compilingrtlight)
1358         {
1359                 // if we're compiling an rtlight, capture the mesh
1360                 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1361                 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1362                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1363                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1364         }
1365         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1366         {
1367                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1368                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1369                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1370         }
1371         else
1372         {
1373                 // decide which type of shadow to generate and set stencil mode
1374                 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1375                 // generate the sides or a solid volume, depending on type
1376                 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1377                         tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1378                 else
1379                         tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1380                 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1381                 r_refdef.stats.lights_shadowtriangles += tris;
1382                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1383                 {
1384                         // increment stencil if frontface is infront of depthbuffer
1385                         GL_CullFace(r_refdef.view.cullface_front);
1386                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1387                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1388                         // decrement stencil if backface is infront of depthbuffer
1389                         GL_CullFace(r_refdef.view.cullface_back);
1390                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1391                 }
1392                 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1393                 {
1394                         // decrement stencil if backface is behind depthbuffer
1395                         GL_CullFace(r_refdef.view.cullface_front);
1396                         R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1397                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1398                         // increment stencil if frontface is behind depthbuffer
1399                         GL_CullFace(r_refdef.view.cullface_back);
1400                         R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1401                 }
1402                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1403                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1404         }
1405 }
1406
1407 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1408 {
1409     // p1, p2, p3 are in the cubemap's local coordinate system
1410     // bias = border/(size - border)
1411         int mask = 0x3F;
1412
1413     float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1414           dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1415           dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1416         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1417         mask &= (3<<4)
1418                         | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1419                         | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1420                         | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1421     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1422         mask &= (3<<4)
1423             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1424             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))            
1425             | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1426
1427     dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1428     dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1429     dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1430     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1431         mask &= (3<<0)
1432             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1433             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))            
1434             | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1435     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1436         mask &= (3<<0)
1437             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1438             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1439             | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1440
1441     dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1442     dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1443     dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1444     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1445         mask &= (3<<2)
1446             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1447             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1448             | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1449     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1450         mask &= (3<<2)
1451             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1452             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1453             | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1454
1455         return mask;
1456 }
1457
1458 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1459 {
1460         vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1461         float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1462         int mask = 0x3F;
1463
1464         VectorSubtract(maxs, mins, radius);
1465     VectorScale(radius, 0.5f, radius);
1466     VectorAdd(mins, radius, center);
1467     Matrix4x4_Transform(worldtolight, center, lightcenter);
1468         Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1469         VectorSubtract(lightcenter, lightradius, pmin);
1470         VectorAdd(lightcenter, lightradius, pmax);
1471
1472     dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1473     dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1474     if(ap1 > bias*an1 && ap2 > bias*an2)
1475         mask &= (3<<4)
1476             | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1477             | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1478     if(an1 > bias*ap1 && an2 > bias*ap2)
1479         mask &= (3<<4)
1480             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1481             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1482
1483     dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1484     dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1485     if(ap1 > bias*an1 && ap2 > bias*an2)
1486         mask &= (3<<0)
1487             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1488             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1489     if(an1 > bias*ap1 && an2 > bias*ap2)
1490         mask &= (3<<0)
1491             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1492             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1493
1494     dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1495     dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1496     if(ap1 > bias*an1 && ap2 > bias*an2)
1497         mask &= (3<<2)
1498             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1499             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1500     if(an1 > bias*ap1 && an2 > bias*ap2)
1501         mask &= (3<<2)
1502             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1503             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1504
1505     return mask;
1506 }
1507
1508 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1509
1510 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1511 {
1512     // p is in the cubemap's local coordinate system
1513     // bias = border/(size - border)
1514     float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1515     float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1516     float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1517     int mask = 0x3F;
1518     if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1519     if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1520     if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1521     if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1522     if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1523     if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1524     return mask;
1525 }
1526
1527 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1528 {
1529         int i;
1530         vec3_t p, n;
1531         int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1532         float scale = (size - 2*border)/size, len;
1533         float bias = border / (float)(size - border), dp, dn, ap, an;
1534         // check if cone enclosing side would cross frustum plane 
1535         scale = 2 / (scale*scale + 2);
1536         for (i = 0;i < 5;i++)
1537         {
1538                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1539                         continue;
1540                 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1541                 len = scale*VectorLength2(n);
1542                 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1543                 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1544                 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1545         }
1546         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1547         {
1548         Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1549         len = scale*VectorLength(n);
1550                 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1551                 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1552                 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1553         }
1554         // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1555         // check if frustum corners/origin cross plane sides
1556 #if 1
1557     // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1558     Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1559     dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1560     masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1561     masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1562     dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1563     masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1564     masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1565     dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1566     masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1567     masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1568     for (i = 0;i < 4;i++)
1569     {
1570         Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1571         VectorSubtract(n, p, n);
1572         dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1573         if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1574         if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1575         dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1576         if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1577         if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1578         dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1579         if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1580         if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1581     }
1582 #else
1583     // finite version, assumes corners are a finite distance from origin dependent on far plane
1584         for (i = 0;i < 5;i++)
1585         {
1586                 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1587                 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1588                 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1589                 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1590                 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1591                 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1592                 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1593                 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1594                 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1595                 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1596         }
1597 #endif
1598         return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1599 }
1600
1601 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)
1602 {
1603         int t, tend;
1604         const int *e;
1605         const float *v[3];
1606         float normal[3];
1607         vec3_t p[3];
1608         float bias;
1609         int mask, surfacemask = 0;
1610         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1611                 return 0;
1612         bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1613         tend = firsttriangle + numtris;
1614         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1615         {
1616                 // surface box entirely inside light box, no box cull
1617                 if (projectdirection)
1618                 {
1619                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1620                         {
1621                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1622                                 TriangleNormal(v[0], v[1], v[2], normal);
1623                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1624                                 {
1625                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1626                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1627                                         surfacemask |= mask;
1628                                         if(totals)
1629                                         {
1630                                                 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;
1631                                                 shadowsides[numshadowsides] = mask;
1632                                                 shadowsideslist[numshadowsides++] = t;
1633                                         }
1634                                 }
1635                         }
1636                 }
1637                 else
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                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1643                                 {
1644                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1645                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1646                                         surfacemask |= mask;
1647                                         if(totals)
1648                                         {
1649                                                 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;
1650                                                 shadowsides[numshadowsides] = mask;
1651                                                 shadowsideslist[numshadowsides++] = t;
1652                                         }
1653                                 }
1654                         }
1655                 }
1656         }
1657         else
1658         {
1659                 // surface box not entirely inside light box, cull each triangle
1660                 if (projectdirection)
1661                 {
1662                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1663                         {
1664                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1665                                 TriangleNormal(v[0], v[1], v[2], normal);
1666                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1667                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1668                                 {
1669                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1670                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1671                                         surfacemask |= mask;
1672                                         if(totals)
1673                                         {
1674                                                 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;
1675                                                 shadowsides[numshadowsides] = mask;
1676                                                 shadowsideslist[numshadowsides++] = t;
1677                                         }
1678                                 }
1679                         }
1680                 }
1681                 else
1682                 {
1683                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1684                         {
1685                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1686                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1687                                  && TriangleOverlapsBox(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         }
1702         return surfacemask;
1703 }
1704
1705 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)
1706 {
1707         int i, j, outtriangles = 0;
1708         int *outelement3i[6];
1709         if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1710                 return;
1711         outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1712         // make sure shadowelements is big enough for this mesh
1713         if (maxshadowtriangles < outtriangles)
1714                 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1715
1716         // compute the offset and size of the separate index lists for each cubemap side
1717         outtriangles = 0;
1718         for (i = 0;i < 6;i++)
1719         {
1720                 outelement3i[i] = shadowelements + outtriangles * 3;
1721                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1722                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1723                 outtriangles += sidetotals[i];
1724         }
1725
1726         // gather up the (sparse) triangles into separate index lists for each cubemap side
1727         for (i = 0;i < numsidetris;i++)
1728         {
1729                 const int *element = elements + sidetris[i] * 3;
1730                 for (j = 0;j < 6;j++)
1731                 {
1732                         if (sides[i] & (1 << j))
1733                         {
1734                                 outelement3i[j][0] = element[0];
1735                                 outelement3i[j][1] = element[1];
1736                                 outelement3i[j][2] = element[2];
1737                                 outelement3i[j] += 3;
1738                         }
1739                 }
1740         }
1741                         
1742         Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1743 }
1744
1745 static void R_Shadow_MakeTextures_MakeCorona(void)
1746 {
1747         float dx, dy;
1748         int x, y, a;
1749         unsigned char pixels[32][32][4];
1750         for (y = 0;y < 32;y++)
1751         {
1752                 dy = (y - 15.5f) * (1.0f / 16.0f);
1753                 for (x = 0;x < 32;x++)
1754                 {
1755                         dx = (x - 15.5f) * (1.0f / 16.0f);
1756                         a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1757                         a = bound(0, a, 255);
1758                         pixels[y][x][0] = a;
1759                         pixels[y][x][1] = a;
1760                         pixels[y][x][2] = a;
1761                         pixels[y][x][3] = 255;
1762                 }
1763         }
1764         r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
1765 }
1766
1767 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1768 {
1769         float dist = sqrt(x*x+y*y+z*z);
1770         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1771         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1772         return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1773 }
1774
1775 static void R_Shadow_MakeTextures(void)
1776 {
1777         int x, y, z;
1778         float intensity, dist;
1779         unsigned int *data;
1780         R_Shadow_FreeShadowMaps();
1781         R_FreeTexturePool(&r_shadow_texturepool);
1782         r_shadow_texturepool = R_AllocTexturePool();
1783         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1784         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1785         data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1786         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1787         for (x = 0;x <= ATTENTABLESIZE;x++)
1788         {
1789                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1790                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1791                 r_shadow_attentable[x] = bound(0, intensity, 1);
1792         }
1793         // 1D gradient texture
1794         for (x = 0;x < ATTEN1DSIZE;x++)
1795                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1796         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1797         // 2D circle texture
1798         for (y = 0;y < ATTEN2DSIZE;y++)
1799                 for (x = 0;x < ATTEN2DSIZE;x++)
1800                         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);
1801         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1802         // 3D sphere texture
1803         if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1804         {
1805                 for (z = 0;z < ATTEN3DSIZE;z++)
1806                         for (y = 0;y < ATTEN3DSIZE;y++)
1807                                 for (x = 0;x < ATTEN3DSIZE;x++)
1808                                         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));
1809                 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);
1810         }
1811         else
1812                 r_shadow_attenuation3dtexture = NULL;
1813         Mem_Free(data);
1814
1815         R_Shadow_MakeTextures_MakeCorona();
1816
1817         // Editor light sprites
1818         r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1819         "................"
1820         ".3............3."
1821         "..5...2332...5.."
1822         "...7.3....3.7..."
1823         "....7......7...."
1824         "...3.7....7.3..."
1825         "..2...7..7...2.."
1826         "..3..........3.."
1827         "..3..........3.."
1828         "..2...7..7...2.."
1829         "...3.7....7.3..."
1830         "....7......7...."
1831         "...7.3....3.7..."
1832         "..5...2332...5.."
1833         ".3............3."
1834         "................"
1835         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1836         r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1837         "................"
1838         "................"
1839         "......1111......"
1840         "....11233211...."
1841         "...1234554321..."
1842         "...1356776531..."
1843         "..124677776421.."
1844         "..135777777531.."
1845         "..135777777531.."
1846         "..124677776421.."
1847         "...1356776531..."
1848         "...1234554321..."
1849         "....11233211...."
1850         "......1111......"
1851         "................"
1852         "................"
1853         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1854         r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1855         "................"
1856         "................"
1857         "......1111......"
1858         "....11233211...."
1859         "...1234554321..."
1860         "...1356226531..."
1861         "..12462..26421.."
1862         "..1352....2531.."
1863         "..1352....2531.."
1864         "..12462..26421.."
1865         "...1356226531..."
1866         "...1234554321..."
1867         "....11233211...."
1868         "......1111......"
1869         "................"
1870         "................"
1871         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1872         r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1873         "................"
1874         "................"
1875         "......2772......"
1876         "....27755772...."
1877         "..277533335772.."
1878         "..753333333357.."
1879         "..777533335777.."
1880         "..735775577537.."
1881         "..733357753337.."
1882         "..733337733337.."
1883         "..753337733357.."
1884         "..277537735772.."
1885         "....27777772...."
1886         "......2772......"
1887         "................"
1888         "................"
1889         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1890         r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1891         "................"
1892         "................"
1893         "......2772......"
1894         "....27722772...."
1895         "..2772....2772.."
1896         "..72........27.."
1897         "..7772....2777.."
1898         "..7.27722772.7.."
1899         "..7...2772...7.."
1900         "..7....77....7.."
1901         "..72...77...27.."
1902         "..2772.77.2772.."
1903         "....27777772...."
1904         "......2772......"
1905         "................"
1906         "................"
1907         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1908         r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1909         "................"
1910         ".777752..257777."
1911         ".742........247."
1912         ".72..........27."
1913         ".7............7."
1914         ".5............5."
1915         ".2............2."
1916         "................"
1917         "................"
1918         ".2............2."
1919         ".5............5."
1920         ".7............7."
1921         ".72..........27."
1922         ".742........247."
1923         ".777752..257777."
1924         "................"
1925         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1926 }
1927
1928 void R_Shadow_ValidateCvars(void)
1929 {
1930         if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1931                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1932         if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1933                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1934         if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1935                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1936 }
1937
1938 void R_Shadow_RenderMode_Begin(void)
1939 {
1940 #if 0
1941         GLint drawbuffer;
1942         GLint readbuffer;
1943 #endif
1944         R_Shadow_ValidateCvars();
1945
1946         if (!r_shadow_attenuation2dtexture
1947          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1948          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1949          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1950                 R_Shadow_MakeTextures();
1951
1952         CHECKGLERROR
1953         R_Mesh_ResetTextureState();
1954         GL_BlendFunc(GL_ONE, GL_ZERO);
1955         GL_DepthRange(0, 1);
1956         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1957         GL_DepthTest(true);
1958         GL_DepthMask(false);
1959         GL_Color(0, 0, 0, 1);
1960         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1961
1962         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1963
1964         if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1965         {
1966                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1967                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1968         }
1969         else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1970         {
1971                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1972                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1973         }
1974         else
1975         {
1976                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1977                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1978         }
1979
1980         switch(vid.renderpath)
1981         {
1982         case RENDERPATH_GL20:
1983         case RENDERPATH_D3D9:
1984         case RENDERPATH_D3D10:
1985         case RENDERPATH_D3D11:
1986         case RENDERPATH_SOFT:
1987         case RENDERPATH_GLES2:
1988                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1989                 break;
1990         case RENDERPATH_GL11:
1991         case RENDERPATH_GL13:
1992         case RENDERPATH_GLES1:
1993                 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1994                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1995                 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1996                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1997                 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1998                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1999                 else
2000                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
2001                 break;
2002         }
2003
2004         CHECKGLERROR
2005 #if 0
2006         qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
2007         qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
2008         r_shadow_drawbuffer = drawbuffer;
2009         r_shadow_readbuffer = readbuffer;
2010 #endif
2011         r_shadow_cullface_front = r_refdef.view.cullface_front;
2012         r_shadow_cullface_back = r_refdef.view.cullface_back;
2013 }
2014
2015 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
2016 {
2017         rsurface.rtlight = rtlight;
2018 }
2019
2020 void R_Shadow_RenderMode_Reset(void)
2021 {
2022         R_Mesh_SetMainRenderTargets();
2023         R_SetViewport(&r_refdef.view.viewport);
2024         GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
2025         R_Mesh_ResetTextureState();
2026         GL_DepthRange(0, 1);
2027         GL_DepthTest(true);
2028         GL_DepthMask(false);
2029         GL_DepthFunc(GL_LEQUAL);
2030         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2031         r_refdef.view.cullface_front = r_shadow_cullface_front;
2032         r_refdef.view.cullface_back = r_shadow_cullface_back;
2033         GL_CullFace(r_refdef.view.cullface_back);
2034         GL_Color(1, 1, 1, 1);
2035         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2036         GL_BlendFunc(GL_ONE, GL_ZERO);
2037         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
2038         r_shadow_usingshadowmap2d = false;
2039         r_shadow_usingshadowmaportho = false;
2040         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2041 }
2042
2043 void R_Shadow_ClearStencil(void)
2044 {
2045         GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2046         r_refdef.stats.lights_clears++;
2047 }
2048
2049 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2050 {
2051         r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2052         if (r_shadow_rendermode == mode)
2053                 return;
2054         R_Shadow_RenderMode_Reset();
2055         GL_DepthFunc(GL_LESS);
2056         GL_ColorMask(0, 0, 0, 0);
2057         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2058         GL_CullFace(GL_NONE);
2059         R_SetupShader_DepthOrShadow();
2060         r_shadow_rendermode = mode;
2061         switch(mode)
2062         {
2063         default:
2064                 break;
2065         case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2066         case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2067                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2068                 break;
2069         case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2070         case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2071                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2072                 break;
2073         }
2074 }
2075
2076 static void R_Shadow_MakeVSDCT(void)
2077 {
2078         // maps to a 2x3 texture rectangle with normalized coordinates
2079         // +-
2080         // XX
2081         // YY
2082         // ZZ
2083         // stores abs(dir.xy), offset.xy/2.5
2084         unsigned char data[4*6] =
2085         {
2086                 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2087                 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2088                 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2089                 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2090                 0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2091                 0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2092         };
2093         r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2094 }
2095
2096 static void R_Shadow_MakeShadowMap(int side, int size)
2097 {
2098         switch (r_shadow_shadowmode)
2099         {
2100         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2101                 if (r_shadow_shadowmap2dtexture) return;
2102                 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2103                 r_shadow_shadowmap2dcolortexture = NULL;
2104                 switch(vid.renderpath)
2105                 {
2106 #ifdef SUPPORTD3D
2107                 case RENDERPATH_D3D9:
2108                         r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2109                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2110                         break;
2111 #endif
2112                 default:
2113                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
2114                         break;
2115                 }
2116                 break;
2117         default:
2118                 return;
2119         }
2120
2121         // render depth into the fbo, do not render color at all
2122         // validate the fbo now
2123         if (qglDrawBuffer)
2124         {
2125                 int status;
2126                 qglDrawBuffer(GL_NONE);CHECKGLERROR
2127                 qglReadBuffer(GL_NONE);CHECKGLERROR
2128                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2129                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2130                 {
2131                         Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2132                         Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2133                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
2134                 }
2135         }
2136 }
2137
2138 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2139 {
2140         float nearclip, farclip, bias;
2141         r_viewport_t viewport;
2142         int flipped;
2143         GLuint fbo = 0;
2144         float clearcolor[4];
2145         nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2146         farclip = 1.0f;
2147         bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2148         r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2149         r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2150         r_shadow_shadowmapside = side;
2151         r_shadow_shadowmapsize = size;
2152
2153         r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2154         r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2155         R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2156         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2157
2158         // complex unrolled cube approach (more flexible)
2159         if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2160                 R_Shadow_MakeVSDCT();
2161         if (!r_shadow_shadowmap2dtexture)
2162                 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2163         if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2164         r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2165         r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2166         r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2167
2168         R_Mesh_ResetTextureState();
2169         R_Shadow_RenderMode_Reset();
2170         R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2171         R_SetupShader_DepthOrShadow();
2172         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2173         GL_DepthMask(true);
2174         GL_DepthTest(true);
2175
2176 init_done:
2177         R_SetViewport(&viewport);
2178         flipped = (side & 1) ^ (side >> 2);
2179         r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2180         r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2181         switch(vid.renderpath)
2182         {
2183         case RENDERPATH_GL11:
2184         case RENDERPATH_GL13:
2185         case RENDERPATH_GL20:
2186         case RENDERPATH_SOFT:
2187         case RENDERPATH_GLES1:
2188         case RENDERPATH_GLES2:
2189                 GL_CullFace(r_refdef.view.cullface_back);
2190                 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2191                 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2192                 {
2193                         // get tightest scissor rectangle that encloses all viewports in the clear mask
2194                         int x1 = clear & 0x15 ? 0 : size;
2195                         int x2 = clear & 0x2A ? 2 * size : size;
2196                         int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2197                         int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2198                         GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2199                         GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2200                 }
2201                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2202                 break;
2203         case RENDERPATH_D3D9:
2204         case RENDERPATH_D3D10:
2205         case RENDERPATH_D3D11:
2206                 Vector4Set(clearcolor, 1,1,1,1);
2207                 // completely different meaning than in OpenGL path
2208                 r_shadow_shadowmap_parameters[1] = 0;
2209                 r_shadow_shadowmap_parameters[3] = -bias;
2210                 // we invert the cull mode because we flip the projection matrix
2211                 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2212                 GL_CullFace(r_refdef.view.cullface_front);
2213                 // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
2214                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2215                 if (r_shadow_shadowmapsampler)
2216                 {
2217                         GL_ColorMask(0,0,0,0);
2218                         if (clear)
2219                                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2220                 }
2221                 else
2222                 {
2223                         GL_ColorMask(1,1,1,1);
2224                         if (clear)
2225                                 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2226                 }
2227                 break;
2228         }
2229 }
2230
2231 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2232 {
2233         R_Mesh_ResetTextureState();
2234         R_Mesh_SetMainRenderTargets();
2235         if (transparent)
2236         {
2237                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2238                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2239                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2240                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2241         }
2242         R_Shadow_RenderMode_Reset();
2243         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2244         if (!transparent)
2245                 GL_DepthFunc(GL_EQUAL);
2246         // do global setup needed for the chosen lighting mode
2247         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2248                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2249         r_shadow_usingshadowmap2d = shadowmapping;
2250         r_shadow_rendermode = r_shadow_lightingrendermode;
2251         // only draw light where this geometry was already rendered AND the
2252         // stencil is 128 (values other than this mean shadow)
2253         if (stenciltest)
2254                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2255         else
2256                 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2257 }
2258
2259 static const unsigned short bboxelements[36] =
2260 {
2261         5, 1, 3, 5, 3, 7,
2262         6, 2, 0, 6, 0, 4,
2263         7, 3, 2, 7, 2, 6,
2264         4, 0, 1, 4, 1, 5,
2265         4, 5, 7, 4, 7, 6,
2266         1, 0, 2, 1, 2, 3,
2267 };
2268
2269 static const float bboxpoints[8][3] =
2270 {
2271         {-1,-1,-1},
2272         { 1,-1,-1},
2273         {-1, 1,-1},
2274         { 1, 1,-1},
2275         {-1,-1, 1},
2276         { 1,-1, 1},
2277         {-1, 1, 1},
2278         { 1, 1, 1},
2279 };
2280
2281 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2282 {
2283         int i;
2284         float vertex3f[8*3];
2285         const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2286 // do global setup needed for the chosen lighting mode
2287         R_Shadow_RenderMode_Reset();
2288         r_shadow_rendermode = r_shadow_lightingrendermode;
2289         R_EntityMatrix(&identitymatrix);
2290         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2291         // only draw light where this geometry was already rendered AND the
2292         // stencil is 128 (values other than this mean shadow)
2293         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2294         if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
2295                 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2296         else
2297                 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
2298
2299         r_shadow_usingshadowmap2d = shadowmapping;
2300
2301         // render the lighting
2302         R_SetupShader_DeferredLight(rsurface.rtlight);
2303         for (i = 0;i < 8;i++)
2304                 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2305         GL_ColorMask(1,1,1,1);
2306         GL_DepthMask(false);
2307         GL_DepthRange(0, 1);
2308         GL_PolygonOffset(0, 0);
2309         GL_DepthTest(true);
2310         GL_DepthFunc(GL_GREATER);
2311         GL_CullFace(r_refdef.view.cullface_back);
2312         R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
2313         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2314 }
2315
2316 static void R_Shadow_UpdateBounceGridTexture(void)
2317 {
2318 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2319         dlight_t *light;
2320         int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2321         int bouncecount;
2322         int hitsupercontentsmask;
2323         int maxbounce;
2324         int numpixels;
2325         int resolution[3];
2326         int shootparticles;
2327         int shotparticles;
2328         int photoncount;
2329         int tex[3];
2330         trace_t cliptrace;
2331         //trace_t cliptrace2;
2332         //trace_t cliptrace3;
2333         unsigned char *pixel;
2334         unsigned char *pixels;
2335         float *highpixel;
2336         float *highpixels;
2337         unsigned int lightindex;
2338         unsigned int range;
2339         unsigned int range1;
2340         unsigned int range2;
2341         unsigned int seed = (unsigned int)(realtime * 1000.0f);
2342         vec3_t shotcolor;
2343         vec3_t baseshotcolor;
2344         vec3_t surfcolor;
2345         vec3_t clipend;
2346         vec3_t clipstart;
2347         vec3_t clipdiff;
2348         vec3_t ispacing;
2349         vec3_t maxs;
2350         vec3_t mins;
2351         vec3_t size;
2352         vec3_t spacing;
2353         vec3_t lightcolor;
2354         vec3_t steppos;
2355         vec3_t stepdelta;
2356         vec_t radius;
2357         vec_t s;
2358         vec_t lightintensity;
2359         vec_t photonscaling;
2360         vec_t photonresidual;
2361         float m[16];
2362         float texlerp[2][3];
2363         float splatcolor[32];
2364         float pixelweight[8];
2365         float w;
2366         int c[4];
2367         int pixelindex[8];
2368         int corner;
2369         int pixelsperband;
2370         int pixelband;
2371         int pixelbands;
2372         int numsteps;
2373         int step;
2374         int x, y, z;
2375         rtlight_t *rtlight;
2376         r_shadow_bouncegrid_settings_t settings;
2377         qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
2378         qboolean allowdirectionalshading = false;
2379         switch(vid.renderpath)
2380         {
2381         case RENDERPATH_GL20:
2382                 allowdirectionalshading = true;
2383                 if (!vid.support.ext_texture_3d)
2384                         return;
2385                 break;
2386         case RENDERPATH_GLES2:
2387                 // for performance reasons, do not use directional shading on GLES devices
2388                 if (!vid.support.ext_texture_3d)
2389                         return;
2390                 break;
2391                 // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
2392         case RENDERPATH_GL11:
2393         case RENDERPATH_GL13:
2394         case RENDERPATH_GLES1:
2395         case RENDERPATH_SOFT:
2396         case RENDERPATH_D3D9:
2397         case RENDERPATH_D3D10:
2398         case RENDERPATH_D3D11:
2399                 return;
2400         }
2401
2402         r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2403
2404         // see if there are really any lights to render...
2405         if (enable && r_shadow_bouncegrid_static.integer)
2406         {
2407                 enable = false;
2408                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2409                 for (lightindex = 0;lightindex < range;lightindex++)
2410                 {
2411                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2412                         if (!light || !(light->flags & flag))
2413                                 continue;
2414                         rtlight = &light->rtlight;
2415                         // when static, we skip styled lights because they tend to change...
2416                         if (rtlight->style > 0)
2417                                 continue;
2418                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
2419                         if (!VectorLength2(lightcolor))
2420                                 continue;
2421                         enable = true;
2422                         break;
2423                 }
2424         }
2425
2426         if (!enable)
2427         {
2428                 if (r_shadow_bouncegridtexture)
2429                 {
2430                         R_FreeTexture(r_shadow_bouncegridtexture);
2431                         r_shadow_bouncegridtexture = NULL;
2432                 }
2433                 if (r_shadow_bouncegridpixels)
2434                         Mem_Free(r_shadow_bouncegridpixels);
2435                 r_shadow_bouncegridpixels = NULL;
2436                 if (r_shadow_bouncegridhighpixels)
2437                         Mem_Free(r_shadow_bouncegridhighpixels);
2438                 r_shadow_bouncegridhighpixels = NULL;
2439                 r_shadow_bouncegridnumpixels = 0;
2440                 r_shadow_bouncegriddirectional = false;
2441                 return;
2442         }
2443
2444         // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
2445         memset(&settings, 0, sizeof(settings));
2446         settings.staticmode                    = r_shadow_bouncegrid_static.integer != 0;
2447         settings.airstepmax                    = bound(1, r_shadow_bouncegrid_airstepmax.integer, 1048576);
2448         settings.airstepsize                   = bound(1.0f, r_shadow_bouncegrid_airstepsize.value, 1024.0f);
2449         settings.bounceanglediffuse            = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
2450         settings.directionalshading            = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
2451         settings.dlightparticlemultiplier      = r_shadow_bouncegrid_dlightparticlemultiplier.value;
2452         settings.hitmodels                     = r_shadow_bouncegrid_hitmodels.integer != 0;
2453         settings.includedirectlighting         = r_shadow_bouncegrid_includedirectlighting.integer != 0;
2454         settings.lightradiusscale              = r_shadow_bouncegrid_lightradiusscale.value;
2455         settings.maxbounce                     = r_shadow_bouncegrid_maxbounce.integer;
2456         settings.particlebounceintensity       = r_shadow_bouncegrid_particlebounceintensity.value;
2457         settings.particleintensity             = r_shadow_bouncegrid_particleintensity.value;
2458         settings.photons                       = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
2459         settings.spacing[0]                    = r_shadow_bouncegrid_spacingx.value;
2460         settings.spacing[1]                    = r_shadow_bouncegrid_spacingy.value;
2461         settings.spacing[2]                    = r_shadow_bouncegrid_spacingz.value;
2462         settings.stablerandom                  = r_shadow_bouncegrid_stablerandom.integer;
2463
2464         // bound the values for sanity
2465         settings.photons = bound(1, settings.photons, 1048576);
2466         settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
2467         settings.maxbounce = bound(0, settings.maxbounce, 16);
2468         settings.spacing[0] = bound(1, settings.spacing[0], 512);
2469         settings.spacing[1] = bound(1, settings.spacing[1], 512);
2470         settings.spacing[2] = bound(1, settings.spacing[2], 512);
2471
2472         // get the spacing values
2473         spacing[0] = settings.spacing[0];
2474         spacing[1] = settings.spacing[1];
2475         spacing[2] = settings.spacing[2];
2476         ispacing[0] = 1.0f / spacing[0];
2477         ispacing[1] = 1.0f / spacing[1];
2478         ispacing[2] = 1.0f / spacing[2];
2479
2480         // calculate texture size enclosing entire world bounds at the spacing
2481         VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2482         VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2483         VectorSubtract(maxs, mins, size);
2484         // now we can calculate the resolution we want
2485         c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2486         c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2487         c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2488         // figure out the exact texture size (honoring power of 2 if required)
2489         c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2490         c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2491         c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2492         if (vid.support.arb_texture_non_power_of_two)
2493         {
2494                 resolution[0] = c[0];
2495                 resolution[1] = c[1];
2496                 resolution[2] = c[2];
2497         }
2498         else
2499         {
2500                 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2501                 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2502                 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2503         }
2504         size[0] = spacing[0] * resolution[0];
2505         size[1] = spacing[1] * resolution[1];
2506         size[2] = spacing[2] * resolution[2];
2507
2508         // if dynamic we may or may not want to use the world bounds
2509         // if the dynamic size is smaller than the world bounds, use it instead
2510         if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
2511         {
2512                 // we know the resolution we want
2513                 c[0] = r_shadow_bouncegrid_x.integer;
2514                 c[1] = r_shadow_bouncegrid_y.integer;
2515                 c[2] = r_shadow_bouncegrid_z.integer;
2516                 // now we can calculate the texture size (power of 2 if required)
2517                 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2518                 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2519                 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2520                 if (vid.support.arb_texture_non_power_of_two)
2521                 {
2522                         resolution[0] = c[0];
2523                         resolution[1] = c[1];
2524                         resolution[2] = c[2];
2525                 }
2526                 else
2527                 {
2528                         for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2529                         for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2530                         for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2531                 }
2532                 size[0] = spacing[0] * resolution[0];
2533                 size[1] = spacing[1] * resolution[1];
2534                 size[2] = spacing[2] * resolution[2];
2535                 // center the rendering on the view
2536                 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2537                 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2538                 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2539         }
2540
2541         // recalculate the maxs in case the resolution was not satisfactory
2542         VectorAdd(mins, size, maxs);
2543
2544         // if all the settings seem identical to the previous update, return
2545         if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
2546                 return;
2547
2548         // store the new settings
2549         r_shadow_bouncegridsettings = settings;
2550
2551         pixelbands = settings.directionalshading ? 8 : 1;
2552         pixelsperband = resolution[0]*resolution[1]*resolution[2];
2553         numpixels = pixelsperband*pixelbands;
2554
2555         // we're going to update the bouncegrid, update the matrix...
2556         memset(m, 0, sizeof(m));
2557         m[0] = 1.0f / size[0];
2558         m[3] = -mins[0] * m[0];
2559         m[5] = 1.0f / size[1];
2560         m[7] = -mins[1] * m[5];
2561         m[10] = 1.0f / size[2];
2562         m[11] = -mins[2] * m[10];
2563         m[15] = 1.0f;
2564         Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2565         // reallocate pixels for this update if needed...
2566         if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2567         {
2568                 if (r_shadow_bouncegridtexture)
2569                 {
2570                         R_FreeTexture(r_shadow_bouncegridtexture);
2571                         r_shadow_bouncegridtexture = NULL;
2572                 }
2573                 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2574                 r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
2575         }
2576         r_shadow_bouncegridnumpixels = numpixels;
2577         pixels = r_shadow_bouncegridpixels;
2578         highpixels = r_shadow_bouncegridhighpixels;
2579         x = pixelsperband*4;
2580         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2581         {
2582                 if (pixelband == 1)
2583                         memset(pixels + pixelband * x, 128, x);
2584                 else
2585                         memset(pixels + pixelband * x, 0, x);
2586         }
2587         memset(highpixels, 0, numpixels * sizeof(float[4]));
2588         // figure out what we want to interact with
2589         if (settings.hitmodels)
2590                 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
2591         else
2592                 hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
2593         maxbounce = settings.maxbounce;
2594         // clear variables that produce warnings otherwise
2595         memset(splatcolor, 0, sizeof(splatcolor));
2596         // iterate world rtlights
2597         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2598         range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
2599         range2 = range + range1;
2600         photoncount = 0;
2601         for (lightindex = 0;lightindex < range2;lightindex++)
2602         {
2603                 if (settings.staticmode)
2604                 {
2605                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2606                         if (!light || !(light->flags & flag))
2607                                 continue;
2608                         rtlight = &light->rtlight;
2609                         // when static, we skip styled lights because they tend to change...
2610                         if (rtlight->style > 0)
2611                                 continue;
2612                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2613                 }
2614                 else
2615                 {
2616                         if (lightindex < range)
2617                         {
2618                                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2619                                 rtlight = &light->rtlight;
2620                         }
2621                         else
2622                                 rtlight = r_refdef.scene.lights[lightindex - range];
2623                         // draw only visible lights (major speedup)
2624                         if (!rtlight->draw)
2625                                 continue;
2626                         VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2627                 }
2628                 if (!VectorLength2(lightcolor))
2629                         continue;
2630                 // shoot particles from this light
2631                 // use a calculation for the number of particles that will not
2632                 // vary with lightstyle, otherwise we get randomized particle
2633                 // distribution, the seeded random is only consistent for a
2634                 // consistent number of particles on this light...
2635                 radius = rtlight->radius * settings.lightradiusscale;
2636                 s = rtlight->radius;
2637                 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2638                 if (lightindex >= range)
2639                         lightintensity *= settings.dlightparticlemultiplier;
2640                 photoncount += max(0.0f, lightintensity * s * s);
2641         }
2642         photonscaling = (float)settings.photons / max(1, photoncount);
2643         photonresidual = 0.0f;
2644         for (lightindex = 0;lightindex < range2;lightindex++)
2645         {
2646                 if (settings.staticmode)
2647                 {
2648                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2649                         if (!light || !(light->flags & flag))
2650                                 continue;
2651                         rtlight = &light->rtlight;
2652                         // when static, we skip styled lights because they tend to change...
2653                         if (rtlight->style > 0)
2654                                 continue;
2655                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2656                 }
2657                 else
2658                 {
2659                         if (lightindex < range)
2660                         {
2661                                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2662                                 rtlight = &light->rtlight;
2663                         }
2664                         else
2665                                 rtlight = r_refdef.scene.lights[lightindex - range];
2666                         // draw only visible lights (major speedup)
2667                         if (!rtlight->draw)
2668                                 continue;
2669                         VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2670                 }
2671                 if (!VectorLength2(lightcolor))
2672                         continue;
2673                 // shoot particles from this light
2674                 // use a calculation for the number of particles that will not
2675                 // vary with lightstyle, otherwise we get randomized particle
2676                 // distribution, the seeded random is only consistent for a
2677                 // consistent number of particles on this light...
2678                 radius = rtlight->radius * settings.lightradiusscale;
2679                 s = rtlight->radius;
2680                 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2681                 if (lightindex >= range)
2682                         lightintensity *= settings.dlightparticlemultiplier;
2683                 photonresidual += lightintensity * s * s * photonscaling;
2684                 shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2685                 if (!shootparticles)
2686                         continue;
2687                 photonresidual -= shootparticles;
2688                 s = settings.particleintensity / shootparticles;
2689                 VectorScale(lightcolor, s, baseshotcolor);
2690                 if (VectorLength2(baseshotcolor) == 0.0f)
2691                         break;
2692                 r_refdef.stats.bouncegrid_lights++;
2693                 r_refdef.stats.bouncegrid_particles += shootparticles;
2694                 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2695                 {
2696                         if (settings.stablerandom > 0)
2697                                 seed = lightindex * 11937 + shotparticles;
2698                         VectorCopy(baseshotcolor, shotcolor);
2699                         VectorCopy(rtlight->shadoworigin, clipstart);
2700                         if (settings.stablerandom < 0)
2701                                 VectorRandom(clipend);
2702                         else
2703                                 VectorCheeseRandom(clipend);
2704                         VectorMA(clipstart, radius, clipend, clipend);
2705                         for (bouncecount = 0;;bouncecount++)
2706                         {
2707                                 r_refdef.stats.bouncegrid_traces++;
2708                                 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2709                                 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2710                                 if (settings.staticmode)
2711                                         Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true);
2712                                 else
2713                                         cliptrace = CL_TraceLine(clipstart, clipend, settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true);
2714                                 if (bouncecount > 0 || settings.includedirectlighting)
2715                                 {
2716                                         // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
2717                                         // accumulate average shotcolor
2718                                         w = VectorLength(shotcolor);
2719                                         splatcolor[ 0] = shotcolor[0];
2720                                         splatcolor[ 1] = shotcolor[1];
2721                                         splatcolor[ 2] = shotcolor[2];
2722                                         splatcolor[ 3] = 0.0f;
2723                                         if (pixelbands > 1)
2724                                         {
2725                                                 VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
2726                                                 VectorNormalize(clipdiff);
2727                                                 // store bentnormal in case the shader has a use for it
2728                                                 splatcolor[ 4] = clipdiff[0] * w;
2729                                                 splatcolor[ 5] = clipdiff[1] * w;
2730                                                 splatcolor[ 6] = clipdiff[2] * w;
2731                                                 splatcolor[ 7] = w;
2732                                                 // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z)
2733                                                 splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]);
2734                                                 splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]);
2735                                                 splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]);
2736                                                 splatcolor[11] = 0.0f;
2737                                                 splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]);
2738                                                 splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]);
2739                                                 splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]);
2740                                                 splatcolor[15] = 0.0f;
2741                                                 splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]);
2742                                                 splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]);
2743                                                 splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]);
2744                                                 splatcolor[19] = 0.0f;
2745                                                 splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]);
2746                                                 splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]);
2747                                                 splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]);
2748                                                 splatcolor[23] = 0.0f;
2749                                                 splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]);
2750                                                 splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]);
2751                                                 splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]);
2752                                                 splatcolor[27] = 0.0f;
2753                                                 splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]);
2754                                                 splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]);
2755                                                 splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]);
2756                                                 splatcolor[31] = 0.0f;
2757                                         }
2758                                         // calculate the number of steps we need to traverse this distance
2759                                         VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
2760                                         numsteps = (int)(VectorLength(stepdelta) / settings.airstepsize);
2761                                         numsteps = bound(1, numsteps, settings.airstepmax);
2762                                         w = 1.0f / numsteps;
2763                                         VectorScale(stepdelta, w, stepdelta);
2764                                         VectorMA(clipstart, 0.5f, stepdelta, steppos);
2765                                         if (settings.airstepmax == 1)
2766                                                 VectorCopy(cliptrace.endpos, steppos);
2767                                         for (step = 0;step < numsteps;step++)
2768                                         {
2769                                                 r_refdef.stats.bouncegrid_splats++;
2770                                                 // figure out which texture pixel this is in
2771                                                 texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]);
2772                                                 texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]);
2773                                                 texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]);
2774                                                 tex[0] = (int)floor(texlerp[1][0]);
2775                                                 tex[1] = (int)floor(texlerp[1][1]);
2776                                                 tex[2] = (int)floor(texlerp[1][2]);
2777                                                 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)
2778                                                 {
2779                                                         // it is within bounds...  do the real work now
2780                                                         // calculate the lerp factors
2781                                                         texlerp[1][0] -= tex[0];
2782                                                         texlerp[1][1] -= tex[1];
2783                                                         texlerp[1][2] -= tex[2];
2784                                                         texlerp[0][0] = 1.0f - texlerp[1][0];
2785                                                         texlerp[0][1] = 1.0f - texlerp[1][1];
2786                                                         texlerp[0][2] = 1.0f - texlerp[1][2];
2787                                                         // calculate individual pixel indexes and weights
2788                                                         pixelindex[0] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
2789                                                         pixelindex[1] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
2790                                                         pixelindex[2] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
2791                                                         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]);
2792                                                         pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
2793                                                         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]);
2794                                                         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]);
2795                                                         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]);
2796                                                         // update the 8 pixels...
2797                                                         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2798                                                         {
2799                                                                 for (corner = 0;corner < 8;corner++)
2800                                                                 {
2801                                                                         // calculate address for pixel
2802                                                                         w = pixelweight[corner];
2803                                                                         pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2804                                                                         highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2805                                                                         // add to the high precision pixel color
2806                                                                         highpixel[0] += (splatcolor[pixelband*4+0]*w);
2807                                                                         highpixel[1] += (splatcolor[pixelband*4+1]*w);
2808                                                                         highpixel[2] += (splatcolor[pixelband*4+2]*w);
2809                                                                         highpixel[3] += (splatcolor[pixelband*4+3]*w);
2810                                                                         // flag the low precision pixel as needing to be updated
2811                                                                         pixel[3] = 255;
2812                                                                         // advance to next band of coefficients
2813                                                                         //pixel += pixelsperband*4;
2814                                                                         //highpixel += pixelsperband*4;
2815                                                                 }
2816                                                         }
2817                                                 }
2818                                                 VectorAdd(steppos, stepdelta, steppos);
2819                                         }
2820                                 }
2821                                 if (cliptrace.fraction >= 1.0f)
2822                                         break;
2823                                 r_refdef.stats.bouncegrid_hits++;
2824                                 if (bouncecount >= maxbounce)
2825                                         break;
2826                                 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2827                                 // also clamp the resulting color to never add energy, even if the user requests extreme values
2828                                 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2829                                         VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2830                                 else
2831                                         VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2832                                 VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
2833                                 surfcolor[0] = min(surfcolor[0], 1.0f);
2834                                 surfcolor[1] = min(surfcolor[1], 1.0f);
2835                                 surfcolor[2] = min(surfcolor[2], 1.0f);
2836                                 VectorMultiply(shotcolor, surfcolor, shotcolor);
2837                                 if (VectorLength2(baseshotcolor) == 0.0f)
2838                                         break;
2839                                 r_refdef.stats.bouncegrid_bounces++;
2840                                 if (settings.bounceanglediffuse)
2841                                 {
2842                                         // random direction, primarily along plane normal
2843                                         s = VectorDistance(cliptrace.endpos, clipend);
2844                                         if (settings.stablerandom < 0)
2845                                                 VectorRandom(clipend);
2846                                         else
2847                                                 VectorCheeseRandom(clipend);
2848                                         VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2849                                         VectorNormalize(clipend);
2850                                         VectorScale(clipend, s, clipend);
2851                                 }
2852                                 else
2853                                 {
2854                                         // reflect the remaining portion of the line across plane normal
2855                                         VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2856                                         VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2857                                 }
2858                                 // calculate the new line start and end
2859                                 VectorCopy(cliptrace.endpos, clipstart);
2860                                 VectorAdd(clipstart, clipend, clipend);
2861                         }
2862                 }
2863         }
2864         // generate pixels array from highpixels array
2865         // skip first and last columns, rows, and layers as these are blank
2866         // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
2867         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2868         {
2869                 for (z = 1;z < resolution[2]-1;z++)
2870                 {
2871                         for (y = 1;y < resolution[1]-1;y++)
2872                         {
2873                                 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)
2874                                 {
2875                                         // only convert pixels that were hit by photons
2876                                         if (pixel[3] == 255)
2877                                         {
2878                                                 // normalize the bentnormal...
2879                                                 if (pixelband == 1)
2880                                                 {
2881                                                         VectorNormalize(highpixel);
2882                                                         c[0] = (int)(highpixel[0]*128.0f+128.0f);
2883                                                         c[1] = (int)(highpixel[1]*128.0f+128.0f);
2884                                                         c[2] = (int)(highpixel[2]*128.0f+128.0f);
2885                                                         c[3] = (int)(highpixel[3]*128.0f+128.0f);
2886                                                 }
2887                                                 else
2888                                                 {
2889                                                         c[0] = (int)(highpixel[0]*256.0f);
2890                                                         c[1] = (int)(highpixel[1]*256.0f);
2891                                                         c[2] = (int)(highpixel[2]*256.0f);
2892                                                         c[3] = (int)(highpixel[3]*256.0f);
2893                                                 }
2894                                                 pixel[2] = (unsigned char)bound(0, c[0], 255);
2895                                                 pixel[1] = (unsigned char)bound(0, c[1], 255);
2896                                                 pixel[0] = (unsigned char)bound(0, c[2], 255);
2897                                                 pixel[3] = (unsigned char)bound(0, c[3], 255);
2898                                         }
2899                                 }
2900                         }
2901                 }
2902         }
2903         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)
2904                 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
2905         else
2906         {
2907                 VectorCopy(resolution, r_shadow_bouncegridresolution);
2908                 r_shadow_bouncegriddirectional = settings.directionalshading;
2909                 if (r_shadow_bouncegridtexture)
2910                         R_FreeTexture(r_shadow_bouncegridtexture);
2911                 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);
2912         }
2913         r_shadow_bouncegridtime = realtime;
2914 }
2915
2916 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2917 {
2918         R_Shadow_RenderMode_Reset();
2919         GL_BlendFunc(GL_ONE, GL_ONE);
2920         GL_DepthRange(0, 1);
2921         GL_DepthTest(r_showshadowvolumes.integer < 2);
2922         GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2923         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2924         GL_CullFace(GL_NONE);
2925         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2926 }
2927
2928 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2929 {
2930         R_Shadow_RenderMode_Reset();
2931         GL_BlendFunc(GL_ONE, GL_ONE);
2932         GL_DepthRange(0, 1);
2933         GL_DepthTest(r_showlighting.integer < 2);
2934         GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2935         if (!transparent)
2936                 GL_DepthFunc(GL_EQUAL);
2937         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2938         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2939 }
2940
2941 void R_Shadow_RenderMode_End(void)
2942 {
2943         R_Shadow_RenderMode_Reset();
2944         R_Shadow_RenderMode_ActiveLight(NULL);
2945         GL_DepthMask(true);
2946         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2947         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2948 }
2949
2950 int bboxedges[12][2] =
2951 {
2952         // top
2953         {0, 1}, // +X
2954         {0, 2}, // +Y
2955         {1, 3}, // Y, +X
2956         {2, 3}, // X, +Y
2957         // bottom
2958         {4, 5}, // +X
2959         {4, 6}, // +Y
2960         {5, 7}, // Y, +X
2961         {6, 7}, // X, +Y
2962         // verticals
2963         {0, 4}, // +Z
2964         {1, 5}, // X, +Z
2965         {2, 6}, // Y, +Z
2966         {3, 7}, // XY, +Z
2967 };
2968
2969 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2970 {
2971         if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass)
2972         {
2973                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2974                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2975                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2976                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2977                 return false;
2978         }
2979         if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2980                 return true; // invisible
2981         if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2982         || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2983         || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2984         || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2985                 r_refdef.stats.lights_scissored++;
2986         return false;
2987 }
2988
2989 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2990 {
2991         int i;
2992         const float *vertex3f;
2993         const float *normal3f;
2994         float *color4f;
2995         float dist, dot, distintensity, shadeintensity, v[3], n[3];
2996         switch (r_shadow_rendermode)
2997         {
2998         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2999         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3000                 if (VectorLength2(diffusecolor) > 0)
3001                 {
3002                         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)
3003                         {
3004                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3005                                 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3006                                 if ((dot = DotProduct(n, v)) < 0)
3007                                 {
3008                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3009                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
3010                                 }
3011                                 else
3012                                         VectorCopy(ambientcolor, color4f);
3013                                 if (r_refdef.fogenabled)
3014                                 {
3015                                         float f;
3016                                         f = RSurf_FogVertex(vertex3f);
3017                                         VectorScale(color4f, f, color4f);
3018                                 }
3019                                 color4f[3] = 1;
3020                         }
3021                 }
3022                 else
3023                 {
3024                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3025                         {
3026                                 VectorCopy(ambientcolor, color4f);
3027                                 if (r_refdef.fogenabled)
3028                                 {
3029                                         float f;
3030                                         Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3031                                         f = RSurf_FogVertex(vertex3f);
3032                                         VectorScale(color4f + 4*i, f, color4f);
3033                                 }
3034                                 color4f[3] = 1;
3035                         }
3036                 }
3037                 break;
3038         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3039                 if (VectorLength2(diffusecolor) > 0)
3040                 {
3041                         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)
3042                         {
3043                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3044                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3045                                 {
3046                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3047                                         if ((dot = DotProduct(n, v)) < 0)
3048                                         {
3049                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3050                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3051                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3052                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3053                                         }
3054                                         else
3055                                         {
3056                                                 color4f[0] = ambientcolor[0] * distintensity;
3057                                                 color4f[1] = ambientcolor[1] * distintensity;
3058                                                 color4f[2] = ambientcolor[2] * distintensity;
3059                                         }
3060                                         if (r_refdef.fogenabled)
3061                                         {
3062                                                 float f;
3063                                                 f = RSurf_FogVertex(vertex3f);
3064                                                 VectorScale(color4f, f, color4f);
3065                                         }
3066                                 }
3067                                 else
3068                                         VectorClear(color4f);
3069                                 color4f[3] = 1;
3070                         }
3071                 }
3072                 else
3073                 {
3074                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3075                         {
3076                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3077                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3078                                 {
3079                                         color4f[0] = ambientcolor[0] * distintensity;
3080                                         color4f[1] = ambientcolor[1] * distintensity;
3081                                         color4f[2] = ambientcolor[2] * distintensity;
3082                                         if (r_refdef.fogenabled)
3083                                         {
3084                                                 float f;
3085                                                 f = RSurf_FogVertex(vertex3f);
3086                                                 VectorScale(color4f, f, color4f);
3087                                         }
3088                                 }
3089                                 else
3090                                         VectorClear(color4f);
3091                                 color4f[3] = 1;
3092                         }
3093                 }
3094                 break;
3095         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3096                 if (VectorLength2(diffusecolor) > 0)
3097                 {
3098                         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)
3099                         {
3100                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3101                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3102                                 {
3103                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3104                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3105                                         if ((dot = DotProduct(n, v)) < 0)
3106                                         {
3107                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3108                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3109                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3110                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3111                                         }
3112                                         else
3113                                         {
3114                                                 color4f[0] = ambientcolor[0] * distintensity;
3115                                                 color4f[1] = ambientcolor[1] * distintensity;
3116                                                 color4f[2] = ambientcolor[2] * distintensity;
3117                                         }
3118                                         if (r_refdef.fogenabled)
3119                                         {
3120                                                 float f;
3121                                                 f = RSurf_FogVertex(vertex3f);
3122                                                 VectorScale(color4f, f, color4f);
3123                                         }
3124                                 }
3125                                 else
3126                                         VectorClear(color4f);
3127                                 color4f[3] = 1;
3128                         }
3129                 }
3130                 else
3131                 {
3132                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3133                         {
3134                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3135                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3136                                 {
3137                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3138                                         color4f[0] = ambientcolor[0] * distintensity;
3139                                         color4f[1] = ambientcolor[1] * distintensity;
3140                                         color4f[2] = ambientcolor[2] * distintensity;
3141                                         if (r_refdef.fogenabled)
3142                                         {
3143                                                 float f;
3144                                                 f = RSurf_FogVertex(vertex3f);
3145                                                 VectorScale(color4f, f, color4f);
3146                                         }
3147                                 }
3148                                 else
3149                                         VectorClear(color4f);
3150                                 color4f[3] = 1;
3151                         }
3152                 }
3153                 break;
3154         default:
3155                 break;
3156         }
3157 }
3158
3159 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3160 {
3161         // used to display how many times a surface is lit for level design purposes
3162         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3163         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
3164         RSurf_DrawBatch();
3165 }
3166
3167 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
3168 {
3169         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
3170         R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
3171         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3172                 GL_DepthFunc(GL_EQUAL);
3173         RSurf_DrawBatch();
3174         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3175                 GL_DepthFunc(GL_LEQUAL);
3176 }
3177
3178 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3179 {
3180         int renders;
3181         int i;
3182         int stop;
3183         int newfirstvertex;
3184         int newlastvertex;
3185         int newnumtriangles;
3186         int *newe;
3187         const int *e;
3188         float *c;
3189         int maxtriangles = 4096;
3190         static int newelements[4096*3];
3191         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
3192         for (renders = 0;renders < 4;renders++)
3193         {
3194                 stop = true;
3195                 newfirstvertex = 0;
3196                 newlastvertex = 0;
3197                 newnumtriangles = 0;
3198                 newe = newelements;
3199                 // due to low fillrate on the cards this vertex lighting path is
3200                 // designed for, we manually cull all triangles that do not
3201                 // contain a lit vertex
3202                 // this builds batches of triangles from multiple surfaces and
3203                 // renders them at once
3204                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3205                 {
3206                         if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
3207                         {
3208                                 if (newnumtriangles)
3209                                 {
3210                                         newfirstvertex = min(newfirstvertex, e[0]);
3211                                         newlastvertex  = max(newlastvertex, e[0]);
3212                                 }
3213                                 else
3214                                 {
3215                                         newfirstvertex = e[0];
3216                                         newlastvertex = e[0];
3217                                 }
3218                                 newfirstvertex = min(newfirstvertex, e[1]);
3219                                 newlastvertex  = max(newlastvertex, e[1]);
3220                                 newfirstvertex = min(newfirstvertex, e[2]);
3221                                 newlastvertex  = max(newlastvertex, e[2]);
3222                                 newe[0] = e[0];
3223                                 newe[1] = e[1];
3224                                 newe[2] = e[2];
3225                                 newnumtriangles++;
3226                                 newe += 3;
3227                                 if (newnumtriangles >= maxtriangles)
3228                                 {
3229                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3230                                         newnumtriangles = 0;
3231                                         newe = newelements;
3232                                         stop = false;
3233                                 }
3234                         }
3235                 }
3236                 if (newnumtriangles >= 1)
3237                 {
3238                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3239                         stop = false;
3240                 }
3241                 // if we couldn't find any lit triangles, exit early
3242                 if (stop)
3243                         break;
3244                 // now reduce the intensity for the next overbright pass
3245                 // we have to clamp to 0 here incase the drivers have improper
3246                 // handling of negative colors
3247                 // (some old drivers even have improper handling of >1 color)
3248                 stop = true;
3249                 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3250                 {
3251                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3252                         {
3253                                 c[0] = max(0, c[0] - 1);
3254                                 c[1] = max(0, c[1] - 1);
3255                                 c[2] = max(0, c[2] - 1);
3256                                 stop = false;
3257                         }
3258                         else
3259                                 VectorClear(c);
3260                 }
3261                 // another check...
3262                 if (stop)
3263                         break;
3264         }
3265 }
3266
3267 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
3268 {
3269         // OpenGL 1.1 path (anything)
3270         float ambientcolorbase[3], diffusecolorbase[3];
3271         float ambientcolorpants[3], diffusecolorpants[3];
3272         float ambientcolorshirt[3], diffusecolorshirt[3];
3273         const float *surfacecolor = rsurface.texture->dlightcolor;
3274         const float *surfacepants = rsurface.colormap_pantscolor;
3275         const float *surfaceshirt = rsurface.colormap_shirtcolor;
3276         rtexture_t *basetexture = rsurface.texture->basetexture;
3277         rtexture_t *pantstexture = rsurface.texture->pantstexture;
3278         rtexture_t *shirttexture = rsurface.texture->shirttexture;
3279         qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
3280         qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
3281         ambientscale *= 2 * r_refdef.view.colorscale;
3282         diffusescale *= 2 * r_refdef.view.colorscale;
3283         ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
3284         diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
3285         ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
3286         diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
3287         ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
3288         diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
3289         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3290         rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
3291         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3292         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
3293         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
3294         R_Mesh_TexBind(0, basetexture);
3295         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
3296         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
3297         switch(r_shadow_rendermode)
3298         {
3299         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3300                 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
3301                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3302                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3303                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3304                 break;
3305         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3306                 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
3307                 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
3308                 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
3309                 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3310                 // fall through
3311         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3312                 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
3313                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3314                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3315                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3316                 break;
3317         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3318                 break;
3319         default:
3320                 break;
3321         }
3322         //R_Mesh_TexBind(0, basetexture);
3323         R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3324         if (dopants)
3325         {
3326                 R_Mesh_TexBind(0, pantstexture);
3327                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3328         }
3329         if (doshirt)
3330         {
3331                 R_Mesh_TexBind(0, shirttexture);
3332                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3333         }
3334 }
3335
3336 extern cvar_t gl_lightmaps;
3337 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3338 {
3339         float ambientscale, diffusescale, specularscale;
3340         qboolean negated;
3341         float lightcolor[3];
3342         VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3343         ambientscale = rsurface.rtlight->ambientscale;
3344         diffusescale = rsurface.rtlight->diffusescale;
3345         specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3346         if (!r_shadow_usenormalmap.integer)
3347         {
3348                 ambientscale += 1.0f * diffusescale;
3349                 diffusescale = 0;
3350                 specularscale = 0;
3351         }
3352         if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3353                 return;
3354         negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3355         if(negated)
3356         {
3357                 VectorNegate(lightcolor, lightcolor);
3358                 switch(vid.renderpath)
3359                 {
3360                 case RENDERPATH_GL11:
3361                 case RENDERPATH_GL13:
3362                 case RENDERPATH_GL20:
3363                 case RENDERPATH_GLES1:
3364                 case RENDERPATH_GLES2:
3365                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3366                         break;
3367                 case RENDERPATH_D3D9:
3368 #ifdef SUPPORTD3D
3369                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
3370 #endif
3371                         break;
3372                 case RENDERPATH_D3D10:
3373                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3374                         break;
3375                 case RENDERPATH_D3D11:
3376                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3377                         break;
3378                 case RENDERPATH_SOFT:
3379                         DPSOFTRAST_BlendSubtract(true);
3380                         break;
3381                 }
3382         }
3383         RSurf_SetupDepthAndCulling();
3384         switch (r_shadow_rendermode)
3385         {
3386         case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3387                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3388                 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3389                 break;
3390         case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3391                 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3392                 break;
3393         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3394         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3395         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3396         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3397                 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3398                 break;
3399         default:
3400                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3401                 break;
3402         }
3403         if(negated)
3404         {
3405                 switch(vid.renderpath)
3406                 {
3407                 case RENDERPATH_GL11:
3408                 case RENDERPATH_GL13:
3409                 case RENDERPATH_GL20:
3410                 case RENDERPATH_GLES1:
3411                 case RENDERPATH_GLES2:
3412                         qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3413                         break;
3414                 case RENDERPATH_D3D9:
3415 #ifdef SUPPORTD3D
3416                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
3417 #endif
3418                         break;
3419                 case RENDERPATH_D3D10:
3420                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3421                         break;
3422                 case RENDERPATH_D3D11:
3423                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3424                         break;
3425                 case RENDERPATH_SOFT:
3426                         DPSOFTRAST_BlendSubtract(false);
3427                         break;
3428                 }
3429         }
3430 }
3431
3432 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)
3433 {
3434         matrix4x4_t tempmatrix = *matrix;
3435         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3436
3437         // if this light has been compiled before, free the associated data
3438         R_RTLight_Uncompile(rtlight);
3439
3440         // clear it completely to avoid any lingering data
3441         memset(rtlight, 0, sizeof(*rtlight));
3442
3443         // copy the properties
3444         rtlight->matrix_lighttoworld = tempmatrix;
3445         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3446         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3447         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3448         VectorCopy(color, rtlight->color);
3449         rtlight->cubemapname[0] = 0;
3450         if (cubemapname && cubemapname[0])
3451                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3452         rtlight->shadow = shadow;
3453         rtlight->corona = corona;
3454         rtlight->style = style;
3455         rtlight->isstatic = isstatic;
3456         rtlight->coronasizescale = coronasizescale;
3457         rtlight->ambientscale = ambientscale;
3458         rtlight->diffusescale = diffusescale;
3459         rtlight->specularscale = specularscale;
3460         rtlight->flags = flags;
3461
3462         // compute derived data
3463         //rtlight->cullradius = rtlight->radius;
3464         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3465         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3466         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3467         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3468         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3469         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3470         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3471 }
3472
3473 // compiles rtlight geometry
3474 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3475 void R_RTLight_Compile(rtlight_t *rtlight)
3476 {
3477         int i;
3478         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3479         int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3480         entity_render_t *ent = r_refdef.scene.worldentity;
3481         dp_model_t *model = r_refdef.scene.worldmodel;
3482         unsigned char *data;
3483         shadowmesh_t *mesh;
3484
3485         // compile the light
3486         rtlight->compiled = true;
3487         rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3488         rtlight->static_numleafs = 0;
3489         rtlight->static_numleafpvsbytes = 0;
3490         rtlight->static_leaflist = NULL;
3491         rtlight->static_leafpvs = NULL;
3492         rtlight->static_numsurfaces = 0;
3493         rtlight->static_surfacelist = NULL;
3494         rtlight->static_shadowmap_receivers = 0x3F;
3495         rtlight->static_shadowmap_casters = 0x3F;
3496         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3497         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3498         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3499         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3500         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3501         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3502
3503         if (model && model->GetLightInfo)
3504         {
3505                 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3506                 r_shadow_compilingrtlight = rtlight;
3507                 R_FrameData_SetMark();
3508                 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);
3509                 R_FrameData_ReturnToMark();
3510                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3511                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3512                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3513                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3514                 rtlight->static_numsurfaces = numsurfaces;
3515                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3516                 rtlight->static_numleafs = numleafs;
3517                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3518                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3519                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3520                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3521                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3522                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3523                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3524                 if (rtlight->static_numsurfaces)
3525                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3526                 if (rtlight->static_numleafs)
3527                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3528                 if (rtlight->static_numleafpvsbytes)
3529                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3530                 if (rtlight->static_numshadowtrispvsbytes)
3531                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3532                 if (rtlight->static_numlighttrispvsbytes)
3533                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3534                 R_FrameData_SetMark();
3535                 switch (rtlight->shadowmode)
3536                 {
3537                 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3538                         if (model->CompileShadowMap && rtlight->shadow)
3539                                 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3540                         break;
3541                 default:
3542                         if (model->CompileShadowVolume && rtlight->shadow)
3543                                 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3544                         break;
3545                 }
3546                 R_FrameData_ReturnToMark();
3547                 // now we're done compiling the rtlight
3548                 r_shadow_compilingrtlight = NULL;
3549         }
3550
3551
3552         // use smallest available cullradius - box radius or light radius
3553         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3554         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3555
3556         shadowzpasstris = 0;
3557         if (rtlight->static_meshchain_shadow_zpass)
3558                 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3559                         shadowzpasstris += mesh->numtriangles;
3560
3561         shadowzfailtris = 0;
3562         if (rtlight->static_meshchain_shadow_zfail)
3563                 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3564                         shadowzfailtris += mesh->numtriangles;
3565
3566         lighttris = 0;
3567         if (rtlight->static_numlighttrispvsbytes)
3568                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3569                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3570                                 lighttris++;
3571
3572         shadowtris = 0;
3573         if (rtlight->static_numlighttrispvsbytes)
3574                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3575                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3576                                 shadowtris++;
3577
3578         if (developer_extra.integer)
3579                 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);
3580 }
3581
3582 void R_RTLight_Uncompile(rtlight_t *rtlight)
3583 {
3584         if (rtlight->compiled)
3585         {
3586                 if (rtlight->static_meshchain_shadow_zpass)
3587                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3588                 rtlight->static_meshchain_shadow_zpass = NULL;
3589                 if (rtlight->static_meshchain_shadow_zfail)
3590                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3591                 rtlight->static_meshchain_shadow_zfail = NULL;
3592                 if (rtlight->static_meshchain_shadow_shadowmap)
3593                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3594                 rtlight->static_meshchain_shadow_shadowmap = NULL;
3595                 // these allocations are grouped
3596                 if (rtlight->static_surfacelist)
3597                         Mem_Free(rtlight->static_surfacelist);
3598                 rtlight->static_numleafs = 0;
3599                 rtlight->static_numleafpvsbytes = 0;
3600                 rtlight->static_leaflist = NULL;
3601                 rtlight->static_leafpvs = NULL;
3602                 rtlight->static_numsurfaces = 0;
3603                 rtlight->static_surfacelist = NULL;
3604                 rtlight->static_numshadowtrispvsbytes = 0;
3605                 rtlight->static_shadowtrispvs = NULL;
3606                 rtlight->static_numlighttrispvsbytes = 0;
3607                 rtlight->static_lighttrispvs = NULL;
3608                 rtlight->compiled = false;
3609         }
3610 }
3611
3612 void R_Shadow_UncompileWorldLights(void)
3613 {
3614         size_t lightindex;
3615         dlight_t *light;
3616         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3617         for (lightindex = 0;lightindex < range;lightindex++)
3618         {
3619                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3620                 if (!light)
3621                         continue;
3622                 R_RTLight_Uncompile(&light->rtlight);
3623         }
3624 }
3625
3626 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3627 {
3628         int i, j;
3629         mplane_t plane;
3630         // reset the count of frustum planes
3631         // see rtlight->cached_frustumplanes definition for how much this array
3632         // can hold
3633         rtlight->cached_numfrustumplanes = 0;
3634
3635         // haven't implemented a culling path for ortho rendering
3636         if (!r_refdef.view.useperspective)
3637         {
3638                 // check if the light is on screen and copy the 4 planes if it is
3639                 for (i = 0;i < 4;i++)
3640                         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3641                                 break;
3642                 if (i == 4)
3643                         for (i = 0;i < 4;i++)
3644                                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3645                 return;
3646         }
3647
3648 #if 1
3649         // generate a deformed frustum that includes the light origin, this is
3650         // used to cull shadow casting surfaces that can not possibly cast a
3651         // shadow onto the visible light-receiving surfaces, which can be a
3652         // performance gain
3653         //
3654         // if the light origin is onscreen the result will be 4 planes exactly
3655         // if the light origin is offscreen on only one axis the result will
3656         // be exactly 5 planes (split-side case)
3657         // if the light origin is offscreen on two axes the result will be
3658         // exactly 4 planes (stretched corner case)
3659         for (i = 0;i < 4;i++)
3660         {
3661                 // quickly reject standard frustum planes that put the light
3662                 // origin outside the frustum
3663                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3664                         continue;
3665                 // copy the plane
3666                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3667         }
3668         // if all the standard frustum planes were accepted, the light is onscreen
3669         // otherwise we need to generate some more planes below...
3670         if (rtlight->cached_numfrustumplanes < 4)
3671         {
3672                 // at least one of the stock frustum planes failed, so we need to
3673                 // create one or two custom planes to enclose the light origin
3674                 for (i = 0;i < 4;i++)
3675                 {
3676                         // create a plane using the view origin and light origin, and a
3677                         // single point from the frustum corner set
3678                         TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3679                         VectorNormalize(plane.normal);
3680                         plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3681                         // see if this plane is backwards and flip it if so
3682                         for (j = 0;j < 4;j++)
3683                                 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3684                                         break;
3685                         if (j < 4)
3686                         {
3687                                 VectorNegate(plane.normal, plane.normal);
3688                                 plane.dist *= -1;
3689                                 // flipped plane, test again to see if it is now valid
3690                                 for (j = 0;j < 4;j++)
3691                                         if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3692                                                 break;
3693                                 // if the plane is still not valid, then it is dividing the
3694                                 // frustum and has to be rejected
3695                                 if (j < 4)
3696                                         continue;
3697                         }
3698                         // we have created a valid plane, compute extra info
3699                         PlaneClassify(&plane);
3700                         // copy the plane
3701                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3702 #if 1
3703                         // if we've found 5 frustum planes then we have constructed a
3704                         // proper split-side case and do not need to keep searching for
3705                         // planes to enclose the light origin
3706                         if (rtlight->cached_numfrustumplanes == 5)
3707                                 break;
3708 #endif
3709                 }
3710         }
3711 #endif
3712
3713 #if 0
3714         for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3715         {
3716                 plane = rtlight->cached_frustumplanes[i];
3717                 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));
3718         }
3719 #endif
3720
3721 #if 0
3722         // now add the light-space box planes if the light box is rotated, as any
3723         // caster outside the oriented light box is irrelevant (even if it passed
3724         // the worldspace light box, which is axial)
3725         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3726         {
3727                 for (i = 0;i < 6;i++)
3728                 {
3729                         vec3_t v;
3730                         VectorClear(v);
3731                         v[i >> 1] = (i & 1) ? -1 : 1;
3732                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3733                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3734                         plane.dist = VectorNormalizeLength(plane.normal);
3735                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3736                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3737                 }
3738         }
3739 #endif
3740
3741 #if 0
3742         // add the world-space reduced box planes
3743         for (i = 0;i < 6;i++)
3744         {
3745                 VectorClear(plane.normal);
3746                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3747                 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3748                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3749         }
3750 #endif
3751
3752 #if 0
3753         {
3754         int j, oldnum;
3755         vec3_t points[8];
3756         vec_t bestdist;
3757         // reduce all plane distances to tightly fit the rtlight cull box, which
3758         // is in worldspace
3759         VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3760         VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3761         VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3762         VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3763         VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3764         VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3765         VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3766         VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3767         oldnum = rtlight->cached_numfrustumplanes;
3768         rtlight->cached_numfrustumplanes = 0;
3769         for (j = 0;j < oldnum;j++)
3770         {
3771                 // find the nearest point on the box to this plane
3772                 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3773                 for (i = 1;i < 8;i++)
3774                 {
3775                         dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3776                         if (bestdist > dist)
3777                                 bestdist = dist;
3778                 }
3779                 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);
3780                 // if the nearest point is near or behind the plane, we want this
3781                 // plane, otherwise the plane is useless as it won't cull anything
3782                 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3783                 {
3784                         PlaneClassify(&rtlight->cached_frustumplanes[j]);
3785                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3786                 }
3787         }
3788         }
3789 #endif
3790 }
3791
3792 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3793 {
3794         shadowmesh_t *mesh;
3795
3796         RSurf_ActiveWorldEntity();
3797
3798         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3799         {
3800                 CHECKGLERROR
3801                 GL_CullFace(GL_NONE);
3802                 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3803                 for (;mesh;mesh = mesh->next)
3804                 {
3805                         if (!mesh->sidetotals[r_shadow_shadowmapside])
3806                                 continue;
3807                         r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
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                         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);
3813                 }
3814                 CHECKGLERROR
3815         }
3816         else if (r_refdef.scene.worldentity->model)
3817                 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);
3818
3819         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3820 }
3821
3822 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3823 {
3824         qboolean zpass = false;
3825         shadowmesh_t *mesh;
3826         int t, tend;
3827         int surfacelistindex;
3828         msurface_t *surface;
3829
3830         // if triangle neighbors are disabled, shadowvolumes are disabled
3831         if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3832                 return;
3833
3834         RSurf_ActiveWorldEntity();
3835
3836         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3837         {
3838                 CHECKGLERROR
3839                 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3840                 {
3841                         zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3842                         R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3843                 }
3844                 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3845                 for (;mesh;mesh = mesh->next)
3846                 {
3847                         r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3848                         if (mesh->vertex3fbuffer)
3849                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3850                         else
3851                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3852                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3853                         {
3854                                 // increment stencil if frontface is infront of depthbuffer
3855                                 GL_CullFace(r_refdef.view.cullface_back);
3856                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3857                                 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);
3858                                 // decrement stencil if backface is infront of depthbuffer
3859                                 GL_CullFace(r_refdef.view.cullface_front);
3860                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3861                         }
3862                         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3863                         {
3864                                 // decrement stencil if backface is behind depthbuffer
3865                                 GL_CullFace(r_refdef.view.cullface_front);
3866                                 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3867                                 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);
3868                                 // increment stencil if frontface is behind depthbuffer
3869                                 GL_CullFace(r_refdef.view.cullface_back);
3870                                 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3871                         }
3872                         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);
3873                 }
3874                 CHECKGLERROR
3875         }
3876         else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3877         {
3878                 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3879                 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3880                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3881                 {
3882                         surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3883                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3884                                 if (CHECKPVSBIT(trispvs, t))
3885                                         shadowmarklist[numshadowmark++] = t;
3886                 }
3887                 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);
3888         }
3889         else if (numsurfaces)
3890         {
3891                 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);
3892         }
3893
3894         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3895 }
3896
3897 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3898 {
3899         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3900         vec_t relativeshadowradius;
3901         RSurf_ActiveModelEntity(ent, false, false, false);
3902         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3903         // we need to re-init the shader for each entity because the matrix changed
3904         relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3905         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3906         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3907         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3908         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3909         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3910         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3911         switch (r_shadow_rendermode)
3912         {
3913         case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3914                 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3915                 break;
3916         default:
3917                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3918                 break;
3919         }
3920         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3921 }
3922
3923 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3924 {
3925         // set up properties for rendering light onto this entity
3926         RSurf_ActiveModelEntity(ent, true, true, false);
3927         Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3928         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3929         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3930         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3931 }
3932
3933 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3934 {
3935         if (!r_refdef.scene.worldmodel->DrawLight)
3936                 return;
3937
3938         // set up properties for rendering light onto this entity
3939         RSurf_ActiveWorldEntity();
3940         rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3941         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3942         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3943         VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3944
3945         r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3946
3947         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3948 }
3949
3950 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3951 {
3952         dp_model_t *model = ent->model;
3953         if (!model->DrawLight)
3954                 return;
3955
3956         R_Shadow_SetupEntityLight(ent);
3957
3958         model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3959
3960         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3961 }
3962
3963 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3964 {
3965         int i;
3966         float f;
3967         int numleafs, numsurfaces;
3968         int *leaflist, *surfacelist;
3969         unsigned char *leafpvs;
3970         unsigned char *shadowtrispvs;
3971         unsigned char *lighttrispvs;
3972         //unsigned char *surfacesides;
3973         int numlightentities;
3974         int numlightentities_noselfshadow;
3975         int numshadowentities;
3976         int numshadowentities_noselfshadow;
3977         static entity_render_t *lightentities[MAX_EDICTS];
3978         static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3979         static entity_render_t *shadowentities[MAX_EDICTS];
3980         static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3981         qboolean nolight;
3982
3983         rtlight->draw = false;
3984
3985         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3986         // skip lights that are basically invisible (color 0 0 0)
3987         nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3988
3989         // loading is done before visibility checks because loading should happen
3990         // all at once at the start of a level, not when it stalls gameplay.
3991         // (especially important to benchmarks)
3992         // compile light
3993         if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3994         {
3995                 if (rtlight->compiled)
3996                         R_RTLight_Uncompile(rtlight);
3997                 R_RTLight_Compile(rtlight);
3998         }
3999
4000         // load cubemap
4001         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
4002
4003         // look up the light style value at this time
4004         f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4005         VectorScale(rtlight->color, f, rtlight->currentcolor);
4006         /*
4007         if (rtlight->selected)
4008         {
4009                 f = 2 + sin(realtime * M_PI * 4.0);
4010                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
4011         }
4012         */
4013
4014         // if lightstyle is currently off, don't draw the light
4015         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
4016                 return;
4017
4018         // skip processing on corona-only lights
4019         if (nolight)
4020                 return;
4021
4022         // if the light box is offscreen, skip it
4023         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
4024                 return;
4025
4026         VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
4027         VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
4028
4029         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4030
4031         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
4032         {
4033                 // compiled light, world available and can receive realtime lighting
4034                 // retrieve leaf information
4035                 numleafs = rtlight->static_numleafs;
4036                 leaflist = rtlight->static_leaflist;
4037                 leafpvs = rtlight->static_leafpvs;
4038                 numsurfaces = rtlight->static_numsurfaces;
4039                 surfacelist = rtlight->static_surfacelist;
4040                 //surfacesides = NULL;
4041                 shadowtrispvs = rtlight->static_shadowtrispvs;
4042                 lighttrispvs = rtlight->static_lighttrispvs;
4043         }
4044         else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
4045         {
4046                 // dynamic light, world available and can receive realtime lighting
4047                 // calculate lit surfaces and leafs
4048                 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);
4049                 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4050                 leaflist = r_shadow_buffer_leaflist;
4051                 leafpvs = r_shadow_buffer_leafpvs;
4052                 surfacelist = r_shadow_buffer_surfacelist;
4053                 //surfacesides = r_shadow_buffer_surfacesides;
4054                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
4055                 lighttrispvs = r_shadow_buffer_lighttrispvs;
4056                 // if the reduced leaf bounds are offscreen, skip it
4057                 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4058                         return;
4059         }
4060         else
4061         {
4062                 // no world
4063                 numleafs = 0;
4064                 leaflist = NULL;
4065                 leafpvs = NULL;
4066                 numsurfaces = 0;
4067                 surfacelist = NULL;
4068                 //surfacesides = NULL;
4069                 shadowtrispvs = NULL;
4070                 lighttrispvs = NULL;
4071         }
4072         // check if light is illuminating any visible leafs
4073         if (numleafs)
4074         {
4075                 for (i = 0;i < numleafs;i++)
4076                         if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4077                                 break;
4078                 if (i == numleafs)
4079                         return;
4080         }
4081
4082         // make a list of lit entities and shadow casting entities
4083         numlightentities = 0;
4084         numlightentities_noselfshadow = 0;
4085         numshadowentities = 0;
4086         numshadowentities_noselfshadow = 0;
4087
4088         // add dynamic entities that are lit by the light
4089         for (i = 0;i < r_refdef.scene.numentities;i++)
4090         {
4091                 dp_model_t *model;
4092                 entity_render_t *ent = r_refdef.scene.entities[i];
4093                 vec3_t org;
4094                 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4095                         continue;
4096                 // skip the object entirely if it is not within the valid
4097                 // shadow-casting region (which includes the lit region)
4098                 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4099                         continue;
4100                 if (!(model = ent->model))
4101                         continue;
4102                 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4103                 {
4104                         // this entity wants to receive light, is visible, and is
4105                         // inside the light box
4106                         // TODO: check if the surfaces in the model can receive light
4107                         // so now check if it's in a leaf seen by the light
4108                         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))
4109                                 continue;
4110                         if (ent->flags & RENDER_NOSELFSHADOW)
4111                                 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4112                         else
4113                                 lightentities[numlightentities++] = ent;
4114                         // since it is lit, it probably also casts a shadow...
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                                 // note: exterior models without the RENDER_NOSELFSHADOW
4120                                 // flag still create a RENDER_NOSELFSHADOW shadow but
4121                                 // are lit normally, this means that they are
4122                                 // self-shadowing but do not shadow other
4123                                 // RENDER_NOSELFSHADOW entities such as the gun
4124                                 // (very weird, but keeps the player shadow off the gun)
4125                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4126                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4127                                 else
4128                                         shadowentities[numshadowentities++] = ent;
4129                         }
4130                 }
4131                 else if (ent->flags & RENDER_SHADOW)
4132                 {
4133                         // this entity is not receiving light, but may still need to
4134                         // cast a shadow...
4135                         // TODO: check if the surfaces in the model can cast shadow
4136                         // now check if it is in a leaf seen by the light
4137                         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))
4138                                 continue;
4139                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
4140                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4141                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4142                         {
4143                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4144                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4145                                 else
4146                                         shadowentities[numshadowentities++] = ent;
4147                         }
4148                 }
4149         }
4150
4151         // return if there's nothing at all to light
4152         if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4153                 return;
4154
4155         // count this light in the r_speeds
4156         r_refdef.stats.lights++;
4157
4158         // flag it as worth drawing later
4159         rtlight->draw = true;
4160
4161         // cache all the animated entities that cast a shadow but are not visible
4162         for (i = 0;i < numshadowentities;i++)
4163                 if (!shadowentities[i]->animcache_vertex3f)
4164                         R_AnimCache_GetEntity(shadowentities[i], false, false);
4165         for (i = 0;i < numshadowentities_noselfshadow;i++)
4166                 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
4167                         R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4168
4169         // allocate some temporary memory for rendering this light later in the frame
4170         // reusable buffers need to be copied, static data can be used as-is
4171         rtlight->cached_numlightentities               = numlightentities;
4172         rtlight->cached_numlightentities_noselfshadow  = numlightentities_noselfshadow;
4173         rtlight->cached_numshadowentities              = numshadowentities;
4174         rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4175         rtlight->cached_numsurfaces                    = numsurfaces;
4176         rtlight->cached_lightentities                  = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4177         rtlight->cached_lightentities_noselfshadow     = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4178         rtlight->cached_shadowentities                 = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4179         rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4180         if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4181         {
4182                 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4183                 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4184                 rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4185                 rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4186                 rtlight->cached_surfacelist                    =              (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4187         }
4188         else
4189         {
4190                 // compiled light data
4191                 rtlight->cached_shadowtrispvs = shadowtrispvs;
4192                 rtlight->cached_lighttrispvs = lighttrispvs;
4193                 rtlight->cached_surfacelist = surfacelist;
4194         }
4195 }
4196
4197 void R_Shadow_DrawLight(rtlight_t *rtlight)
4198 {
4199         int i;
4200         int numsurfaces;
4201         unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4202         int numlightentities;
4203         int numlightentities_noselfshadow;
4204         int numshadowentities;
4205         int numshadowentities_noselfshadow;
4206         entity_render_t **lightentities;
4207         entity_render_t **lightentities_noselfshadow;
4208         entity_render_t **shadowentities;
4209         entity_render_t **shadowentities_noselfshadow;
4210         int *surfacelist;
4211         static unsigned char entitysides[MAX_EDICTS];
4212         static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4213         vec3_t nearestpoint;
4214         vec_t distance;
4215         qboolean castshadows;
4216         int lodlinear;
4217
4218         // check if we cached this light this frame (meaning it is worth drawing)
4219         if (!rtlight->draw)
4220                 return;
4221
4222         numlightentities = rtlight->cached_numlightentities;
4223         numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4224         numshadowentities = rtlight->cached_numshadowentities;
4225         numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4226         numsurfaces = rtlight->cached_numsurfaces;
4227         lightentities = rtlight->cached_lightentities;
4228         lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4229         shadowentities = rtlight->cached_shadowentities;
4230         shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4231         shadowtrispvs = rtlight->cached_shadowtrispvs;
4232         lighttrispvs = rtlight->cached_lighttrispvs;
4233         surfacelist = rtlight->cached_surfacelist;
4234
4235         // set up a scissor rectangle for this light
4236         if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4237                 return;
4238
4239         // don't let sound skip if going slow
4240         if (r_refdef.scene.extraupdate)
4241                 S_ExtraUpdate ();
4242
4243         // make this the active rtlight for rendering purposes
4244         R_Shadow_RenderMode_ActiveLight(rtlight);
4245
4246         if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4247         {
4248                 // optionally draw visible shape of the shadow volumes
4249                 // for performance analysis by level designers
4250                 R_Shadow_RenderMode_VisibleShadowVolumes();
4251                 if (numsurfaces)
4252                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4253                 for (i = 0;i < numshadowentities;i++)
4254                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4255                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4256                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4257                 R_Shadow_RenderMode_VisibleLighting(false, false);
4258         }
4259
4260         if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4261         {
4262                 // optionally draw the illuminated areas
4263                 // for performance analysis by level designers
4264                 R_Shadow_RenderMode_VisibleLighting(false, false);
4265                 if (numsurfaces)
4266                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4267                 for (i = 0;i < numlightentities;i++)
4268                         R_Shadow_DrawEntityLight(lightentities[i]);
4269                 for (i = 0;i < numlightentities_noselfshadow;i++)
4270                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4271         }
4272
4273         castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4274
4275         nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4276         nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4277         nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4278         distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4279
4280         lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4281         //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4282         lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4283
4284         if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4285         {
4286                 float borderbias;
4287                 int side;
4288                 int size;
4289                 int castermask = 0;
4290                 int receivermask = 0;
4291                 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4292                 Matrix4x4_Abs(&radiustolight);
4293
4294                 r_shadow_shadowmaplod = 0;
4295                 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4296                         if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4297                                 r_shadow_shadowmaplod = i;
4298
4299                 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4300                         
4301                 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4302
4303                 surfacesides = NULL;
4304                 if (numsurfaces)
4305                 {
4306                         if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4307                         {
4308                                 castermask = rtlight->static_shadowmap_casters;
4309                                 receivermask = rtlight->static_shadowmap_receivers;
4310                         }
4311                         else
4312                         {
4313                                 surfacesides = r_shadow_buffer_surfacesides;
4314                                 for(i = 0;i < numsurfaces;i++)
4315                                 {
4316                                         msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4317                                         surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);           
4318                                         castermask |= surfacesides[i];
4319                                         receivermask |= surfacesides[i];
4320                                 }
4321                         }
4322                 }
4323                 if (receivermask < 0x3F) 
4324                 {
4325                         for (i = 0;i < numlightentities;i++)
4326                                 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4327                         if (receivermask < 0x3F)
4328                                 for(i = 0; i < numlightentities_noselfshadow;i++)
4329                                         receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4330                 }
4331
4332                 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4333
4334                 if (receivermask)
4335                 {
4336                         for (i = 0;i < numshadowentities;i++)
4337                                 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4338                         for (i = 0;i < numshadowentities_noselfshadow;i++)
4339                                 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
4340                 }
4341
4342                 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4343
4344                 // render shadow casters into 6 sided depth texture
4345                 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4346                 {
4347                         R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4348                         if (! (castermask & (1 << side))) continue;
4349                         if (numsurfaces)
4350                                 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4351                         for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4352                                 R_Shadow_DrawEntityShadow(shadowentities[i]);
4353                 }
4354
4355                 if (numlightentities_noselfshadow)
4356                 {
4357                         // render lighting using the depth texture as shadowmap
4358                         // draw lighting in the unmasked areas
4359                         R_Shadow_RenderMode_Lighting(false, false, true);
4360                         for (i = 0;i < numlightentities_noselfshadow;i++)
4361                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4362                 }
4363
4364                 // render shadow casters into 6 sided depth texture
4365                 if (numshadowentities_noselfshadow)
4366                 {
4367                         for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4368                         {
4369                                 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4370                                 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4371                                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4372                         }
4373                 }
4374
4375                 // render lighting using the depth texture as shadowmap
4376                 // draw lighting in the unmasked areas
4377                 R_Shadow_RenderMode_Lighting(false, false, true);
4378                 // draw lighting in the unmasked areas
4379                 if (numsurfaces)
4380                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4381                 for (i = 0;i < numlightentities;i++)
4382                         R_Shadow_DrawEntityLight(lightentities[i]);
4383         }
4384         else if (castshadows && vid.stencil)
4385         {
4386                 // draw stencil shadow volumes to mask off pixels that are in shadow
4387                 // so that they won't receive lighting
4388                 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4389                 R_Shadow_ClearStencil();
4390
4391                 if (numsurfaces)
4392                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4393                 for (i = 0;i < numshadowentities;i++)
4394                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4395
4396                 // draw lighting in the unmasked areas
4397                 R_Shadow_RenderMode_Lighting(true, false, false);
4398                 for (i = 0;i < numlightentities_noselfshadow;i++)
4399                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4400
4401                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4402                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4403
4404                 // draw lighting in the unmasked areas
4405                 R_Shadow_RenderMode_Lighting(true, false, false);
4406                 if (numsurfaces)
4407                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4408                 for (i = 0;i < numlightentities;i++)
4409                         R_Shadow_DrawEntityLight(lightentities[i]);
4410         }
4411         else
4412         {
4413                 // draw lighting in the unmasked areas
4414                 R_Shadow_RenderMode_Lighting(false, false, false);
4415                 if (numsurfaces)
4416                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4417                 for (i = 0;i < numlightentities;i++)
4418                         R_Shadow_DrawEntityLight(lightentities[i]);
4419                 for (i = 0;i < numlightentities_noselfshadow;i++)
4420                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4421         }
4422
4423         if (r_shadow_usingdeferredprepass)
4424         {
4425                 // when rendering deferred lighting, we simply rasterize the box
4426                 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4427                         R_Shadow_RenderMode_DrawDeferredLight(false, true);
4428                 else if (castshadows && vid.stencil)
4429                         R_Shadow_RenderMode_DrawDeferredLight(true, false);
4430                 else
4431                         R_Shadow_RenderMode_DrawDeferredLight(false, false);
4432         }
4433 }
4434
4435 static void R_Shadow_FreeDeferred(void)
4436 {
4437         R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4438         r_shadow_prepassgeometryfbo = 0;
4439
4440         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4441         r_shadow_prepasslightingdiffusespecularfbo = 0;
4442
4443         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4444         r_shadow_prepasslightingdiffusefbo = 0;
4445
4446         if (r_shadow_prepassgeometrydepthtexture)
4447                 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
4448         r_shadow_prepassgeometrydepthtexture = NULL;
4449
4450         if (r_shadow_prepassgeometrydepthcolortexture)
4451                 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
4452         r_shadow_prepassgeometrydepthcolortexture = NULL;
4453
4454         if (r_shadow_prepassgeometrynormalmaptexture)
4455                 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4456         r_shadow_prepassgeometrynormalmaptexture = NULL;
4457
4458         if (r_shadow_prepasslightingdiffusetexture)
4459                 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4460         r_shadow_prepasslightingdiffusetexture = NULL;
4461
4462         if (r_shadow_prepasslightingspeculartexture)
4463                 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4464         r_shadow_prepasslightingspeculartexture = NULL;
4465 }
4466
4467 void R_Shadow_DrawPrepass(void)
4468 {
4469         int i;
4470         int flag;
4471         int lnum;
4472         size_t lightindex;
4473         dlight_t *light;
4474         size_t range;
4475         entity_render_t *ent;
4476         float clearcolor[4];
4477
4478         R_Mesh_ResetTextureState();
4479         GL_DepthMask(true);
4480         GL_ColorMask(1,1,1,1);
4481         GL_BlendFunc(GL_ONE, GL_ZERO);
4482         GL_Color(1,1,1,1);
4483         GL_DepthTest(true);
4484         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4485         Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4486         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4487         if (r_timereport_active)
4488                 R_TimeReport("prepasscleargeom");
4489
4490         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4491                 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4492         if (r_timereport_active)
4493                 R_TimeReport("prepassworld");
4494
4495         for (i = 0;i < r_refdef.scene.numentities;i++)
4496         {
4497                 if (!r_refdef.viewcache.entityvisible[i])
4498                         continue;
4499                 ent = r_refdef.scene.entities[i];
4500                 if (ent->model && ent->model->DrawPrepass != NULL)
4501                         ent->model->DrawPrepass(ent);
4502         }
4503
4504         if (r_timereport_active)
4505                 R_TimeReport("prepassmodels");
4506
4507         GL_DepthMask(false);
4508         GL_ColorMask(1,1,1,1);
4509         GL_Color(1,1,1,1);
4510         GL_DepthTest(true);
4511         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4512         Vector4Set(clearcolor, 0, 0, 0, 0);
4513         GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4514         if (r_timereport_active)
4515                 R_TimeReport("prepassclearlit");
4516
4517         R_Shadow_RenderMode_Begin();
4518
4519         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4520         if (r_shadow_debuglight.integer >= 0)
4521         {
4522                 lightindex = r_shadow_debuglight.integer;
4523                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4524                 if (light && (light->flags & flag) && light->rtlight.draw)
4525                         R_Shadow_DrawLight(&light->rtlight);
4526         }
4527         else
4528         {
4529                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4530                 for (lightindex = 0;lightindex < range;lightindex++)
4531                 {
4532                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4533                         if (light && (light->flags & flag) && light->rtlight.draw)
4534                                 R_Shadow_DrawLight(&light->rtlight);
4535                 }
4536         }
4537         if (r_refdef.scene.rtdlight)
4538                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4539                         if (r_refdef.scene.lights[lnum]->draw)
4540                                 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4541
4542         R_Mesh_SetMainRenderTargets();
4543
4544         R_Shadow_RenderMode_End();
4545
4546         if (r_timereport_active)
4547                 R_TimeReport("prepasslights");
4548 }
4549
4550 void R_Shadow_DrawLightSprites(void);
4551 void R_Shadow_PrepareLights(void)
4552 {
4553         int flag;
4554         int lnum;
4555         size_t lightindex;
4556         dlight_t *light;
4557         size_t range;
4558         float f;
4559         GLenum status;
4560
4561         if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4562                 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4563                 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || 
4564                 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
4565                 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
4566                 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4567                 R_Shadow_FreeShadowMaps();
4568
4569         r_shadow_usingshadowmaportho = false;
4570
4571         switch (vid.renderpath)
4572         {
4573         case RENDERPATH_GL20:
4574         case RENDERPATH_D3D9:
4575         case RENDERPATH_D3D10:
4576         case RENDERPATH_D3D11:
4577         case RENDERPATH_SOFT:
4578         case RENDERPATH_GLES2:
4579                 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4580                 {
4581                         r_shadow_usingdeferredprepass = false;
4582                         if (r_shadow_prepass_width)
4583                                 R_Shadow_FreeDeferred();
4584                         r_shadow_prepass_width = r_shadow_prepass_height = 0;
4585                         break;
4586                 }
4587
4588                 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4589                 {
4590                         R_Shadow_FreeDeferred();
4591
4592                         r_shadow_usingdeferredprepass = true;
4593                         r_shadow_prepass_width = vid.width;
4594                         r_shadow_prepass_height = vid.height;
4595                         r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4596                         switch (vid.renderpath)
4597                         {
4598                         case RENDERPATH_D3D9:
4599                                 r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4600                                 break;
4601                         default:
4602                                 break;
4603                         }
4604                         r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4605                         r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4606                         r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4607
4608                         // set up the geometry pass fbo (depth + normalmap)
4609                         r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4610                         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4611                         // render depth into one texture and normalmap into the other
4612                         if (qglDrawBuffersARB)
4613                         {
4614                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4615                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4616                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4617                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4618                                 {
4619                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4620                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4621                                         r_shadow_usingdeferredprepass = false;
4622                                 }
4623                         }
4624
4625                         // set up the lighting pass fbo (diffuse + specular)
4626                         r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4627                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4628                         // render diffuse into one texture and specular into another,
4629                         // with depth and normalmap bound as textures,
4630                         // with depth bound as attachment as well
4631                         if (qglDrawBuffersARB)
4632                         {
4633                                 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4634                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4635                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4636                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4637                                 {
4638                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4639                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4640                                         r_shadow_usingdeferredprepass = false;
4641                                 }
4642                         }
4643
4644                         // set up the lighting pass fbo (diffuse)
4645                         r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4646                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4647                         // render diffuse into one texture,
4648                         // with depth and normalmap bound as textures,
4649                         // with depth bound as attachment as well
4650                         if (qglDrawBuffersARB)
4651                         {
4652                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4653                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4654                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4655                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4656                                 {
4657                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4658                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4659                                         r_shadow_usingdeferredprepass = false;
4660                                 }
4661                         }
4662                 }
4663                 break;
4664         case RENDERPATH_GL11:
4665         case RENDERPATH_GL13:
4666         case RENDERPATH_GLES1:
4667                 r_shadow_usingdeferredprepass = false;
4668                 break;
4669         }
4670
4671         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);
4672
4673         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4674         if (r_shadow_debuglight.integer >= 0)
4675         {
4676                 lightindex = r_shadow_debuglight.integer;
4677                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4678                 if (light && (light->flags & flag))
4679                         R_Shadow_PrepareLight(&light->rtlight);
4680         }
4681         else
4682         {
4683                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4684                 for (lightindex = 0;lightindex < range;lightindex++)
4685                 {
4686                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4687                         if (light && (light->flags & flag))
4688                                 R_Shadow_PrepareLight(&light->rtlight);
4689                 }
4690         }
4691         if (r_refdef.scene.rtdlight)
4692         {
4693                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4694                         R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4695         }
4696         else if(gl_flashblend.integer)
4697         {
4698                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4699                 {
4700                         rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4701                         f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4702                         VectorScale(rtlight->color, f, rtlight->currentcolor);
4703                 }
4704         }
4705
4706         if (r_editlights.integer)
4707                 R_Shadow_DrawLightSprites();
4708
4709         R_Shadow_UpdateBounceGridTexture();
4710 }
4711
4712 void R_Shadow_DrawLights(void)
4713 {
4714         int flag;
4715         int lnum;
4716         size_t lightindex;
4717         dlight_t *light;
4718         size_t range;
4719
4720         R_Shadow_RenderMode_Begin();
4721
4722         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4723         if (r_shadow_debuglight.integer >= 0)
4724         {
4725                 lightindex = r_shadow_debuglight.integer;
4726                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4727                 if (light && (light->flags & flag))
4728                         R_Shadow_DrawLight(&light->rtlight);
4729         }
4730         else
4731         {
4732                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4733                 for (lightindex = 0;lightindex < range;lightindex++)
4734                 {
4735                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4736                         if (light && (light->flags & flag))
4737                                 R_Shadow_DrawLight(&light->rtlight);
4738                 }
4739         }
4740         if (r_refdef.scene.rtdlight)
4741                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4742                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4743
4744         R_Shadow_RenderMode_End();
4745 }
4746
4747 extern const float r_screenvertex3f[12];
4748 extern void R_SetupView(qboolean allowwaterclippingplane);
4749 extern void R_ResetViewRendering3D(void);
4750 extern void R_ResetViewRendering2D(void);
4751 extern cvar_t r_shadows;
4752 extern cvar_t r_shadows_darken;
4753 extern cvar_t r_shadows_drawafterrtlighting;
4754 extern cvar_t r_shadows_castfrombmodels;
4755 extern cvar_t r_shadows_throwdistance;
4756 extern cvar_t r_shadows_throwdirection;
4757 extern cvar_t r_shadows_focus;
4758 extern cvar_t r_shadows_shadowmapscale;
4759
4760 void R_Shadow_PrepareModelShadows(void)
4761 {
4762         int i;
4763         float scale, size, radius, dot1, dot2;
4764         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4765         entity_render_t *ent;
4766
4767         if (!r_refdef.scene.numentities)
4768                 return;
4769
4770         switch (r_shadow_shadowmode)
4771         {
4772         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4773                 if (r_shadows.integer >= 2) 
4774                         break;
4775                 // fall through
4776         case R_SHADOW_SHADOWMODE_STENCIL:
4777                 for (i = 0;i < r_refdef.scene.numentities;i++)
4778                 {
4779                         ent = r_refdef.scene.entities[i];
4780                         if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4781                                 R_AnimCache_GetEntity(ent, false, false);
4782                 }
4783                 return;
4784         default:
4785                 return;
4786         }
4787
4788         size = 2*r_shadow_shadowmapmaxsize;
4789         scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4790         radius = 0.5f * size / scale;
4791
4792         Math_atov(r_shadows_throwdirection.string, shadowdir);
4793         VectorNormalize(shadowdir);
4794         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4795         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4796         if (fabs(dot1) <= fabs(dot2))
4797                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4798         else
4799                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4800         VectorNormalize(shadowforward);
4801         CrossProduct(shadowdir, shadowforward, shadowright);
4802         Math_atov(r_shadows_focus.string, shadowfocus);
4803         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4804         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4805         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4806         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4807         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4808                 dot1 = 1;
4809         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4810
4811         shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4812         shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4813         shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4814         shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4815         shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4816         shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4817
4818         for (i = 0;i < r_refdef.scene.numentities;i++)
4819         {
4820                 ent = r_refdef.scene.entities[i];
4821                 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4822                         continue;
4823                 // cast shadows from anything of the map (submodels are optional)
4824                 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4825                         R_AnimCache_GetEntity(ent, false, false);
4826         }
4827 }
4828
4829 void R_DrawModelShadowMaps(void)
4830 {
4831         int i;
4832         float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4833         entity_render_t *ent;
4834         vec3_t relativelightorigin;
4835         vec3_t relativelightdirection, relativeforward, relativeright;
4836         vec3_t relativeshadowmins, relativeshadowmaxs;
4837         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4838         float m[12];
4839         matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4840         r_viewport_t viewport;
4841         GLuint fbo = 0;
4842         float clearcolor[4];
4843
4844         if (!r_refdef.scene.numentities)
4845                 return;
4846
4847         switch (r_shadow_shadowmode)
4848         {
4849         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4850                 break;
4851         default:
4852                 return;
4853         }
4854
4855         R_ResetViewRendering3D();
4856         R_Shadow_RenderMode_Begin();
4857         R_Shadow_RenderMode_ActiveLight(NULL);
4858
4859         switch (r_shadow_shadowmode)
4860         {
4861         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4862                 if (!r_shadow_shadowmap2dtexture)
4863                         R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4864                 fbo = r_shadow_fbo2d;
4865                 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4866                 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4867                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4868                 break;
4869         default:
4870                 break;
4871         }
4872
4873         size = 2*r_shadow_shadowmapmaxsize;
4874         scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4875         radius = 0.5f / scale;
4876         nearclip = -r_shadows_throwdistance.value;
4877         farclip = r_shadows_throwdistance.value;
4878         bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4879
4880         r_shadow_shadowmap_parameters[0] = size;
4881         r_shadow_shadowmap_parameters[1] = size;
4882         r_shadow_shadowmap_parameters[2] = 1.0;
4883         r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4884
4885         Math_atov(r_shadows_throwdirection.string, shadowdir);
4886         VectorNormalize(shadowdir);
4887         Math_atov(r_shadows_focus.string, shadowfocus);
4888         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4889         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4890         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4891         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4892         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4893         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4894         if (fabs(dot1) <= fabs(dot2)) 
4895                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4896         else
4897                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4898         VectorNormalize(shadowforward);
4899         VectorM(scale, shadowforward, &m[0]);
4900         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4901                 dot1 = 1;
4902         m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4903         CrossProduct(shadowdir, shadowforward, shadowright);
4904         VectorM(scale, shadowright, &m[4]);
4905         m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4906         VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4907         m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4908         Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4909         Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4910         R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL); 
4911
4912         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4913
4914         R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4915         R_SetupShader_DepthOrShadow();
4916         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4917         GL_DepthMask(true);
4918         GL_DepthTest(true);
4919         R_SetViewport(&viewport);
4920         GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4921         Vector4Set(clearcolor, 1,1,1,1);
4922         // in D3D9 we have to render to a color texture shadowmap
4923         // in GL we render directly to a depth texture only
4924         if (r_shadow_shadowmap2dtexture)
4925                 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4926         else
4927                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4928         // render into a slightly restricted region so that the borders of the
4929         // shadowmap area fade away, rather than streaking across everything
4930         // outside the usable area
4931         GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4932
4933 #if 0
4934         // debugging
4935         R_Mesh_SetMainRenderTargets();
4936         R_SetupShader_ShowDepth();
4937         GL_ColorMask(1,1,1,1);
4938         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4939 #endif
4940
4941         for (i = 0;i < r_refdef.scene.numentities;i++)
4942         {
4943                 ent = r_refdef.scene.entities[i];
4944
4945                 // cast shadows from anything of the map (submodels are optional)
4946                 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4947                 {
4948                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4949                         Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4950                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4951                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4952                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4953                         relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4954                         relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4955                         relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4956                         relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4957                         relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4958                         relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4959                         RSurf_ActiveModelEntity(ent, false, false, false);
4960                         ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4961                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4962                 }
4963         }
4964
4965 #if 0
4966         if (r_test.integer)
4967         {
4968                 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4969                 CHECKGLERROR
4970                 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4971                 CHECKGLERROR
4972                 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4973                 Cvar_SetValueQuick(&r_test, 0);
4974                 Z_Free(rawpixels);
4975         }
4976 #endif
4977
4978         R_Shadow_RenderMode_End();
4979
4980         Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4981         Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4982         Matrix4x4_CreateScale3(&scalematrix, size, -size, 1); 
4983         Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4984         Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4985         Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4986
4987         switch (vid.renderpath)
4988         {
4989         case RENDERPATH_GL11:
4990         case RENDERPATH_GL13:
4991         case RENDERPATH_GL20:
4992         case RENDERPATH_SOFT:
4993         case RENDERPATH_GLES1:
4994         case RENDERPATH_GLES2:
4995                 break;
4996         case RENDERPATH_D3D9:
4997         case RENDERPATH_D3D10:
4998         case RENDERPATH_D3D11:
4999 #ifdef OPENGL_ORIENTATION
5000                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
5001                 r_shadow_shadowmapmatrix.m[0][1]        *= -1.0f;
5002                 r_shadow_shadowmapmatrix.m[0][2]        *= -1.0f;
5003                 r_shadow_shadowmapmatrix.m[0][3]        *= -1.0f;
5004 #else
5005                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
5006                 r_shadow_shadowmapmatrix.m[1][0]        *= -1.0f;
5007                 r_shadow_shadowmapmatrix.m[2][0]        *= -1.0f;
5008                 r_shadow_shadowmapmatrix.m[3][0]        *= -1.0f;
5009 #endif
5010                 break;
5011         }
5012
5013         r_shadow_usingshadowmaportho = true;
5014         switch (r_shadow_shadowmode)
5015         {
5016         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
5017                 r_shadow_usingshadowmap2d = true;
5018                 break;
5019         default:
5020                 break;
5021         }
5022 }
5023
5024 void R_DrawModelShadows(void)
5025 {
5026         int i;
5027         float relativethrowdistance;
5028         entity_render_t *ent;
5029         vec3_t relativelightorigin;
5030         vec3_t relativelightdirection;
5031         vec3_t relativeshadowmins, relativeshadowmaxs;
5032         vec3_t tmp, shadowdir;
5033
5034         if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
5035                 return;
5036
5037         R_ResetViewRendering3D();
5038         //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5039         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5040         R_Shadow_RenderMode_Begin();
5041         R_Shadow_RenderMode_ActiveLight(NULL);
5042         r_shadow_lightscissor[0] = r_refdef.view.x;
5043         r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
5044         r_shadow_lightscissor[2] = r_refdef.view.width;
5045         r_shadow_lightscissor[3] = r_refdef.view.height;
5046         R_Shadow_RenderMode_StencilShadowVolumes(false);
5047
5048         // get shadow dir
5049         if (r_shadows.integer == 2)
5050         {
5051                 Math_atov(r_shadows_throwdirection.string, shadowdir);
5052                 VectorNormalize(shadowdir);
5053         }
5054
5055         R_Shadow_ClearStencil();
5056
5057         for (i = 0;i < r_refdef.scene.numentities;i++)
5058         {
5059                 ent = r_refdef.scene.entities[i];
5060
5061                 // cast shadows from anything of the map (submodels are optional)
5062                 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
5063                 {
5064                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
5065                         VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
5066                         VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
5067                         if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
5068                                 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
5069                         else
5070                         {
5071                                 if(ent->entitynumber != 0)
5072                                 {
5073                                         if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5074                                         {
5075                                                 // FIXME handle this
5076                                                 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5077                                         }
5078                                         else
5079                                         {
5080                                                 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5081                                                 int entnum, entnum2, recursion;
5082                                                 entnum = entnum2 = ent->entitynumber;
5083                                                 for(recursion = 32; recursion > 0; --recursion)
5084                                                 {
5085                                                         entnum2 = cl.entities[entnum].state_current.tagentity;
5086                                                         if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5087                                                                 entnum = entnum2;
5088                                                         else
5089                                                                 break;
5090                                                 }
5091                                                 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5092                                                 {
5093                                                         VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5094                                                         // transform into modelspace of OUR entity
5095                                                         Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5096                                                         Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5097                                                 }
5098                                                 else
5099                                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
5100                                         }
5101                                 }
5102                                 else
5103                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
5104                         }
5105
5106                         VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5107                         RSurf_ActiveModelEntity(ent, false, false, false);
5108                         ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5109                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5110                 }
5111         }
5112
5113         // not really the right mode, but this will disable any silly stencil features
5114         R_Shadow_RenderMode_End();
5115
5116         // set up ortho view for rendering this pass
5117         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5118         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5119         //GL_ScissorTest(true);
5120         //R_EntityMatrix(&identitymatrix);
5121         //R_Mesh_ResetTextureState();
5122         R_ResetViewRendering2D();
5123
5124         // set up a darkening blend on shadowed areas
5125         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5126         //GL_DepthRange(0, 1);
5127         //GL_DepthTest(false);
5128         //GL_DepthMask(false);
5129         //GL_PolygonOffset(0, 0);CHECKGLERROR
5130         GL_Color(0, 0, 0, r_shadows_darken.value);
5131         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5132         //GL_DepthFunc(GL_ALWAYS);
5133         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5134
5135         // apply the blend to the shadowed areas
5136         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5137         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
5138         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5139
5140         // restore the viewport
5141         R_SetViewport(&r_refdef.view.viewport);
5142
5143         // restore other state to normal
5144         //R_Shadow_RenderMode_End();
5145 }
5146
5147 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5148 {
5149         float zdist;
5150         vec3_t centerorigin;
5151         float vertex3f[12];
5152         // if it's too close, skip it
5153         if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5154                 return;
5155         zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5156         if (zdist < 32)
5157                 return;
5158         if (usequery && r_numqueries + 2 <= r_maxqueries)
5159         {
5160                 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5161                 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5162                 // 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
5163                 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5164
5165                 switch(vid.renderpath)
5166                 {
5167                 case RENDERPATH_GL11:
5168                 case RENDERPATH_GL13:
5169                 case RENDERPATH_GL20:
5170                 case RENDERPATH_GLES1:
5171                 case RENDERPATH_GLES2:
5172                         CHECKGLERROR
5173                         // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5174                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5175                         GL_DepthFunc(GL_ALWAYS);
5176                         R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5177                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5178                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5179                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5180                         GL_DepthFunc(GL_LEQUAL);
5181                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5182                         R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5183                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5184                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5185                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5186                         CHECKGLERROR
5187                         break;
5188                 case RENDERPATH_D3D9:
5189                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5190                         break;
5191                 case RENDERPATH_D3D10:
5192                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5193                         break;
5194                 case RENDERPATH_D3D11:
5195                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5196                         break;
5197                 case RENDERPATH_SOFT:
5198                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5199                         break;
5200                 }
5201         }
5202         rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5203 }
5204
5205 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5206
5207 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5208 {
5209         vec3_t color;
5210         GLint allpixels = 0, visiblepixels = 0;
5211         // now we have to check the query result
5212         if (rtlight->corona_queryindex_visiblepixels)
5213         {
5214                 switch(vid.renderpath)
5215                 {
5216                 case RENDERPATH_GL11:
5217                 case RENDERPATH_GL13:
5218                 case RENDERPATH_GL20:
5219                 case RENDERPATH_GLES1:
5220                 case RENDERPATH_GLES2:
5221                         CHECKGLERROR
5222                         qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5223                         qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5224                         CHECKGLERROR
5225                         break;
5226                 case RENDERPATH_D3D9:
5227                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5228                         break;
5229                 case RENDERPATH_D3D10:
5230                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5231                         break;
5232                 case RENDERPATH_D3D11:
5233                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5234                         break;
5235                 case RENDERPATH_SOFT:
5236                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5237                         break;
5238                 }
5239                 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
5240                 if (visiblepixels < 1 || allpixels < 1)
5241                         return;
5242                 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5243                 cscale *= rtlight->corona_visibility;
5244         }
5245         else
5246         {
5247                 // FIXME: these traces should scan all render entities instead of cl.world
5248                 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
5249                         return;
5250         }
5251         VectorScale(rtlight->currentcolor, cscale, color);
5252         if (VectorLength(color) > (1.0f / 256.0f))
5253         {
5254                 float vertex3f[12];
5255                 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5256                 if(negated)
5257                 {
5258                         VectorNegate(color, color);
5259                         switch(vid.renderpath)
5260                         {
5261                         case RENDERPATH_GL11:
5262                         case RENDERPATH_GL13:
5263                         case RENDERPATH_GL20:
5264                         case RENDERPATH_GLES1:
5265                         case RENDERPATH_GLES2:
5266                                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
5267                                 break;
5268                         case RENDERPATH_D3D9:
5269 #ifdef SUPPORTD3D
5270                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
5271 #endif
5272                                 break;
5273                         case RENDERPATH_D3D10:
5274                                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5275                                 break;
5276                         case RENDERPATH_D3D11:
5277                                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5278                                 break;
5279                         case RENDERPATH_SOFT:
5280                                 DPSOFTRAST_BlendSubtract(true);
5281                                 break;
5282                         }
5283                 }
5284                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5285                 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);
5286                 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5287                 if(negated)
5288                 {
5289                         switch(vid.renderpath)
5290                         {
5291                         case RENDERPATH_GL11:
5292                         case RENDERPATH_GL13:
5293                         case RENDERPATH_GL20:
5294                         case RENDERPATH_GLES1:
5295                         case RENDERPATH_GLES2:
5296                                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
5297                                 break;
5298                         case RENDERPATH_D3D9:
5299 #ifdef SUPPORTD3D
5300                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
5301 #endif
5302                                 break;
5303                         case RENDERPATH_D3D10:
5304                                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5305                                 break;
5306                         case RENDERPATH_D3D11:
5307                                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5308                                 break;
5309                         case RENDERPATH_SOFT:
5310                                 DPSOFTRAST_BlendSubtract(false);
5311                                 break;
5312                         }
5313                 }
5314         }
5315 }
5316
5317 void R_Shadow_DrawCoronas(void)
5318 {
5319         int i, flag;
5320         qboolean usequery = false;
5321         size_t lightindex;
5322         dlight_t *light;
5323         rtlight_t *rtlight;
5324         size_t range;
5325         if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5326                 return;
5327         if (r_waterstate.renderingscene)
5328                 return;
5329         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5330         R_EntityMatrix(&identitymatrix);
5331
5332         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5333
5334         // check occlusion of coronas
5335         // use GL_ARB_occlusion_query if available
5336         // otherwise use raytraces
5337         r_numqueries = 0;
5338         switch (vid.renderpath)
5339         {
5340         case RENDERPATH_GL11:
5341         case RENDERPATH_GL13:
5342         case RENDERPATH_GL20:
5343         case RENDERPATH_GLES1:
5344         case RENDERPATH_GLES2:
5345                 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5346                 if (usequery)
5347                 {
5348                         GL_ColorMask(0,0,0,0);
5349                         if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5350                         if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5351                         {
5352                                 i = r_maxqueries;
5353                                 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5354                                 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5355                                 CHECKGLERROR
5356                                 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5357                                 CHECKGLERROR
5358                         }
5359                         RSurf_ActiveWorldEntity();
5360                         GL_BlendFunc(GL_ONE, GL_ZERO);
5361                         GL_CullFace(GL_NONE);
5362                         GL_DepthMask(false);
5363                         GL_DepthRange(0, 1);
5364                         GL_PolygonOffset(0, 0);
5365                         GL_DepthTest(true);
5366                         R_Mesh_ResetTextureState();
5367                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
5368                 }
5369                 break;
5370         case RENDERPATH_D3D9:
5371                 usequery = false;
5372                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5373                 break;
5374         case RENDERPATH_D3D10:
5375                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5376                 break;
5377         case RENDERPATH_D3D11:
5378                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5379                 break;
5380         case RENDERPATH_SOFT:
5381                 usequery = false;
5382                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5383                 break;
5384         }
5385         for (lightindex = 0;lightindex < range;lightindex++)
5386         {
5387                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5388                 if (!light)
5389                         continue;
5390                 rtlight = &light->rtlight;
5391                 rtlight->corona_visibility = 0;
5392                 rtlight->corona_queryindex_visiblepixels = 0;
5393                 rtlight->corona_queryindex_allpixels = 0;
5394                 if (!(rtlight->flags & flag))
5395                         continue;
5396                 if (rtlight->corona <= 0)
5397                         continue;
5398                 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5399                         continue;
5400                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5401         }
5402         for (i = 0;i < r_refdef.scene.numlights;i++)
5403         {
5404                 rtlight = r_refdef.scene.lights[i];
5405                 rtlight->corona_visibility = 0;
5406                 rtlight->corona_queryindex_visiblepixels = 0;
5407                 rtlight->corona_queryindex_allpixels = 0;
5408                 if (!(rtlight->flags & flag))
5409                         continue;
5410                 if (rtlight->corona <= 0)
5411                         continue;
5412                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5413         }
5414         if (usequery)
5415                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5416
5417         // now draw the coronas using the query data for intensity info
5418         for (lightindex = 0;lightindex < range;lightindex++)
5419         {
5420                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5421                 if (!light)
5422                         continue;
5423                 rtlight = &light->rtlight;
5424                 if (rtlight->corona_visibility <= 0)
5425                         continue;
5426                 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5427         }
5428         for (i = 0;i < r_refdef.scene.numlights;i++)
5429         {
5430                 rtlight = r_refdef.scene.lights[i];
5431                 if (rtlight->corona_visibility <= 0)
5432                         continue;
5433                 if (gl_flashblend.integer)
5434                         R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5435                 else
5436                         R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5437         }
5438 }
5439
5440
5441
5442 dlight_t *R_Shadow_NewWorldLight(void)
5443 {
5444         return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5445 }
5446
5447 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)
5448 {
5449         matrix4x4_t matrix;
5450         // validate parameters
5451         if (style < 0 || style >= MAX_LIGHTSTYLES)
5452         {
5453                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5454                 style = 0;
5455         }
5456         if (!cubemapname)
5457                 cubemapname = "";
5458
5459         // copy to light properties
5460         VectorCopy(origin, light->origin);
5461         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5462         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5463         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5464         /*
5465         light->color[0] = max(color[0], 0);
5466         light->color[1] = max(color[1], 0);
5467         light->color[2] = max(color[2], 0);
5468         */
5469         light->color[0] = color[0];
5470         light->color[1] = color[1];
5471         light->color[2] = color[2];
5472         light->radius = max(radius, 0);
5473         light->style = style;
5474         light->shadow = shadowenable;
5475         light->corona = corona;
5476         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5477         light->coronasizescale = coronasizescale;
5478         light->ambientscale = ambientscale;
5479         light->diffusescale = diffusescale;
5480         light->specularscale = specularscale;
5481         light->flags = flags;
5482
5483         // update renderable light data
5484         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5485         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);
5486 }
5487
5488 void R_Shadow_FreeWorldLight(dlight_t *light)
5489 {
5490         if (r_shadow_selectedlight == light)
5491                 r_shadow_selectedlight = NULL;
5492         R_RTLight_Uncompile(&light->rtlight);
5493         Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5494 }
5495
5496 void R_Shadow_ClearWorldLights(void)
5497 {
5498         size_t lightindex;
5499         dlight_t *light;
5500         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5501         for (lightindex = 0;lightindex < range;lightindex++)
5502         {
5503                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5504                 if (light)
5505                         R_Shadow_FreeWorldLight(light);
5506         }
5507         r_shadow_selectedlight = NULL;
5508 }
5509
5510 void R_Shadow_SelectLight(dlight_t *light)
5511 {
5512         if (r_shadow_selectedlight)
5513                 r_shadow_selectedlight->selected = false;
5514         r_shadow_selectedlight = light;
5515         if (r_shadow_selectedlight)
5516                 r_shadow_selectedlight->selected = true;
5517 }
5518
5519 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5520 {
5521         // this is never batched (there can be only one)
5522         float vertex3f[12];
5523         R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5524         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5525         R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5526 }
5527
5528 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5529 {
5530         float intensity;
5531         float s;
5532         vec3_t spritecolor;
5533         skinframe_t *skinframe;
5534         float vertex3f[12];
5535
5536         // this is never batched (due to the ent parameter changing every time)
5537         // so numsurfaces == 1 and surfacelist[0] == lightnumber
5538         const dlight_t *light = (dlight_t *)ent;
5539         s = EDLIGHTSPRSIZE;
5540
5541         R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5542
5543         intensity = 0.5f;
5544         VectorScale(light->color, intensity, spritecolor);
5545         if (VectorLength(spritecolor) < 0.1732f)
5546                 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5547         if (VectorLength(spritecolor) > 1.0f)
5548                 VectorNormalize(spritecolor);
5549
5550         // draw light sprite
5551         if (light->cubemapname[0] && !light->shadow)
5552                 skinframe = r_editlights_sprcubemapnoshadowlight;
5553         else if (light->cubemapname[0])
5554                 skinframe = r_editlights_sprcubemaplight;
5555         else if (!light->shadow)
5556                 skinframe = r_editlights_sprnoshadowlight;
5557         else
5558                 skinframe = r_editlights_sprlight;
5559
5560         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);
5561         R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5562
5563         // draw selection sprite if light is selected
5564         if (light->selected)
5565         {
5566                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5567                 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5568                 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5569         }
5570 }
5571
5572 void R_Shadow_DrawLightSprites(void)
5573 {
5574         size_t lightindex;
5575         dlight_t *light;
5576         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5577         for (lightindex = 0;lightindex < range;lightindex++)
5578         {
5579                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5580                 if (light)
5581                         R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5582         }
5583         if (!r_editlights_lockcursor)
5584                 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5585 }
5586
5587 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5588 {
5589         unsigned int range;
5590         dlight_t *light;
5591         rtlight_t *rtlight;
5592         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5593         if (lightindex >= range)
5594                 return -1;
5595         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5596         if (!light)
5597                 return 0;
5598         rtlight = &light->rtlight;
5599         //if (!(rtlight->flags & flag))
5600         //      return 0;
5601         VectorCopy(rtlight->shadoworigin, origin);
5602         *radius = rtlight->radius;
5603         VectorCopy(rtlight->color, color);
5604         return 1;
5605 }
5606
5607 void R_Shadow_SelectLightInView(void)
5608 {
5609         float bestrating, rating, temp[3];
5610         dlight_t *best;
5611         size_t lightindex;
5612         dlight_t *light;
5613         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5614         best = NULL;
5615         bestrating = 0;
5616
5617         if (r_editlights_lockcursor)
5618                 return;
5619         for (lightindex = 0;lightindex < range;lightindex++)
5620         {
5621                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5622                 if (!light)
5623                         continue;
5624                 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5625                 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5626                 if (rating >= 0.95)
5627                 {
5628                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5629                         if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5630                         {
5631                                 bestrating = rating;
5632                                 best = light;
5633                         }
5634                 }
5635         }
5636         R_Shadow_SelectLight(best);
5637 }
5638
5639 void R_Shadow_LoadWorldLights(void)
5640 {
5641         int n, a, style, shadow, flags;
5642         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5643         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5644         if (cl.worldmodel == NULL)
5645         {
5646                 Con_Print("No map loaded.\n");
5647                 return;
5648         }
5649         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5650         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5651         if (lightsstring)
5652         {
5653                 s = lightsstring;
5654                 n = 0;
5655                 while (*s)
5656                 {
5657                         t = s;
5658                         /*
5659                         shadow = true;
5660                         for (;COM_Parse(t, true) && strcmp(
5661                         if (COM_Parse(t, true))
5662                         {
5663                                 if (com_token[0] == '!')
5664                                 {
5665                                         shadow = false;
5666                                         origin[0] = atof(com_token+1);
5667                                 }
5668                                 else
5669                                         origin[0] = atof(com_token);
5670                                 if (Com_Parse(t
5671                         }
5672                         */
5673                         t = s;
5674                         while (*s && *s != '\n' && *s != '\r')
5675                                 s++;
5676                         if (!*s)
5677                                 break;
5678                         tempchar = *s;
5679                         shadow = true;
5680                         // check for modifier flags
5681                         if (*t == '!')
5682                         {
5683                                 shadow = false;
5684                                 t++;
5685                         }
5686                         *s = 0;
5687 #if _MSC_VER >= 1400
5688 #define sscanf sscanf_s
5689 #endif
5690                         cubemapname[sizeof(cubemapname)-1] = 0;
5691 #if MAX_QPATH != 128
5692 #error update this code if MAX_QPATH changes
5693 #endif
5694                         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
5695 #if _MSC_VER >= 1400
5696 , sizeof(cubemapname)
5697 #endif
5698 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5699                         *s = tempchar;
5700                         if (a < 18)
5701                                 flags = LIGHTFLAG_REALTIMEMODE;
5702                         if (a < 17)
5703                                 specularscale = 1;
5704                         if (a < 16)
5705                                 diffusescale = 1;
5706                         if (a < 15)
5707                                 ambientscale = 0;
5708                         if (a < 14)
5709                                 coronasizescale = 0.25f;
5710                         if (a < 13)
5711                                 VectorClear(angles);
5712                         if (a < 10)
5713                                 corona = 0;
5714                         if (a < 9 || !strcmp(cubemapname, "\"\""))
5715                                 cubemapname[0] = 0;
5716                         // remove quotes on cubemapname
5717                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5718                         {
5719                                 size_t namelen;
5720                                 namelen = strlen(cubemapname) - 2;
5721                                 memmove(cubemapname, cubemapname + 1, namelen);
5722                                 cubemapname[namelen] = '\0';
5723                         }
5724                         if (a < 8)
5725                         {
5726                                 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);
5727                                 break;
5728                         }
5729                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5730                         if (*s == '\r')
5731                                 s++;
5732                         if (*s == '\n')
5733                                 s++;
5734                         n++;
5735                 }
5736                 if (*s)
5737                         Con_Printf("invalid rtlights file \"%s\"\n", name);
5738                 Mem_Free(lightsstring);
5739         }
5740 }
5741
5742 void R_Shadow_SaveWorldLights(void)
5743 {
5744         size_t lightindex;
5745         dlight_t *light;
5746         size_t bufchars, bufmaxchars;
5747         char *buf, *oldbuf;
5748         char name[MAX_QPATH];
5749         char line[MAX_INPUTLINE];
5750         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5751         // I hate lines which are 3 times my screen size :( --blub
5752         if (!range)
5753                 return;
5754         if (cl.worldmodel == NULL)
5755         {
5756                 Con_Print("No map loaded.\n");
5757                 return;
5758         }
5759         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5760         bufchars = bufmaxchars = 0;
5761         buf = NULL;
5762         for (lightindex = 0;lightindex < range;lightindex++)
5763         {
5764                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5765                 if (!light)
5766                         continue;
5767                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5768                         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);
5769                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5770                         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]);
5771                 else
5772                         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);
5773                 if (bufchars + strlen(line) > bufmaxchars)
5774                 {
5775                         bufmaxchars = bufchars + strlen(line) + 2048;
5776                         oldbuf = buf;
5777                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5778                         if (oldbuf)
5779                         {
5780                                 if (bufchars)
5781                                         memcpy(buf, oldbuf, bufchars);
5782                                 Mem_Free(oldbuf);
5783                         }
5784                 }
5785                 if (strlen(line))
5786                 {
5787                         memcpy(buf + bufchars, line, strlen(line));
5788                         bufchars += strlen(line);
5789                 }
5790         }
5791         if (bufchars)
5792                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5793         if (buf)
5794                 Mem_Free(buf);
5795 }
5796
5797 void R_Shadow_LoadLightsFile(void)
5798 {
5799         int n, a, style;
5800         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5801         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5802         if (cl.worldmodel == NULL)
5803         {
5804                 Con_Print("No map loaded.\n");
5805                 return;
5806         }
5807         dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5808         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5809         if (lightsstring)
5810         {
5811                 s = lightsstring;
5812                 n = 0;
5813                 while (*s)
5814                 {
5815                         t = s;
5816                         while (*s && *s != '\n' && *s != '\r')
5817                                 s++;
5818                         if (!*s)
5819                                 break;
5820                         tempchar = *s;
5821                         *s = 0;
5822                         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);
5823                         *s = tempchar;
5824                         if (a < 14)
5825                         {
5826                                 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);
5827                                 break;
5828                         }
5829                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5830                         radius = bound(15, radius, 4096);
5831                         VectorScale(color, (2.0f / (8388608.0f)), color);
5832                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5833                         if (*s == '\r')
5834                                 s++;
5835                         if (*s == '\n')
5836                                 s++;
5837                         n++;
5838                 }
5839                 if (*s)
5840                         Con_Printf("invalid lights file \"%s\"\n", name);
5841                 Mem_Free(lightsstring);
5842         }
5843 }
5844
5845 // tyrlite/hmap2 light types in the delay field
5846 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5847
5848 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5849 {
5850         int entnum;
5851         int style;
5852         int islight;
5853         int skin;
5854         int pflags;
5855         //int effects;
5856         int type;
5857         int n;
5858         char *entfiledata;
5859         const char *data;
5860         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5861         char key[256], value[MAX_INPUTLINE];
5862
5863         if (cl.worldmodel == NULL)
5864         {
5865                 Con_Print("No map loaded.\n");
5866                 return;
5867         }
5868         // try to load a .ent file first
5869         dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5870         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5871         // and if that is not found, fall back to the bsp file entity string
5872         if (!data)
5873                 data = cl.worldmodel->brush.entities;
5874         if (!data)
5875                 return;
5876         for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5877         {
5878                 type = LIGHTTYPE_MINUSX;
5879                 origin[0] = origin[1] = origin[2] = 0;
5880                 originhack[0] = originhack[1] = originhack[2] = 0;
5881                 angles[0] = angles[1] = angles[2] = 0;
5882                 color[0] = color[1] = color[2] = 1;
5883                 light[0] = light[1] = light[2] = 1;light[3] = 300;
5884                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5885                 fadescale = 1;
5886                 lightscale = 1;
5887                 style = 0;
5888                 skin = 0;
5889                 pflags = 0;
5890                 //effects = 0;
5891                 islight = false;
5892                 while (1)
5893                 {
5894                         if (!COM_ParseToken_Simple(&data, false, false))
5895                                 break; // error
5896                         if (com_token[0] == '}')
5897                                 break; // end of entity
5898                         if (com_token[0] == '_')
5899                                 strlcpy(key, com_token + 1, sizeof(key));
5900                         else
5901                                 strlcpy(key, com_token, sizeof(key));
5902                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
5903                                 key[strlen(key)-1] = 0;
5904                         if (!COM_ParseToken_Simple(&data, false, false))
5905                                 break; // error
5906                         strlcpy(value, com_token, sizeof(value));
5907
5908                         // now that we have the key pair worked out...
5909                         if (!strcmp("light", key))
5910                         {
5911                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5912                                 if (n == 1)
5913                                 {
5914                                         // quake
5915                                         light[0] = vec[0] * (1.0f / 256.0f);
5916                                         light[1] = vec[0] * (1.0f / 256.0f);
5917                                         light[2] = vec[0] * (1.0f / 256.0f);
5918                                         light[3] = vec[0];
5919                                 }
5920                                 else if (n == 4)
5921                                 {
5922                                         // halflife
5923                                         light[0] = vec[0] * (1.0f / 255.0f);
5924                                         light[1] = vec[1] * (1.0f / 255.0f);
5925                                         light[2] = vec[2] * (1.0f / 255.0f);
5926                                         light[3] = vec[3];
5927                                 }
5928                         }
5929                         else if (!strcmp("delay", key))
5930                                 type = atoi(value);
5931                         else if (!strcmp("origin", key))
5932                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5933                         else if (!strcmp("angle", key))
5934                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5935                         else if (!strcmp("angles", key))
5936                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5937                         else if (!strcmp("color", key))
5938                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5939                         else if (!strcmp("wait", key))
5940                                 fadescale = atof(value);
5941                         else if (!strcmp("classname", key))
5942                         {
5943                                 if (!strncmp(value, "light", 5))
5944                                 {
5945                                         islight = true;
5946                                         if (!strcmp(value, "light_fluoro"))
5947                                         {
5948                                                 originhack[0] = 0;
5949                                                 originhack[1] = 0;
5950                                                 originhack[2] = 0;
5951                                                 overridecolor[0] = 1;
5952                                                 overridecolor[1] = 1;
5953                                                 overridecolor[2] = 1;
5954                                         }
5955                                         if (!strcmp(value, "light_fluorospark"))
5956                                         {
5957                                                 originhack[0] = 0;
5958                                                 originhack[1] = 0;
5959                                                 originhack[2] = 0;
5960                                                 overridecolor[0] = 1;
5961                                                 overridecolor[1] = 1;
5962                                                 overridecolor[2] = 1;
5963                                         }
5964                                         if (!strcmp(value, "light_globe"))
5965                                         {
5966                                                 originhack[0] = 0;
5967                                                 originhack[1] = 0;
5968                                                 originhack[2] = 0;
5969                                                 overridecolor[0] = 1;
5970                                                 overridecolor[1] = 0.8;
5971                                                 overridecolor[2] = 0.4;
5972                                         }
5973                                         if (!strcmp(value, "light_flame_large_yellow"))
5974                                         {
5975                                                 originhack[0] = 0;
5976                                                 originhack[1] = 0;
5977                                                 originhack[2] = 0;
5978                                                 overridecolor[0] = 1;
5979                                                 overridecolor[1] = 0.5;
5980                                                 overridecolor[2] = 0.1;
5981                                         }
5982                                         if (!strcmp(value, "light_flame_small_yellow"))
5983                                         {
5984                                                 originhack[0] = 0;
5985                                                 originhack[1] = 0;
5986                                                 originhack[2] = 0;
5987                                                 overridecolor[0] = 1;
5988                                                 overridecolor[1] = 0.5;
5989                                                 overridecolor[2] = 0.1;
5990                                         }
5991                                         if (!strcmp(value, "light_torch_small_white"))
5992                                         {
5993                                                 originhack[0] = 0;
5994                                                 originhack[1] = 0;
5995                                                 originhack[2] = 0;
5996                                                 overridecolor[0] = 1;
5997                                                 overridecolor[1] = 0.5;
5998                                                 overridecolor[2] = 0.1;
5999                                         }
6000                                         if (!strcmp(value, "light_torch_small_walltorch"))
6001                                         {
6002                                                 originhack[0] = 0;
6003                                                 originhack[1] = 0;
6004                                                 originhack[2] = 0;
6005                                                 overridecolor[0] = 1;
6006                                                 overridecolor[1] = 0.5;
6007                                                 overridecolor[2] = 0.1;
6008                                         }
6009                                 }
6010                         }
6011                         else if (!strcmp("style", key))
6012                                 style = atoi(value);
6013                         else if (!strcmp("skin", key))
6014                                 skin = (int)atof(value);
6015                         else if (!strcmp("pflags", key))
6016                                 pflags = (int)atof(value);
6017                         //else if (!strcmp("effects", key))
6018                         //      effects = (int)atof(value);
6019                         else if (cl.worldmodel->type == mod_brushq3)
6020                         {
6021                                 if (!strcmp("scale", key))
6022                                         lightscale = atof(value);
6023                                 if (!strcmp("fade", key))
6024                                         fadescale = atof(value);
6025                         }
6026                 }
6027                 if (!islight)
6028                         continue;
6029                 if (lightscale <= 0)
6030                         lightscale = 1;
6031                 if (fadescale <= 0)
6032                         fadescale = 1;
6033                 if (color[0] == color[1] && color[0] == color[2])
6034                 {
6035                         color[0] *= overridecolor[0];
6036                         color[1] *= overridecolor[1];
6037                         color[2] *= overridecolor[2];
6038                 }
6039                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
6040                 color[0] = color[0] * light[0];
6041                 color[1] = color[1] * light[1];
6042                 color[2] = color[2] * light[2];
6043                 switch (type)
6044                 {
6045                 case LIGHTTYPE_MINUSX:
6046                         break;
6047                 case LIGHTTYPE_RECIPX:
6048                         radius *= 2;
6049                         VectorScale(color, (1.0f / 16.0f), color);
6050                         break;
6051                 case LIGHTTYPE_RECIPXX:
6052                         radius *= 2;
6053                         VectorScale(color, (1.0f / 16.0f), color);
6054                         break;
6055                 default:
6056                 case LIGHTTYPE_NONE:
6057                         break;
6058                 case LIGHTTYPE_SUN:
6059                         break;
6060                 case LIGHTTYPE_MINUSXX:
6061                         break;
6062                 }
6063                 VectorAdd(origin, originhack, origin);
6064                 if (radius >= 1)
6065                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6066         }
6067         if (entfiledata)
6068                 Mem_Free(entfiledata);
6069 }
6070
6071
6072 void R_Shadow_SetCursorLocationForView(void)
6073 {
6074         vec_t dist, push;
6075         vec3_t dest, endpos;
6076         trace_t trace;
6077         VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
6078         trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
6079         if (trace.fraction < 1)
6080         {
6081                 dist = trace.fraction * r_editlights_cursordistance.value;
6082                 push = r_editlights_cursorpushback.value;
6083                 if (push > dist)
6084                         push = dist;
6085                 push = -push;
6086                 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
6087                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
6088         }
6089         else
6090         {
6091                 VectorClear( endpos );
6092         }
6093         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6094         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6095         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6096 }
6097
6098 void R_Shadow_UpdateWorldLightSelection(void)
6099 {
6100         if (r_editlights.integer)
6101         {
6102                 R_Shadow_SetCursorLocationForView();
6103                 R_Shadow_SelectLightInView();
6104         }
6105         else
6106                 R_Shadow_SelectLight(NULL);
6107 }
6108
6109 void R_Shadow_EditLights_Clear_f(void)
6110 {
6111         R_Shadow_ClearWorldLights();
6112 }
6113
6114 void R_Shadow_EditLights_Reload_f(void)
6115 {
6116         if (!cl.worldmodel)
6117                 return;
6118         strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6119         R_Shadow_ClearWorldLights();
6120         R_Shadow_LoadWorldLights();
6121         if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6122         {
6123                 R_Shadow_LoadLightsFile();
6124                 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6125                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6126         }
6127 }
6128
6129 void R_Shadow_EditLights_Save_f(void)
6130 {
6131         if (!cl.worldmodel)
6132                 return;
6133         R_Shadow_SaveWorldLights();
6134 }
6135
6136 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6137 {
6138         R_Shadow_ClearWorldLights();
6139         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6140 }
6141
6142 void R_Shadow_EditLights_ImportLightsFile_f(void)
6143 {
6144         R_Shadow_ClearWorldLights();
6145         R_Shadow_LoadLightsFile();
6146 }
6147
6148 void R_Shadow_EditLights_Spawn_f(void)
6149 {
6150         vec3_t color;
6151         if (!r_editlights.integer)
6152         {
6153                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6154                 return;
6155         }
6156         if (Cmd_Argc() != 1)
6157         {
6158                 Con_Print("r_editlights_spawn does not take parameters\n");
6159                 return;
6160         }
6161         color[0] = color[1] = color[2] = 1;
6162         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6163 }
6164
6165 void R_Shadow_EditLights_Edit_f(void)
6166 {
6167         vec3_t origin, angles, color;
6168         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6169         int style, shadows, flags, normalmode, realtimemode;
6170         char cubemapname[MAX_INPUTLINE];
6171         if (!r_editlights.integer)
6172         {
6173                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6174                 return;
6175         }
6176         if (!r_shadow_selectedlight)
6177         {
6178                 Con_Print("No selected light.\n");
6179                 return;
6180         }
6181         VectorCopy(r_shadow_selectedlight->origin, origin);
6182         VectorCopy(r_shadow_selectedlight->angles, angles);
6183         VectorCopy(r_shadow_selectedlight->color, color);
6184         radius = r_shadow_selectedlight->radius;
6185         style = r_shadow_selectedlight->style;
6186         if (r_shadow_selectedlight->cubemapname)
6187                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6188         else
6189                 cubemapname[0] = 0;
6190         shadows = r_shadow_selectedlight->shadow;
6191         corona = r_shadow_selectedlight->corona;
6192         coronasizescale = r_shadow_selectedlight->coronasizescale;
6193         ambientscale = r_shadow_selectedlight->ambientscale;
6194         diffusescale = r_shadow_selectedlight->diffusescale;
6195         specularscale = r_shadow_selectedlight->specularscale;
6196         flags = r_shadow_selectedlight->flags;
6197         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6198         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6199         if (!strcmp(Cmd_Argv(1), "origin"))
6200         {
6201                 if (Cmd_Argc() != 5)
6202                 {
6203                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6204                         return;
6205                 }
6206                 origin[0] = atof(Cmd_Argv(2));
6207                 origin[1] = atof(Cmd_Argv(3));
6208                 origin[2] = atof(Cmd_Argv(4));
6209         }
6210         else if (!strcmp(Cmd_Argv(1), "originscale"))
6211         {
6212                 if (Cmd_Argc() != 5)
6213                 {
6214                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6215                         return;
6216                 }
6217                 origin[0] *= atof(Cmd_Argv(2));
6218                 origin[1] *= atof(Cmd_Argv(3));
6219                 origin[2] *= atof(Cmd_Argv(4));
6220         }
6221         else if (!strcmp(Cmd_Argv(1), "originx"))
6222         {
6223                 if (Cmd_Argc() != 3)
6224                 {
6225                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6226                         return;
6227                 }
6228                 origin[0] = atof(Cmd_Argv(2));
6229         }
6230         else if (!strcmp(Cmd_Argv(1), "originy"))
6231         {
6232                 if (Cmd_Argc() != 3)
6233                 {
6234                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6235                         return;
6236                 }
6237                 origin[1] = atof(Cmd_Argv(2));
6238         }
6239         else if (!strcmp(Cmd_Argv(1), "originz"))
6240         {
6241                 if (Cmd_Argc() != 3)
6242                 {
6243                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6244                         return;
6245                 }
6246                 origin[2] = atof(Cmd_Argv(2));
6247         }
6248         else if (!strcmp(Cmd_Argv(1), "move"))
6249         {
6250                 if (Cmd_Argc() != 5)
6251                 {
6252                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6253                         return;
6254                 }
6255                 origin[0] += atof(Cmd_Argv(2));
6256                 origin[1] += atof(Cmd_Argv(3));
6257                 origin[2] += atof(Cmd_Argv(4));
6258         }
6259         else if (!strcmp(Cmd_Argv(1), "movex"))
6260         {
6261                 if (Cmd_Argc() != 3)
6262                 {
6263                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6264                         return;
6265                 }
6266                 origin[0] += atof(Cmd_Argv(2));
6267         }
6268         else if (!strcmp(Cmd_Argv(1), "movey"))
6269         {
6270                 if (Cmd_Argc() != 3)
6271                 {
6272                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6273                         return;
6274                 }
6275                 origin[1] += atof(Cmd_Argv(2));
6276         }
6277         else if (!strcmp(Cmd_Argv(1), "movez"))
6278         {
6279                 if (Cmd_Argc() != 3)
6280                 {
6281                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6282                         return;
6283                 }
6284                 origin[2] += atof(Cmd_Argv(2));
6285         }
6286         else if (!strcmp(Cmd_Argv(1), "angles"))
6287         {
6288                 if (Cmd_Argc() != 5)
6289                 {
6290                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6291                         return;
6292                 }
6293                 angles[0] = atof(Cmd_Argv(2));
6294                 angles[1] = atof(Cmd_Argv(3));
6295                 angles[2] = atof(Cmd_Argv(4));
6296         }
6297         else if (!strcmp(Cmd_Argv(1), "anglesx"))
6298         {
6299                 if (Cmd_Argc() != 3)
6300                 {
6301                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6302                         return;
6303                 }
6304                 angles[0] = atof(Cmd_Argv(2));
6305         }
6306         else if (!strcmp(Cmd_Argv(1), "anglesy"))
6307         {
6308                 if (Cmd_Argc() != 3)
6309                 {
6310                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6311                         return;
6312                 }
6313                 angles[1] = atof(Cmd_Argv(2));
6314         }
6315         else if (!strcmp(Cmd_Argv(1), "anglesz"))
6316         {
6317                 if (Cmd_Argc() != 3)
6318                 {
6319                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6320                         return;
6321                 }
6322                 angles[2] = atof(Cmd_Argv(2));
6323         }
6324         else if (!strcmp(Cmd_Argv(1), "color"))
6325         {
6326                 if (Cmd_Argc() != 5)
6327                 {
6328                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6329                         return;
6330                 }
6331                 color[0] = atof(Cmd_Argv(2));
6332                 color[1] = atof(Cmd_Argv(3));
6333                 color[2] = atof(Cmd_Argv(4));
6334         }
6335         else if (!strcmp(Cmd_Argv(1), "radius"))
6336         {
6337                 if (Cmd_Argc() != 3)
6338                 {
6339                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6340                         return;
6341                 }
6342                 radius = atof(Cmd_Argv(2));
6343         }
6344         else if (!strcmp(Cmd_Argv(1), "colorscale"))
6345         {
6346                 if (Cmd_Argc() == 3)
6347                 {
6348                         double scale = atof(Cmd_Argv(2));
6349                         color[0] *= scale;
6350                         color[1] *= scale;
6351                         color[2] *= scale;
6352                 }
6353                 else
6354                 {
6355                         if (Cmd_Argc() != 5)
6356                         {
6357                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
6358                                 return;
6359                         }
6360                         color[0] *= atof(Cmd_Argv(2));
6361                         color[1] *= atof(Cmd_Argv(3));
6362                         color[2] *= atof(Cmd_Argv(4));
6363                 }
6364         }
6365         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6366         {
6367                 if (Cmd_Argc() != 3)
6368                 {
6369                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6370                         return;
6371                 }
6372                 radius *= atof(Cmd_Argv(2));
6373         }
6374         else if (!strcmp(Cmd_Argv(1), "style"))
6375         {
6376                 if (Cmd_Argc() != 3)
6377                 {
6378                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6379                         return;
6380                 }
6381                 style = atoi(Cmd_Argv(2));
6382         }
6383         else if (!strcmp(Cmd_Argv(1), "cubemap"))
6384         {
6385                 if (Cmd_Argc() > 3)
6386                 {
6387                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6388                         return;
6389                 }
6390                 if (Cmd_Argc() == 3)
6391                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6392                 else
6393                         cubemapname[0] = 0;
6394         }
6395         else if (!strcmp(Cmd_Argv(1), "shadows"))
6396         {
6397                 if (Cmd_Argc() != 3)
6398                 {
6399                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6400                         return;
6401                 }
6402                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6403         }
6404         else if (!strcmp(Cmd_Argv(1), "corona"))
6405         {
6406                 if (Cmd_Argc() != 3)
6407                 {
6408                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6409                         return;
6410                 }
6411                 corona = atof(Cmd_Argv(2));
6412         }
6413         else if (!strcmp(Cmd_Argv(1), "coronasize"))
6414         {
6415                 if (Cmd_Argc() != 3)
6416                 {
6417                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6418                         return;
6419                 }
6420                 coronasizescale = atof(Cmd_Argv(2));
6421         }
6422         else if (!strcmp(Cmd_Argv(1), "ambient"))
6423         {
6424                 if (Cmd_Argc() != 3)
6425                 {
6426                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6427                         return;
6428                 }
6429                 ambientscale = atof(Cmd_Argv(2));
6430         }
6431         else if (!strcmp(Cmd_Argv(1), "diffuse"))
6432         {
6433                 if (Cmd_Argc() != 3)
6434                 {
6435                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6436                         return;
6437                 }
6438                 diffusescale = atof(Cmd_Argv(2));
6439         }
6440         else if (!strcmp(Cmd_Argv(1), "specular"))
6441         {
6442                 if (Cmd_Argc() != 3)
6443                 {
6444                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6445                         return;
6446                 }
6447                 specularscale = atof(Cmd_Argv(2));
6448         }
6449         else if (!strcmp(Cmd_Argv(1), "normalmode"))
6450         {
6451                 if (Cmd_Argc() != 3)
6452                 {
6453                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6454                         return;
6455                 }
6456                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6457         }
6458         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6459         {
6460                 if (Cmd_Argc() != 3)
6461                 {
6462                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6463                         return;
6464                 }
6465                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6466         }
6467         else
6468         {
6469                 Con_Print("usage: r_editlights_edit [property] [value]\n");
6470                 Con_Print("Selected light's properties:\n");
6471                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6472                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6473                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6474                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
6475                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
6476                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
6477                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6478                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
6479                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
6480                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
6481                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
6482                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
6483                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6484                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6485                 return;
6486         }
6487         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6488         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6489 }
6490
6491 void R_Shadow_EditLights_EditAll_f(void)
6492 {
6493         size_t lightindex;
6494         dlight_t *light, *oldselected;
6495         size_t range;
6496
6497         if (!r_editlights.integer)
6498         {
6499                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6500                 return;
6501         }
6502
6503         oldselected = r_shadow_selectedlight;
6504         // EditLights doesn't seem to have a "remove" command or something so:
6505         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6506         for (lightindex = 0;lightindex < range;lightindex++)
6507         {
6508                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6509                 if (!light)
6510                         continue;
6511                 R_Shadow_SelectLight(light);
6512                 R_Shadow_EditLights_Edit_f();
6513         }
6514         // return to old selected (to not mess editing once selection is locked)
6515         R_Shadow_SelectLight(oldselected);
6516 }
6517
6518 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6519 {
6520         int lightnumber, lightcount;
6521         size_t lightindex, range;
6522         dlight_t *light;
6523         float x, y;
6524         char temp[256];
6525         if (!r_editlights.integer)
6526                 return;
6527         x = vid_conwidth.value - 240;
6528         y = 5;
6529         DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6530         lightnumber = -1;
6531         lightcount = 0;
6532         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6533         for (lightindex = 0;lightindex < range;lightindex++)
6534         {
6535                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6536                 if (!light)
6537                         continue;
6538                 if (light == r_shadow_selectedlight)
6539                         lightnumber = lightindex;
6540                 lightcount++;
6541         }
6542         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;
6543         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;
6544         y += 8;
6545         if (r_shadow_selectedlight == NULL)
6546                 return;
6547         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;
6548         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;
6549         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;
6550         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;
6551         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;
6552         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;
6553         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;
6554         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;
6555         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;
6556         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;
6557         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;
6558         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;
6559         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;
6560         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;
6561         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;
6562 }
6563
6564 void R_Shadow_EditLights_ToggleShadow_f(void)
6565 {
6566         if (!r_editlights.integer)
6567         {
6568                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6569                 return;
6570         }
6571         if (!r_shadow_selectedlight)
6572         {
6573                 Con_Print("No selected light.\n");
6574                 return;
6575         }
6576         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);
6577 }
6578
6579 void R_Shadow_EditLights_ToggleCorona_f(void)
6580 {
6581         if (!r_editlights.integer)
6582         {
6583                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6584                 return;
6585         }
6586         if (!r_shadow_selectedlight)
6587         {
6588                 Con_Print("No selected light.\n");
6589                 return;
6590         }
6591         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);
6592 }
6593
6594 void R_Shadow_EditLights_Remove_f(void)
6595 {
6596         if (!r_editlights.integer)
6597         {
6598                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
6599                 return;
6600         }
6601         if (!r_shadow_selectedlight)
6602         {
6603                 Con_Print("No selected light.\n");
6604                 return;
6605         }
6606         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6607         r_shadow_selectedlight = NULL;
6608 }
6609
6610 void R_Shadow_EditLights_Help_f(void)
6611 {
6612         Con_Print(
6613 "Documentation on r_editlights system:\n"
6614 "Settings:\n"
6615 "r_editlights : enable/disable editing mode\n"
6616 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6617 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6618 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6619 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6620 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6621 "Commands:\n"
6622 "r_editlights_help : this help\n"
6623 "r_editlights_clear : remove all lights\n"
6624 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6625 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6626 "r_editlights_save : save to .rtlights file\n"
6627 "r_editlights_spawn : create a light with default settings\n"
6628 "r_editlights_edit command : edit selected light - more documentation below\n"
6629 "r_editlights_remove : remove selected light\n"
6630 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6631 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6632 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6633 "Edit commands:\n"
6634 "origin x y z : set light location\n"
6635 "originx x: set x component of light location\n"
6636 "originy y: set y component of light location\n"
6637 "originz z: set z component of light location\n"
6638 "move x y z : adjust light location\n"
6639 "movex x: adjust x component of light location\n"
6640 "movey y: adjust y component of light location\n"
6641 "movez z: adjust z component of light location\n"
6642 "angles x y z : set light angles\n"
6643 "anglesx x: set x component of light angles\n"
6644 "anglesy y: set y component of light angles\n"
6645 "anglesz z: set z component of light angles\n"
6646 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6647 "radius radius : set radius (size) of light\n"
6648 "colorscale grey : multiply color of light (1 does nothing)\n"
6649 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6650 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6651 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6652 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6653 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6654 "cubemap basename : set filter cubemap of light (not yet supported)\n"
6655 "shadows 1/0 : turn on/off shadows\n"
6656 "corona n : set corona intensity\n"
6657 "coronasize n : set corona size (0-1)\n"
6658 "ambient n : set ambient intensity (0-1)\n"
6659 "diffuse n : set diffuse intensity (0-1)\n"
6660 "specular n : set specular intensity (0-1)\n"
6661 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6662 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6663 "<nothing> : print light properties to console\n"
6664         );
6665 }
6666
6667 void R_Shadow_EditLights_CopyInfo_f(void)
6668 {
6669         if (!r_editlights.integer)
6670         {
6671                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
6672                 return;
6673         }
6674         if (!r_shadow_selectedlight)
6675         {
6676                 Con_Print("No selected light.\n");
6677                 return;
6678         }
6679         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6680         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6681         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6682         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6683         if (r_shadow_selectedlight->cubemapname)
6684                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6685         else
6686                 r_shadow_bufferlight.cubemapname[0] = 0;
6687         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6688         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6689         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6690         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6691         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6692         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6693         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6694 }
6695
6696 void R_Shadow_EditLights_PasteInfo_f(void)
6697 {
6698         if (!r_editlights.integer)
6699         {
6700                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
6701                 return;
6702         }
6703         if (!r_shadow_selectedlight)
6704         {
6705                 Con_Print("No selected light.\n");
6706                 return;
6707         }
6708         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);
6709 }
6710
6711 void R_Shadow_EditLights_Lock_f(void)
6712 {
6713         if (!r_editlights.integer)
6714         {
6715                 Con_Print("Cannot lock on light when not in editing mode.  Set r_editlights to 1.\n");
6716                 return;
6717         }
6718         if (r_editlights_lockcursor)
6719         {
6720                 r_editlights_lockcursor = false;
6721                 return;
6722         }
6723         if (!r_shadow_selectedlight)
6724         {
6725                 Con_Print("No selected light to lock on.\n");
6726                 return;
6727         }
6728         r_editlights_lockcursor = true;
6729 }
6730
6731 void R_Shadow_EditLights_Init(void)
6732 {
6733         Cvar_RegisterVariable(&r_editlights);
6734         Cvar_RegisterVariable(&r_editlights_cursordistance);
6735         Cvar_RegisterVariable(&r_editlights_cursorpushback);
6736         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6737         Cvar_RegisterVariable(&r_editlights_cursorgrid);
6738         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6739         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6740         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6741         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)");
6742         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6743         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6744         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6745         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)");
6746         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6747         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6748         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6749         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6750         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6751         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6752         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)");
6753         Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6754 }
6755
6756
6757
6758 /*
6759 =============================================================================
6760
6761 LIGHT SAMPLING
6762
6763 =============================================================================
6764 */
6765
6766 void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
6767 {
6768         int i, numlights, flag;
6769         float f, relativepoint[3], dist, dist2, lightradius2;
6770         vec3_t diffuse, n;
6771         rtlight_t *light;
6772         dlight_t *dlight;
6773
6774         if (r_fullbright.integer)
6775         {
6776                 VectorSet(color, 1, 1, 1);
6777                 return;
6778         }
6779
6780         VectorClear(color);
6781
6782         if (flags & LP_LIGHTMAP)
6783         {
6784                 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6785                 {
6786                         VectorClear(diffuse);
6787                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6788                         VectorAdd(color, diffuse, color);
6789                 }
6790                 else
6791                         VectorSet(color, 1, 1, 1);
6792                 color[0] += r_refdef.scene.ambient;
6793                 color[1] += r_refdef.scene.ambient;
6794                 color[2] += r_refdef.scene.ambient;
6795         }
6796
6797         if (flags & LP_RTWORLD)
6798         {
6799                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6800                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6801                 for (i = 0; i < numlights; i++)
6802                 {
6803                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6804                         if (!dlight)
6805                                 continue;
6806                         light = &dlight->rtlight;
6807                         if (!(light->flags & flag))
6808                                 continue;
6809                         // sample
6810                         lightradius2 = light->radius * light->radius;
6811                         VectorSubtract(light->shadoworigin, p, relativepoint);
6812                         dist2 = VectorLength2(relativepoint);
6813                         if (dist2 >= lightradius2)
6814                                 continue;
6815                         dist = sqrt(dist2) / light->radius;
6816                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6817                         if (f <= 0)
6818                                 continue;
6819                         // todo: add to both ambient and diffuse
6820                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6821                                 VectorMA(color, f, light->currentcolor, color);
6822                 }
6823         }
6824         if (flags & LP_DYNLIGHT)
6825         {
6826                 // sample dlights
6827                 for (i = 0;i < r_refdef.scene.numlights;i++)
6828                 {
6829                         light = r_refdef.scene.lights[i];
6830                         // sample
6831                         lightradius2 = light->radius * light->radius;
6832                         VectorSubtract(light->shadoworigin, p, relativepoint);
6833                         dist2 = VectorLength2(relativepoint);
6834                         if (dist2 >= lightradius2)
6835                                 continue;
6836                         dist = sqrt(dist2) / light->radius;
6837                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6838                         if (f <= 0)
6839                                 continue;
6840                         // todo: add to both ambient and diffuse
6841                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6842                                 VectorMA(color, f, light->color, color);
6843                 }
6844         }
6845 }
6846
6847 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6848 {
6849         int i, numlights, flag;
6850         rtlight_t *light;
6851         dlight_t *dlight;
6852         float relativepoint[3];
6853         float color[3];
6854         float dir[3];
6855         float dist;
6856         float dist2;
6857         float intensity;
6858         float sample[5*3];
6859         float lightradius2;
6860
6861         if (r_fullbright.integer)
6862         {
6863                 VectorSet(ambient, 1, 1, 1);
6864                 VectorClear(diffuse);
6865                 VectorClear(lightdir);
6866                 return;
6867         }
6868
6869         if (flags == LP_LIGHTMAP)
6870         {
6871                 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6872                 VectorClear(diffuse);
6873                 VectorClear(lightdir);
6874                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6875                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6876                 else
6877                         VectorSet(ambient, 1, 1, 1);
6878                 return;
6879         }
6880
6881         memset(sample, 0, sizeof(sample));
6882         VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6883
6884         if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6885         {
6886                 vec3_t tempambient;
6887                 VectorClear(tempambient);
6888                 VectorClear(color);
6889                 VectorClear(relativepoint);
6890                 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6891                 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6892                 VectorScale(color, r_refdef.lightmapintensity, color);
6893                 VectorAdd(sample, tempambient, sample);
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         if (flags & LP_RTWORLD)
6904         {
6905                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6906                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6907                 for (i = 0; i < numlights; i++)
6908                 {
6909                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6910                         if (!dlight)
6911                                 continue;
6912                         light = &dlight->rtlight;
6913                         if (!(light->flags & flag))
6914                                 continue;
6915                         // sample
6916                         lightradius2 = light->radius * light->radius;
6917                         VectorSubtract(light->shadoworigin, p, relativepoint);
6918                         dist2 = VectorLength2(relativepoint);
6919                         if (dist2 >= lightradius2)
6920                                 continue;
6921                         dist = sqrt(dist2) / light->radius;
6922                         intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6923                         if (intensity <= 0.0f)
6924                                 continue;
6925                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6926                                 continue;
6927                         // scale down intensity to add to both ambient and diffuse
6928                         //intensity *= 0.5f;
6929                         VectorNormalize(relativepoint);
6930                         VectorScale(light->currentcolor, intensity, color);
6931                         VectorMA(sample    , 0.5f            , color, sample    );
6932                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6933                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6934                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6935                         // calculate a weighted average light direction as well
6936                         intensity *= VectorLength(color);
6937                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6938                 }
6939         }
6940
6941         if (flags & LP_DYNLIGHT)
6942         {
6943                 // sample dlights
6944                 for (i = 0;i < r_refdef.scene.numlights;i++)
6945                 {
6946                         light = r_refdef.scene.lights[i];
6947                         // sample
6948                         lightradius2 = light->radius * light->radius;
6949                         VectorSubtract(light->shadoworigin, p, relativepoint);
6950                         dist2 = VectorLength2(relativepoint);
6951                         if (dist2 >= lightradius2)
6952                                 continue;
6953                         dist = sqrt(dist2) / light->radius;
6954                         intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6955                         if (intensity <= 0.0f)
6956                                 continue;
6957                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6958                                 continue;
6959                         // scale down intensity to add to both ambient and diffuse
6960                         //intensity *= 0.5f;
6961                         VectorNormalize(relativepoint);
6962                         VectorScale(light->currentcolor, intensity, color);
6963                         VectorMA(sample    , 0.5f            , color, sample    );
6964                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6965                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6966                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6967                         // calculate a weighted average light direction as well
6968                         intensity *= VectorLength(color);
6969                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6970                 }
6971         }
6972
6973         // calculate the direction we'll use to reduce the sample to a directional light source
6974         VectorCopy(sample + 12, dir);
6975         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6976         VectorNormalize(dir);
6977         // extract the diffuse color along the chosen direction and scale it
6978         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6979         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6980         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6981         // subtract some of diffuse from ambient
6982         VectorMA(sample, -0.333f, diffuse, ambient);
6983         // store the normalized lightdir
6984         VectorCopy(dir, lightdir);
6985 }