migrated surface list iteration into the RenderLighting paths for more efficient...
[xonotic/darkplaces.git] / r_shadow.c
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
143 extern void R_Shadow_EditLights_Init(void);
144
145 typedef enum r_shadowstage_e
146 {
147         R_SHADOWSTAGE_NONE,
148         R_SHADOWSTAGE_STENCIL,
149         R_SHADOWSTAGE_STENCILTWOSIDE,
150         R_SHADOWSTAGE_LIGHT_VERTEX,
151         R_SHADOWSTAGE_LIGHT_DOT3,
152         R_SHADOWSTAGE_LIGHT_GLSL,
153         R_SHADOWSTAGE_VISIBLEVOLUMES,
154         R_SHADOWSTAGE_VISIBLELIGHTING,
155 }
156 r_shadowstage_t;
157
158 r_shadowstage_t r_shadowstage = R_SHADOWSTAGE_NONE;
159
160 mempool_t *r_shadow_mempool;
161
162 int maxshadowelements;
163 int *shadowelements;
164
165 int maxshadowmark;
166 int numshadowmark;
167 int *shadowmark;
168 int *shadowmarklist;
169 int shadowmarkcount;
170
171 int maxvertexupdate;
172 int *vertexupdate;
173 int *vertexremap;
174 int vertexupdatenum;
175
176 int r_shadow_buffer_numleafpvsbytes;
177 qbyte *r_shadow_buffer_leafpvs;
178 int *r_shadow_buffer_leaflist;
179
180 int r_shadow_buffer_numsurfacepvsbytes;
181 qbyte *r_shadow_buffer_surfacepvs;
182 int *r_shadow_buffer_surfacelist;
183
184 rtexturepool_t *r_shadow_texturepool;
185 rtexture_t *r_shadow_attenuation2dtexture;
186 rtexture_t *r_shadow_attenuation3dtexture;
187
188 // lights are reloaded when this changes
189 char r_shadow_mapname[MAX_QPATH];
190
191 // used only for light filters (cubemaps)
192 rtexturepool_t *r_shadow_filters_texturepool;
193
194 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
195 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
196 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
197 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"};
198 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
199 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
200 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
201 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
202 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
203 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
204 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
205 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
206 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1"};
207 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0"};
208 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
209 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
210 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
211 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
212 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
213 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
214 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
215 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
216 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
217 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
218 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
219 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
220 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
221 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
222 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0"};
223 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"};
224 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"};
225 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0"};
226 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1"};
227 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
228 cvar_t r_editlights = {0, "r_editlights", "0"};
229 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"};
230 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0"};
231 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"};
232 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"};
233 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
234
235 float r_shadow_attenpower, r_shadow_attenscale;
236
237 rtlight_t *r_shadow_compilingrtlight;
238 dlight_t *r_shadow_worldlightchain;
239 dlight_t *r_shadow_selectedlight;
240 dlight_t r_shadow_bufferlight;
241 vec3_t r_editlights_cursorlocation;
242
243 rtexture_t *lighttextures[5];
244
245 extern int con_vislines;
246
247 typedef struct cubemapinfo_s
248 {
249         char basename[64];
250         rtexture_t *texture;
251 }
252 cubemapinfo_t;
253
254 #define MAX_CUBEMAPS 256
255 static int numcubemaps;
256 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
257
258 #define SHADERPERMUTATION_SPECULAR (1<<0)
259 #define SHADERPERMUTATION_FOG (1<<1)
260 #define SHADERPERMUTATION_CUBEFILTER (1<<2)
261 #define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
262 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<4)
263 #define SHADERPERMUTATION_GEFORCEFX (1<<5)
264 #define SHADERPERMUTATION_COUNT (1<<6)
265
266 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
267
268 void R_Shadow_UncompileWorldLights(void);
269 void R_Shadow_ClearWorldLights(void);
270 void R_Shadow_SaveWorldLights(void);
271 void R_Shadow_LoadWorldLights(void);
272 void R_Shadow_LoadLightsFile(void);
273 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
274 void R_Shadow_EditLights_Reload_f(void);
275 void R_Shadow_ValidateCvars(void);
276 static void R_Shadow_MakeTextures(void);
277 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
278
279 const char *builtinshader_light_vert =
280 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
281 "// written by Forest 'LordHavoc' Hale\n"
282 "\n"
283 "uniform vec3 LightPosition;\n"
284 "\n"
285 "varying vec2 TexCoord;\n"
286 "varying vec3 CubeVector;\n"
287 "varying vec3 LightVector;\n"
288 "\n"
289 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
290 "uniform vec3 EyePosition;\n"
291 "varying vec3 EyeVector;\n"
292 "#endif\n"
293 "\n"
294 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
295 "\n"
296 "void main(void)\n"
297 "{\n"
298 "       // copy the surface texcoord\n"
299 "       TexCoord = gl_MultiTexCoord0.st;\n"
300 "\n"
301 "       // transform vertex position into light attenuation/cubemap space\n"
302 "       // (-1 to +1 across the light box)\n"
303 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
304 "\n"
305 "       // transform unnormalized light direction into tangent space\n"
306 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
307 "       //  normalize it per pixel)\n"
308 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
309 "       LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
310 "       LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
311 "       LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
312 "\n"
313 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
314 "       // transform unnormalized eye direction into tangent space\n"
315 "       vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
316 "       EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
317 "       EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
318 "       EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
319 "#endif\n"
320 "\n"
321 "       // transform vertex to camera space, using ftransform to match non-VS\n"
322 "       // rendering\n"
323 "       gl_Position = ftransform();\n"
324 "}\n"
325 ;
326
327 const char *builtinshader_light_frag =
328 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
329 "// written by Forest 'LordHavoc' Hale\n"
330 "\n"
331 "// use half floats on GEFORCEFX for math performance, otherwise don't\n"
332 "#ifndef GEFORCEFX\n"
333 "#define half float\n"
334 "#define hvec2 vec2\n"
335 "#define hvec3 vec3\n"
336 "#define hvec4 vec4\n"
337 "#endif\n"
338 "\n"
339 "uniform hvec3 LightColor;\n"
340 "#ifdef USEOFFSETMAPPING\n"
341 "uniform half OffsetMapping_Scale;\n"
342 "uniform half OffsetMapping_Bias;\n"
343 "#endif\n"
344 "#ifdef USESPECULAR\n"
345 "uniform half SpecularPower;\n"
346 "#endif\n"
347 "#ifdef USEFOG\n"
348 "uniform half FogRangeRecip;\n"
349 "#endif\n"
350 "uniform half AmbientScale;\n"
351 "uniform half DiffuseScale;\n"
352 "#ifdef USESPECULAR\n"
353 "uniform half SpecularScale;\n"
354 "#endif\n"
355 "\n"
356 "uniform sampler2D Texture_Normal;\n"
357 "uniform sampler2D Texture_Color;\n"
358 "#ifdef USESPECULAR\n"
359 "uniform sampler2D Texture_Gloss;\n"
360 "#endif\n"
361 "#ifdef USECUBEFILTER\n"
362 "uniform samplerCube Texture_Cube;\n"
363 "#endif\n"
364 "#ifdef USEFOG\n"
365 "uniform sampler2D Texture_FogMask;\n"
366 "#endif\n"
367 "\n"
368 "varying vec2 TexCoord;\n"
369 "varying vec3 CubeVector;\n"
370 "varying vec3 LightVector;\n"
371 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
372 "varying vec3 EyeVector;\n"
373 "#endif\n"
374 "\n"
375 "void main(void)\n"
376 "{\n"
377 "       // attenuation\n"
378 "       //\n"
379 "       // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
380 "       // center and sharp falloff at the edge, this is about the most efficient\n"
381 "       // we can get away with as far as providing illumination.\n"
382 "       //\n"
383 "       // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
384 "       // provide significant illumination, large = slow = pain.\n"
385 "       half colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
386 "\n"
387 "#ifdef USEFOG\n"
388 "       // apply fog\n"
389 "       colorscale *= texture2D(Texture_FogMask, hvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
390 "#endif\n"
391 "\n"
392 "#ifdef USEOFFSETMAPPING\n"
393 "       // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
394 "       hvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
395 "       hvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
396 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
397 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
398 "#define TexCoord TexCoordOffset\n"
399 "#endif\n"
400 "\n"
401 "       // get the surface normal\n"
402 "#ifdef SURFACENORMALIZE\n"
403 "       hvec3 surfacenormal = normalize(hvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
404 "#else\n"
405 "       hvec3 surfacenormal = -1.0 + 2.0 * hvec3(texture2D(Texture_Normal, TexCoord));\n"
406 "#endif\n"
407 "\n"
408 "       // calculate shading\n"
409 "       hvec3 diffusenormal = hvec3(normalize(LightVector));\n"
410 "       hvec3 color = hvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
411 "#ifdef USESPECULAR\n"
412 "       hvec3 specularnormal = hvec3(normalize(diffusenormal + hvec3(normalize(EyeVector))));\n"
413 "       color += hvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n"
414 "#endif\n"
415 "\n"
416 "#ifdef USECUBEFILTER\n"
417 "       // apply light cubemap filter\n"
418 "       color *= hvec3(textureCube(Texture_Cube, CubeVector));\n"
419 "#endif\n"
420 "\n"
421 "       // calculate fragment color (apply light color and attenuation/fog scaling)\n"
422 "       gl_FragColor = hvec4(color * LightColor * colorscale, 1);\n"
423 "}\n"
424 ;
425
426 void r_shadow_start(void)
427 {
428         int i;
429         // use half float math where available (speed gain on NVIDIA GFFX and GF6)
430         if (gl_support_half_float)
431                 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
432         // allocate vertex processing arrays
433         numcubemaps = 0;
434         r_shadow_attenuation2dtexture = NULL;
435         r_shadow_attenuation3dtexture = NULL;
436         r_shadow_texturepool = NULL;
437         r_shadow_filters_texturepool = NULL;
438         R_Shadow_ValidateCvars();
439         R_Shadow_MakeTextures();
440         maxshadowelements = 0;
441         shadowelements = NULL;
442         maxvertexupdate = 0;
443         vertexupdate = NULL;
444         vertexremap = NULL;
445         vertexupdatenum = 0;
446         maxshadowmark = 0;
447         numshadowmark = 0;
448         shadowmark = NULL;
449         shadowmarklist = NULL;
450         shadowmarkcount = 0;
451         r_shadow_buffer_numleafpvsbytes = 0;
452         r_shadow_buffer_leafpvs = NULL;
453         r_shadow_buffer_leaflist = NULL;
454         r_shadow_buffer_numsurfacepvsbytes = 0;
455         r_shadow_buffer_surfacepvs = NULL;
456         r_shadow_buffer_surfacelist = NULL;
457         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
458                 r_shadow_program_light[i] = 0;
459         if (gl_support_fragment_shader)
460         {
461                 char *vertstring, *fragstring;
462                 int vertstrings_count;
463                 int fragstrings_count;
464                 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
465                 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
466                 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false);
467                 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false);
468                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
469                 {
470                         vertstrings_count = 0;
471                         fragstrings_count = 0;
472                         if (i & SHADERPERMUTATION_SPECULAR)
473                         {
474                                 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
475                                 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
476                         }
477                         if (i & SHADERPERMUTATION_FOG)
478                         {
479                                 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
480                                 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
481                         }
482                         if (i & SHADERPERMUTATION_CUBEFILTER)
483                         {
484                                 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
485                                 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
486                         }
487                         if (i & SHADERPERMUTATION_OFFSETMAPPING)
488                         {
489                                 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
490                                 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
491                         }
492                         if (i & SHADERPERMUTATION_SURFACENORMALIZE)
493                         {
494                                 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
495                                 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
496                         }
497                         if (i & SHADERPERMUTATION_GEFORCEFX)
498                         {
499                                 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
500                                 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
501                         }
502                         vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
503                         fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
504                         r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
505                         if (!r_shadow_program_light[i])
506                         {
507                                 Con_Printf("permutation %s %s %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", i & 16 ? "surfacenormalize" : "", i & 32 ? "geforcefx" : "", "glsl/light");
508                                 continue;
509                         }
510                         qglUseProgramObjectARB(r_shadow_program_light[i]);
511                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
512                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
513                         if (i & SHADERPERMUTATION_SPECULAR)
514                         {
515                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
516                         }
517                         if (i & SHADERPERMUTATION_CUBEFILTER)
518                         {
519                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
520                         }
521                         if (i & SHADERPERMUTATION_FOG)
522                         {
523                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
524                         }
525                 }
526                 qglUseProgramObjectARB(0);
527                 if (fragstring)
528                         Mem_Free(fragstring);
529                 if (vertstring)
530                         Mem_Free(vertstring);
531         }
532 }
533
534 void r_shadow_shutdown(void)
535 {
536         int i;
537         R_Shadow_UncompileWorldLights();
538         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
539         {
540                 if (r_shadow_program_light[i])
541                 {
542                         GL_Backend_FreeProgram(r_shadow_program_light[i]);
543                         r_shadow_program_light[i] = 0;
544                 }
545         }
546         numcubemaps = 0;
547         r_shadow_attenuation2dtexture = NULL;
548         r_shadow_attenuation3dtexture = NULL;
549         R_FreeTexturePool(&r_shadow_texturepool);
550         R_FreeTexturePool(&r_shadow_filters_texturepool);
551         maxshadowelements = 0;
552         if (shadowelements)
553                 Mem_Free(shadowelements);
554         shadowelements = NULL;
555         maxvertexupdate = 0;
556         if (vertexupdate)
557                 Mem_Free(vertexupdate);
558         vertexupdate = NULL;
559         if (vertexremap)
560                 Mem_Free(vertexremap);
561         vertexremap = NULL;
562         vertexupdatenum = 0;
563         maxshadowmark = 0;
564         numshadowmark = 0;
565         if (shadowmark)
566                 Mem_Free(shadowmark);
567         shadowmark = NULL;
568         if (shadowmarklist)
569                 Mem_Free(shadowmarklist);
570         shadowmarklist = NULL;
571         shadowmarkcount = 0;
572         r_shadow_buffer_numleafpvsbytes = 0;
573         if (r_shadow_buffer_leafpvs)
574                 Mem_Free(r_shadow_buffer_leafpvs);
575         r_shadow_buffer_leafpvs = NULL;
576         if (r_shadow_buffer_leaflist)
577                 Mem_Free(r_shadow_buffer_leaflist);
578         r_shadow_buffer_leaflist = NULL;
579         r_shadow_buffer_numsurfacepvsbytes = 0;
580         if (r_shadow_buffer_surfacepvs)
581                 Mem_Free(r_shadow_buffer_surfacepvs);
582         r_shadow_buffer_surfacepvs = NULL;
583         if (r_shadow_buffer_surfacelist)
584                 Mem_Free(r_shadow_buffer_surfacelist);
585         r_shadow_buffer_surfacelist = NULL;
586 }
587
588 void r_shadow_newmap(void)
589 {
590 }
591
592 void R_Shadow_Help_f(void)
593 {
594         Con_Printf(
595 "Documentation on r_shadow system:\n"
596 "Settings:\n"
597 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
598 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
599 "r_shadow_debuglight : render only this light number (-1 = all)\n"
600 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
601 "r_shadow_gloss2intensity : brightness of forced gloss\n"
602 "r_shadow_glossintensity : brightness of textured gloss\n"
603 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
604 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
605 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
606 "r_shadow_portallight : use portal visibility for static light precomputation\n"
607 "r_shadow_projectdistance : shadow volume projection distance\n"
608 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
609 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
610 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
611 "r_shadow_realtime_world : use high quality world lighting mode\n"
612 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
613 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
614 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
615 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
616 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
617 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
618 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
619 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
620 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
621 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
622 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
623 "r_shadow_scissor : use scissor optimization\n"
624 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
625 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
626 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
627 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
628 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
629 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
630 "Commands:\n"
631 "r_shadow_help : this help\n"
632         );
633 }
634
635 void R_Shadow_Init(void)
636 {
637         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
638         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
639         Cvar_RegisterVariable(&r_shadow_debuglight);
640         Cvar_RegisterVariable(&r_shadow_gloss);
641         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
642         Cvar_RegisterVariable(&r_shadow_glossintensity);
643         Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
644         Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
645         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
646         Cvar_RegisterVariable(&r_shadow_portallight);
647         Cvar_RegisterVariable(&r_shadow_projectdistance);
648         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
649         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
650         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
651         Cvar_RegisterVariable(&r_shadow_realtime_world);
652         Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
653         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
654         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
655         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
656         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
657         Cvar_RegisterVariable(&r_shadow_scissor);
658         Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
659         Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
660         Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
661         Cvar_RegisterVariable(&r_shadow_texture3d);
662         Cvar_RegisterVariable(&r_shadow_visiblelighting);
663         Cvar_RegisterVariable(&r_shadow_visiblevolumes);
664         Cvar_RegisterVariable(&r_shadow_glsl);
665         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
666         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
667         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
668         Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
669         Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
670         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
671         if (gamemode == GAME_TENEBRAE)
672         {
673                 Cvar_SetValue("r_shadow_gloss", 2);
674                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
675         }
676         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
677         R_Shadow_EditLights_Init();
678         r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
679         r_shadow_worldlightchain = NULL;
680         maxshadowelements = 0;
681         shadowelements = NULL;
682         maxvertexupdate = 0;
683         vertexupdate = NULL;
684         vertexremap = NULL;
685         vertexupdatenum = 0;
686         maxshadowmark = 0;
687         numshadowmark = 0;
688         shadowmark = NULL;
689         shadowmarklist = NULL;
690         shadowmarkcount = 0;
691         r_shadow_buffer_numleafpvsbytes = 0;
692         r_shadow_buffer_leafpvs = NULL;
693         r_shadow_buffer_leaflist = NULL;
694         r_shadow_buffer_numsurfacepvsbytes = 0;
695         r_shadow_buffer_surfacepvs = NULL;
696         r_shadow_buffer_surfacelist = NULL;
697         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
698 }
699
700 matrix4x4_t matrix_attenuationxyz =
701 {
702         {
703                 {0.5, 0.0, 0.0, 0.5},
704                 {0.0, 0.5, 0.0, 0.5},
705                 {0.0, 0.0, 0.5, 0.5},
706                 {0.0, 0.0, 0.0, 1.0}
707         }
708 };
709
710 matrix4x4_t matrix_attenuationz =
711 {
712         {
713                 {0.0, 0.0, 0.5, 0.5},
714                 {0.0, 0.0, 0.0, 0.5},
715                 {0.0, 0.0, 0.0, 0.5},
716                 {0.0, 0.0, 0.0, 1.0}
717         }
718 };
719
720 int *R_Shadow_ResizeShadowElements(int numtris)
721 {
722         // make sure shadowelements is big enough for this volume
723         if (maxshadowelements < numtris * 24)
724         {
725                 maxshadowelements = numtris * 24;
726                 if (shadowelements)
727                         Mem_Free(shadowelements);
728                 shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
729         }
730         return shadowelements;
731 }
732
733 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
734 {
735         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
736         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
737         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
738         {
739                 if (r_shadow_buffer_leafpvs)
740                         Mem_Free(r_shadow_buffer_leafpvs);
741                 if (r_shadow_buffer_leaflist)
742                         Mem_Free(r_shadow_buffer_leaflist);
743                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
744                 r_shadow_buffer_leafpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
745                 r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
746         }
747         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
748         {
749                 if (r_shadow_buffer_surfacepvs)
750                         Mem_Free(r_shadow_buffer_surfacepvs);
751                 if (r_shadow_buffer_surfacelist)
752                         Mem_Free(r_shadow_buffer_surfacelist);
753                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
754                 r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
755                 r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
756         }
757 }
758
759 void R_Shadow_PrepareShadowMark(int numtris)
760 {
761         // make sure shadowmark is big enough for this volume
762         if (maxshadowmark < numtris)
763         {
764                 maxshadowmark = numtris;
765                 if (shadowmark)
766                         Mem_Free(shadowmark);
767                 if (shadowmarklist)
768                         Mem_Free(shadowmarklist);
769                 shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
770                 shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
771                 shadowmarkcount = 0;
772         }
773         shadowmarkcount++;
774         // if shadowmarkcount wrapped we clear the array and adjust accordingly
775         if (shadowmarkcount == 0)
776         {
777                 shadowmarkcount = 1;
778                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
779         }
780         numshadowmark = 0;
781 }
782
783 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
784 {
785         int i, j;
786         int outtriangles = 0, outvertices = 0;
787         const int *element;
788         const float *vertex;
789
790         if (maxvertexupdate < innumvertices)
791         {
792                 maxvertexupdate = innumvertices;
793                 if (vertexupdate)
794                         Mem_Free(vertexupdate);
795                 if (vertexremap)
796                         Mem_Free(vertexremap);
797                 vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
798                 vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
799                 vertexupdatenum = 0;
800         }
801         vertexupdatenum++;
802         if (vertexupdatenum == 0)
803         {
804                 vertexupdatenum = 1;
805                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
806                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
807         }
808
809         for (i = 0;i < numshadowmarktris;i++)
810                 shadowmark[shadowmarktris[i]] = shadowmarkcount;
811
812         for (i = 0;i < numshadowmarktris;i++)
813         {
814                 element = inelement3i + shadowmarktris[i] * 3;
815                 // make sure the vertices are created
816                 for (j = 0;j < 3;j++)
817                 {
818                         if (vertexupdate[element[j]] != vertexupdatenum)
819                         {
820                                 float ratio, direction[3];
821                                 vertexupdate[element[j]] = vertexupdatenum;
822                                 vertexremap[element[j]] = outvertices;
823                                 vertex = invertex3f + element[j] * 3;
824                                 // project one copy of the vertex to the sphere radius of the light
825                                 // (FIXME: would projecting it to the light box be better?)
826                                 VectorSubtract(vertex, projectorigin, direction);
827                                 ratio = projectdistance / VectorLength(direction);
828                                 VectorCopy(vertex, outvertex3f);
829                                 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
830                                 outvertex3f += 6;
831                                 outvertices += 2;
832                         }
833                 }
834         }
835
836         for (i = 0;i < numshadowmarktris;i++)
837         {
838                 int remappedelement[3];
839                 int markindex;
840                 const int *neighbortriangle;
841
842                 markindex = shadowmarktris[i] * 3;
843                 element = inelement3i + markindex;
844                 neighbortriangle = inneighbor3i + markindex;
845                 // output the front and back triangles
846                 outelement3i[0] = vertexremap[element[0]];
847                 outelement3i[1] = vertexremap[element[1]];
848                 outelement3i[2] = vertexremap[element[2]];
849                 outelement3i[3] = vertexremap[element[2]] + 1;
850                 outelement3i[4] = vertexremap[element[1]] + 1;
851                 outelement3i[5] = vertexremap[element[0]] + 1;
852
853                 outelement3i += 6;
854                 outtriangles += 2;
855                 // output the sides (facing outward from this triangle)
856                 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
857                 {
858                         remappedelement[0] = vertexremap[element[0]];
859                         remappedelement[1] = vertexremap[element[1]];
860                         outelement3i[0] = remappedelement[1];
861                         outelement3i[1] = remappedelement[0];
862                         outelement3i[2] = remappedelement[0] + 1;
863                         outelement3i[3] = remappedelement[1];
864                         outelement3i[4] = remappedelement[0] + 1;
865                         outelement3i[5] = remappedelement[1] + 1;
866
867                         outelement3i += 6;
868                         outtriangles += 2;
869                 }
870                 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
871                 {
872                         remappedelement[1] = vertexremap[element[1]];
873                         remappedelement[2] = vertexremap[element[2]];
874                         outelement3i[0] = remappedelement[2];
875                         outelement3i[1] = remappedelement[1];
876                         outelement3i[2] = remappedelement[1] + 1;
877                         outelement3i[3] = remappedelement[2];
878                         outelement3i[4] = remappedelement[1] + 1;
879                         outelement3i[5] = remappedelement[2] + 1;
880
881                         outelement3i += 6;
882                         outtriangles += 2;
883                 }
884                 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
885                 {
886                         remappedelement[0] = vertexremap[element[0]];
887                         remappedelement[2] = vertexremap[element[2]];
888                         outelement3i[0] = remappedelement[0];
889                         outelement3i[1] = remappedelement[2];
890                         outelement3i[2] = remappedelement[2] + 1;
891                         outelement3i[3] = remappedelement[0];
892                         outelement3i[4] = remappedelement[2] + 1;
893                         outelement3i[5] = remappedelement[0] + 1;
894
895                         outelement3i += 6;
896                         outtriangles += 2;
897                 }
898         }
899         if (outnumvertices)
900                 *outnumvertices = outvertices;
901         return outtriangles;
902 }
903
904 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
905 {
906         int tris, outverts;
907         if (projectdistance < 0.1)
908         {
909                 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
910                 return;
911         }
912         if (!numverts || !nummarktris)
913                 return;
914         // make sure shadowelements is big enough for this volume
915         if (maxshadowelements < nummarktris * 24)
916                 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
917         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
918         R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
919 }
920
921 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
922 {
923         int t, tend;
924         const int *e;
925         const float *v[3];
926         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
927                 return;
928         tend = firsttriangle + numtris;
929         if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
930          && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
931          && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
932         {
933                 // surface box entirely inside light box, no box cull
934                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
935                         if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
936                                 shadowmarklist[numshadowmark++] = t;
937         }
938         else
939         {
940                 // surface box not entirely inside light box, cull each triangle
941                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
942                 {
943                         v[0] = invertex3f + e[0] * 3;
944                         v[1] = invertex3f + e[1] * 3;
945                         v[2] = invertex3f + e[2] * 3;
946                         if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
947                          && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
948                          && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
949                          && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
950                          && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
951                          && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
952                          && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
953                                 shadowmarklist[numshadowmark++] = t;
954                 }
955         }
956 }
957
958 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
959 {
960         rmeshstate_t m;
961         if (r_shadow_compilingrtlight)
962         {
963                 // if we're compiling an rtlight, capture the mesh
964                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
965                 return;
966         }
967         memset(&m, 0, sizeof(m));
968         m.pointer_vertex = vertex3f;
969         R_Mesh_State(&m);
970         GL_LockArrays(0, numvertices);
971         if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
972         {
973                 // decrement stencil if backface is behind depthbuffer
974                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
975                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
976                 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
977                 c_rt_shadowmeshes++;
978                 c_rt_shadowtris += numtriangles;
979                 // increment stencil if frontface is behind depthbuffer
980                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
981                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
982         }
983         R_Mesh_Draw(0, numvertices, numtriangles, element3i);
984         c_rt_shadowmeshes++;
985         c_rt_shadowtris += numtriangles;
986         GL_LockArrays(0, 0);
987 }
988
989 static void R_Shadow_MakeTextures(void)
990 {
991         int x, y, z, d;
992         float v[3], intensity;
993         qbyte *data;
994         R_FreeTexturePool(&r_shadow_texturepool);
995         r_shadow_texturepool = R_AllocTexturePool();
996         r_shadow_attenpower = r_shadow_lightattenuationpower.value;
997         r_shadow_attenscale = r_shadow_lightattenuationscale.value;
998 #define ATTEN2DSIZE 64
999 #define ATTEN3DSIZE 32
1000         data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1001         for (y = 0;y < ATTEN2DSIZE;y++)
1002         {
1003                 for (x = 0;x < ATTEN2DSIZE;x++)
1004                 {
1005                         v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1006                         v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1007                         v[2] = 0;
1008                         intensity = 1.0f - sqrt(DotProduct(v, v));
1009                         if (intensity > 0)
1010                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1011                         d = bound(0, intensity, 255);
1012                         data[(y*ATTEN2DSIZE+x)*4+0] = d;
1013                         data[(y*ATTEN2DSIZE+x)*4+1] = d;
1014                         data[(y*ATTEN2DSIZE+x)*4+2] = d;
1015                         data[(y*ATTEN2DSIZE+x)*4+3] = d;
1016                 }
1017         }
1018         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1019         if (r_shadow_texture3d.integer)
1020         {
1021                 for (z = 0;z < ATTEN3DSIZE;z++)
1022                 {
1023                         for (y = 0;y < ATTEN3DSIZE;y++)
1024                         {
1025                                 for (x = 0;x < ATTEN3DSIZE;x++)
1026                                 {
1027                                         v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1028                                         v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1029                                         v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1030                                         intensity = 1.0f - sqrt(DotProduct(v, v));
1031                                         if (intensity > 0)
1032                                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1033                                         d = bound(0, intensity, 255);
1034                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1035                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1036                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1037                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1038                                 }
1039                         }
1040                 }
1041                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1042         }
1043         Mem_Free(data);
1044 }
1045
1046 void R_Shadow_ValidateCvars(void)
1047 {
1048         if (r_shadow_texture3d.integer && !gl_texture3d)
1049                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1050         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1051                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1052 }
1053
1054 // light currently being rendered
1055 rtlight_t *r_shadow_rtlight;
1056 // light filter cubemap being used by the light
1057 static rtexture_t *r_shadow_lightcubemap;
1058
1059 // this is the location of the eye in entity space
1060 static vec3_t r_shadow_entityeyeorigin;
1061 // this is the location of the light in entity space
1062 static vec3_t r_shadow_entitylightorigin;
1063 // this transforms entity coordinates to light filter cubemap coordinates
1064 // (also often used for other purposes)
1065 static matrix4x4_t r_shadow_entitytolight;
1066 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1067 // of attenuation texturing in full 3D (Z result often ignored)
1068 static matrix4x4_t r_shadow_entitytoattenuationxyz;
1069 // this transforms only the Z to S, and T is always 0.5
1070 static matrix4x4_t r_shadow_entitytoattenuationz;
1071 // rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
1072 static vec3_t r_shadow_entitylightcolor;
1073
1074 static int r_shadow_lightpermutation;
1075 static int r_shadow_lightprog;
1076
1077 void R_Shadow_Stage_Begin(void)
1078 {
1079         rmeshstate_t m;
1080
1081         R_Shadow_ValidateCvars();
1082
1083         if (!r_shadow_attenuation2dtexture
1084          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1085          || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1086          || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1087                 R_Shadow_MakeTextures();
1088
1089         memset(&m, 0, sizeof(m));
1090         GL_BlendFunc(GL_ONE, GL_ZERO);
1091         GL_DepthMask(false);
1092         GL_DepthTest(true);
1093         R_Mesh_State(&m);
1094         GL_Color(0, 0, 0, 1);
1095         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1096         qglEnable(GL_CULL_FACE);
1097         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1098         r_shadowstage = R_SHADOWSTAGE_NONE;
1099 }
1100
1101 void R_Shadow_Stage_ActiveLight(rtlight_t *rtlight)
1102 {
1103         r_shadow_rtlight = rtlight;
1104 }
1105
1106 void R_Shadow_Stage_Reset(void)
1107 {
1108         rmeshstate_t m;
1109         if (gl_support_stenciltwoside)
1110                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1111         if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
1112         {
1113                 qglUseProgramObjectARB(0);
1114                 // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering in 6xxx drivers
1115                 qglBegin(GL_TRIANGLES);
1116                 qglEnd();
1117                 CHECKGLERROR
1118         }
1119         memset(&m, 0, sizeof(m));
1120         R_Mesh_State(&m);
1121 }
1122
1123 void R_Shadow_Stage_StencilShadowVolumes(void)
1124 {
1125         R_Shadow_Stage_Reset();
1126         GL_Color(1, 1, 1, 1);
1127         GL_ColorMask(0, 0, 0, 0);
1128         GL_BlendFunc(GL_ONE, GL_ZERO);
1129         GL_DepthMask(false);
1130         GL_DepthTest(true);
1131         qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1132         //if (r_shadow_shadow_polygonoffset.value != 0)
1133         //{
1134         //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1135         //      qglEnable(GL_POLYGON_OFFSET_FILL);
1136         //}
1137         //else
1138         //      qglDisable(GL_POLYGON_OFFSET_FILL);
1139         qglDepthFunc(GL_LESS);
1140         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1141         qglEnable(GL_STENCIL_TEST);
1142         qglStencilFunc(GL_ALWAYS, 128, ~0);
1143         if (gl_ext_stenciltwoside.integer)
1144         {
1145                 r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE;
1146                 qglDisable(GL_CULL_FACE);
1147                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1148                 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1149                 qglStencilMask(~0);
1150                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1151                 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1152                 qglStencilMask(~0);
1153                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1154         }
1155         else
1156         {
1157                 r_shadowstage = R_SHADOWSTAGE_STENCIL;
1158                 qglEnable(GL_CULL_FACE);
1159                 qglStencilMask(~0);
1160                 // this is changed by every shadow render so its value here is unimportant
1161                 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1162         }
1163         GL_Clear(GL_STENCIL_BUFFER_BIT);
1164         c_rt_clears++;
1165 }
1166
1167 void R_Shadow_Stage_Lighting(int stenciltest)
1168 {
1169         rmeshstate_t m;
1170         R_Shadow_Stage_Reset();
1171         GL_BlendFunc(GL_ONE, GL_ONE);
1172         GL_DepthMask(false);
1173         GL_DepthTest(true);
1174         qglPolygonOffset(0, 0);
1175         //qglDisable(GL_POLYGON_OFFSET_FILL);
1176         GL_Color(1, 1, 1, 1);
1177         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1178         qglDepthFunc(GL_EQUAL);
1179         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1180         qglEnable(GL_CULL_FACE);
1181         if (r_shadowstage == R_SHADOWSTAGE_STENCIL || r_shadowstage == R_SHADOWSTAGE_STENCILTWOSIDE)
1182                 qglEnable(GL_STENCIL_TEST);
1183         else
1184                 qglDisable(GL_STENCIL_TEST);
1185         qglStencilMask(~0);
1186         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1187         // only draw light where this geometry was already rendered AND the
1188         // stencil is 128 (values other than this mean shadow)
1189         qglStencilFunc(GL_EQUAL, 128, ~0);
1190         if (r_shadow_glsl.integer && r_shadow_program_light[0])
1191         {
1192                 r_shadowstage = R_SHADOWSTAGE_LIGHT_GLSL;
1193                 memset(&m, 0, sizeof(m));
1194                 m.pointer_vertex = varray_vertex3f;
1195                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1196                 m.pointer_texcoord3f[1] = varray_svector3f;
1197                 m.pointer_texcoord3f[2] = varray_tvector3f;
1198                 m.pointer_texcoord3f[3] = varray_normal3f;
1199                 m.tex[0] = R_GetTexture(r_texture_blanknormalmap); // normal
1200                 m.tex[1] = R_GetTexture(r_texture_white); // diffuse
1201                 m.tex[2] = R_GetTexture(r_texture_white); // gloss
1202                 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter
1203                 // TODO: support fog (after renderer is converted to texture fog)
1204                 m.tex[4] = R_GetTexture(r_texture_white); // fog
1205                 //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
1206                 R_Mesh_State(&m);
1207                 GL_BlendFunc(GL_ONE, GL_ONE);
1208                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1209                 CHECKGLERROR
1210                 r_shadow_lightpermutation = 0;
1211                 // only add a feature to the permutation if that permutation exists
1212                 // (otherwise it might end up not using a shader at all, which looks
1213                 // worse than using less features)
1214                 if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1215                         r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1216                 //if (fog && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1217                 //      r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1218                 if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1219                         r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1220                 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1221                         r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1222                 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1223                         r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1224                 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1225                         r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1226                 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1227                 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1228                 // TODO: support fog (after renderer is converted to texture fog)
1229                 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1230                 {
1231                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), 0);CHECKGLERROR
1232                 }
1233                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1234                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1235                 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1236                 {
1237                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1238                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
1239                 }
1240                 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1241                 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
1242                 //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1243                 //{
1244                 //      qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
1245                 //}
1246                 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1247                 {
1248                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1249                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1250                 }
1251         }
1252         else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1253                 r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3;
1254         else
1255                 r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX;
1256 }
1257
1258 void R_Shadow_Stage_VisibleShadowVolumes(void)
1259 {
1260         R_Shadow_Stage_Reset();
1261         GL_BlendFunc(GL_ONE, GL_ONE);
1262         GL_DepthMask(false);
1263         GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1264         qglPolygonOffset(0, 0);
1265         GL_Color(0.0, 0.0125, 0.1, 1);
1266         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1267         qglDepthFunc(GL_GEQUAL);
1268         qglCullFace(GL_FRONT); // this culls back
1269         qglDisable(GL_CULL_FACE);
1270         qglDisable(GL_STENCIL_TEST);
1271         r_shadowstage = R_SHADOWSTAGE_VISIBLEVOLUMES;
1272 }
1273
1274 void R_Shadow_Stage_VisibleLighting(int stenciltest)
1275 {
1276         R_Shadow_Stage_Reset();
1277         GL_BlendFunc(GL_ONE, GL_ONE);
1278         GL_DepthMask(false);
1279         GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1280         qglPolygonOffset(0, 0);
1281         GL_Color(0.1, 0.0125, 0, 1);
1282         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1283         qglDepthFunc(GL_EQUAL);
1284         qglCullFace(GL_FRONT); // this culls back
1285         qglEnable(GL_CULL_FACE);
1286         if (stenciltest)
1287                 qglEnable(GL_STENCIL_TEST);
1288         else
1289                 qglDisable(GL_STENCIL_TEST);
1290         r_shadowstage = R_SHADOWSTAGE_VISIBLELIGHTING;
1291 }
1292
1293 void R_Shadow_Stage_End(void)
1294 {
1295         R_Shadow_Stage_Reset();
1296         R_Shadow_Stage_ActiveLight(NULL);
1297         GL_BlendFunc(GL_ONE, GL_ZERO);
1298         GL_DepthMask(true);
1299         GL_DepthTest(true);
1300         qglPolygonOffset(0, 0);
1301         //qglDisable(GL_POLYGON_OFFSET_FILL);
1302         GL_Color(1, 1, 1, 1);
1303         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1304         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1305         qglDepthFunc(GL_LEQUAL);
1306         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1307         qglDisable(GL_STENCIL_TEST);
1308         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1309         if (gl_support_stenciltwoside)
1310                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1311         qglStencilMask(~0);
1312         qglStencilFunc(GL_ALWAYS, 128, ~0);
1313         r_shadowstage = R_SHADOWSTAGE_NONE;
1314 }
1315
1316 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1317 {
1318         int i, ix1, iy1, ix2, iy2;
1319         float x1, y1, x2, y2;
1320         vec4_t v, v2;
1321         rmesh_t mesh;
1322         mplane_t planes[11];
1323         float vertex3f[256*3];
1324
1325         // if view is inside the light box, just say yes it's visible
1326         if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1327         {
1328                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1329                 return false;
1330         }
1331
1332         // create a temporary brush describing the area the light can affect in worldspace
1333         VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1334         VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1335         VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1336         VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1337         VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1338         VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
1339         VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
1340         VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
1341         VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
1342         VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
1343         VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
1344
1345         // turn the brush into a mesh
1346         memset(&mesh, 0, sizeof(rmesh_t));
1347         mesh.maxvertices = 256;
1348         mesh.vertex3f = vertex3f;
1349         mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1350         R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1351
1352         // if that mesh is empty, the light is not visible at all
1353         if (!mesh.numvertices)
1354                 return true;
1355
1356         if (!r_shadow_scissor.integer)
1357                 return false;
1358
1359         // if that mesh is not empty, check what area of the screen it covers
1360         x1 = y1 = x2 = y2 = 0;
1361         v[3] = 1.0f;
1362         for (i = 0;i < mesh.numvertices;i++)
1363         {
1364                 VectorCopy(mesh.vertex3f + i * 3, v);
1365                 GL_TransformToScreen(v, v2);
1366                 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
1367                 if (i)
1368                 {
1369                         if (x1 > v2[0]) x1 = v2[0];
1370                         if (x2 < v2[0]) x2 = v2[0];
1371                         if (y1 > v2[1]) y1 = v2[1];
1372                         if (y2 < v2[1]) y2 = v2[1];
1373                 }
1374                 else
1375                 {
1376                         x1 = x2 = v2[0];
1377                         y1 = y2 = v2[1];
1378                 }
1379         }
1380
1381         // now convert the scissor rectangle to integer screen coordinates
1382         ix1 = x1 - 1.0f;
1383         iy1 = y1 - 1.0f;
1384         ix2 = x2 + 1.0f;
1385         iy2 = y2 + 1.0f;
1386         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1387
1388         // clamp it to the screen
1389         if (ix1 < r_view_x) ix1 = r_view_x;
1390         if (iy1 < r_view_y) iy1 = r_view_y;
1391         if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1392         if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1393
1394         // if it is inside out, it's not visible
1395         if (ix2 <= ix1 || iy2 <= iy1)
1396                 return true;
1397
1398         // the light area is visible, set up the scissor rectangle
1399         GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1400         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1401         //qglEnable(GL_SCISSOR_TEST);
1402         c_rt_scissored++;
1403         return false;
1404 }
1405
1406 extern float *rsurface_vertex3f;
1407 extern float *rsurface_svector3f;
1408 extern float *rsurface_tvector3f;
1409 extern float *rsurface_normal3f;
1410 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1411
1412 static void R_Shadow_VertexShadingWithXYZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1413 {
1414         int numverts = surface->num_vertices;
1415         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1416         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1417         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1418         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1419         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1420         {
1421                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1422                 if ((dist = DotProduct(v, v)) < 1)
1423                 {
1424                         dist = sqrt(dist);
1425                         distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1426                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1427                         if ((dot = DotProduct(n, v)) > 0)
1428                         {
1429                                 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1430                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1431                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1432                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1433                         }
1434                         else
1435                         {
1436                                 color4f[0] = ambientcolor[0] * distintensity - reduce;
1437                                 color4f[1] = ambientcolor[1] * distintensity - reduce;
1438                                 color4f[2] = ambientcolor[2] * distintensity - reduce;
1439                         }
1440                         color4f[0] = bound(0, color4f[0], 1);
1441                         color4f[1] = bound(0, color4f[1], 1);
1442                         color4f[2] = bound(0, color4f[2], 1);
1443                 }
1444                 else
1445                         VectorClear(color4f);
1446                 color4f[3] = 1;
1447         }
1448 }
1449
1450 static void R_Shadow_VertexShadingWithZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1451 {
1452         int numverts = surface->num_vertices;
1453         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1454         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1455         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1456         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1457         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1458         {
1459                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1460                 if ((dist = fabs(v[2])) < 1)
1461                 {
1462                         distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1463                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1464                         if ((dot = DotProduct(n, v)) > 0)
1465                         {
1466                                 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1467                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1468                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1469                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1470                         }
1471                         else
1472                         {
1473                                 color4f[0] = ambientcolor[0] * distintensity - reduce;
1474                                 color4f[1] = ambientcolor[1] * distintensity - reduce;
1475                                 color4f[2] = ambientcolor[2] * distintensity - reduce;
1476                         }
1477                         color4f[0] = bound(0, color4f[0], 1);
1478                         color4f[1] = bound(0, color4f[1], 1);
1479                         color4f[2] = bound(0, color4f[2], 1);
1480                 }
1481                 else
1482                         VectorClear(color4f);
1483                 color4f[3] = 1;
1484         }
1485 }
1486
1487 static void R_Shadow_VertexShading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1488 {
1489         int numverts = surface->num_vertices;
1490         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1491         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1492         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1493         float dot, shadeintensity, v[3], n[3];
1494         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1495         {
1496                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1497                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1498                 if ((dot = DotProduct(n, v)) > 0)
1499                 {
1500                         shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1501                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
1502                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
1503                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
1504                         color4f[0] = bound(0, color4f[0], 1);
1505                         color4f[1] = bound(0, color4f[1], 1);
1506                         color4f[2] = bound(0, color4f[2], 1);
1507                 }
1508                 else
1509                         VectorClear(color4f);
1510                 color4f[3] = 1;
1511         }
1512 }
1513
1514 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1515 #define USETEXMATRIX
1516
1517 #ifndef USETEXMATRIX
1518 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1519 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1520 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1521 {
1522         do
1523         {
1524                 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1525                 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1526                 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1527                 vertex3f += 3;
1528                 tc3f += 3;
1529         }
1530         while (--numverts);
1531 }
1532
1533 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1534 {
1535         do
1536         {
1537                 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1538                 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1539                 vertex3f += 3;
1540                 tc2f += 2;
1541         }
1542         while (--numverts);
1543 }
1544 #endif
1545
1546 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1547 {
1548         int i;
1549         float lightdir[3];
1550         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1551         {
1552                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1553                 // the cubemap normalizes this for us
1554                 out3f[0] = DotProduct(svector3f, lightdir);
1555                 out3f[1] = DotProduct(tvector3f, lightdir);
1556                 out3f[2] = DotProduct(normal3f, lightdir);
1557         }
1558 }
1559
1560 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1561 {
1562         int i;
1563         float lightdir[3], eyedir[3], halfdir[3];
1564         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1565         {
1566                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1567                 VectorNormalize(lightdir);
1568                 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1569                 VectorNormalize(eyedir);
1570                 VectorAdd(lightdir, eyedir, halfdir);
1571                 // the cubemap normalizes this for us
1572                 out3f[0] = DotProduct(svector3f, halfdir);
1573                 out3f[1] = DotProduct(tvector3f, halfdir);
1574                 out3f[2] = DotProduct(normal3f, halfdir);
1575         }
1576 }
1577
1578 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1579 {
1580         // used to display how many times a surface is lit for level design purposes
1581         int surfacelistindex;
1582         rmeshstate_t m;
1583         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1584         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1585         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1586         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1587         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1588         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1589         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1590         if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
1591                 return;
1592         GL_Color(0.1, 0.025, 0, 1);
1593         memset(&m, 0, sizeof(m));
1594         R_Mesh_State(&m);
1595         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1596         {
1597                 const msurface_t *surface = surfacelist[surfacelistindex];
1598                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1599                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1600                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1601                 GL_LockArrays(0, 0);
1602         }
1603 }
1604
1605 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1606 {
1607         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1608         int surfacelistindex;
1609         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1610         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1611         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1612         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1613         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1614         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1615         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1616         // TODO: add direct pants/shirt rendering
1617         if (doambientpants || dodiffusepants)
1618                 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1619         if (doambientshirt || dodiffuseshirt)
1620                 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1621         if (!doambientbase && !dodiffusebase && !dospecular)
1622                 return;
1623         R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1624         R_Mesh_TexBind(1, R_GetTexture(basetexture));
1625         R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1626         if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1627         {
1628                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1629         }
1630         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1631         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1632         {
1633                 const msurface_t *surface = surfacelist[surfacelistindex];
1634                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1635                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1636                 if (!rsurface_svector3f)
1637                 {
1638                         rsurface_svector3f = varray_svector3f;
1639                         rsurface_tvector3f = varray_tvector3f;
1640                         rsurface_normal3f = varray_normal3f;
1641                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1642                 }
1643                 R_Mesh_VertexPointer(rsurface_vertex3f);
1644                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1645                 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1646                 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1647                 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1648                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1649                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1650                 c_rt_lightmeshes++;
1651                 c_rt_lighttris += surface->num_triangles;
1652                 GL_LockArrays(0, 0);
1653         }
1654 }
1655
1656 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1657 {
1658         // ARB path (any Geforce, any Radeon)
1659         int surfacelistindex;
1660         int renders;
1661         float color2[3], colorscale;
1662         rmeshstate_t m;
1663         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1664         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1665         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1666         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1667         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1668         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1669         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1670         // TODO: add direct pants/shirt rendering
1671         if (doambientpants || dodiffusepants)
1672                 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1673         if (doambientshirt || dodiffuseshirt)
1674                 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1675         if (!doambientbase && !dodiffusebase && !dospecular)
1676                 return;
1677         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1678         {
1679                 const msurface_t *surface = surfacelist[surfacelistindex];
1680                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1681                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1682                 if (!rsurface_svector3f)
1683                 {
1684                         rsurface_svector3f = varray_svector3f;
1685                         rsurface_tvector3f = varray_tvector3f;
1686                         rsurface_normal3f = varray_normal3f;
1687                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1688                 }
1689                 if (doambientbase)
1690                 {
1691                         GL_Color(1,1,1,1);
1692                         colorscale = r_shadow_rtlight->ambientscale;
1693                         // colorscale accounts for how much we multiply the brightness
1694                         // during combine.
1695                         //
1696                         // mult is how many times the final pass of the lighting will be
1697                         // performed to get more brightness than otherwise possible.
1698                         //
1699                         // Limit mult to 64 for sanity sake.
1700                         if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1701                         {
1702                                 // 3 3D combine path (Geforce3, Radeon 8500)
1703                                 memset(&m, 0, sizeof(m));
1704                                 m.pointer_vertex = rsurface_vertex3f;
1705                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1706 #ifdef USETEXMATRIX
1707                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1708                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1709 #else
1710                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1711                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1712 #endif
1713                                 m.tex[1] = R_GetTexture(basetexture);
1714                                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1715                                 m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
1716 #ifdef USETEXMATRIX
1717                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1718                                 m.texmatrix[2] = r_shadow_entitytolight;
1719 #else
1720                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1721                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1722 #endif
1723                                 GL_BlendFunc(GL_ONE, GL_ONE);
1724                         }
1725                         else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1726                         {
1727                                 // 2 3D combine path (Geforce3, original Radeon)
1728                                 memset(&m, 0, sizeof(m));
1729                                 m.pointer_vertex = rsurface_vertex3f;
1730                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1731 #ifdef USETEXMATRIX
1732                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1733                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1734 #else
1735                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1736                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1737 #endif
1738                                 m.tex[1] = R_GetTexture(basetexture);
1739                                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1740                                 GL_BlendFunc(GL_ONE, GL_ONE);
1741                         }
1742                         else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
1743                         {
1744                                 // 4 2D combine path (Geforce3, Radeon 8500)
1745                                 memset(&m, 0, sizeof(m));
1746                                 m.pointer_vertex = rsurface_vertex3f;
1747                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1748 #ifdef USETEXMATRIX
1749                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1750                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1751 #else
1752                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1753                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1754 #endif
1755                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1756 #ifdef USETEXMATRIX
1757                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1758                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1759 #else
1760                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1761                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1762 #endif
1763                                 m.tex[2] = R_GetTexture(basetexture);
1764                                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1765                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1766                                 {
1767                                         m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
1768 #ifdef USETEXMATRIX
1769                                         m.pointer_texcoord3f[3] = rsurface_vertex3f;
1770                                         m.texmatrix[3] = r_shadow_entitytolight;
1771 #else
1772                                         m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1773                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1774 #endif
1775                                 }
1776                                 GL_BlendFunc(GL_ONE, GL_ONE);
1777                         }
1778                         else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
1779                         {
1780                                 // 3 2D combine path (Geforce3, original Radeon)
1781                                 memset(&m, 0, sizeof(m));
1782                                 m.pointer_vertex = rsurface_vertex3f;
1783                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1784 #ifdef USETEXMATRIX
1785                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1786                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1787 #else
1788                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1789                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1790 #endif
1791                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1792 #ifdef USETEXMATRIX
1793                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1794                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1795 #else
1796                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1797                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1798 #endif
1799                                 m.tex[2] = R_GetTexture(basetexture);
1800                                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1801                                 GL_BlendFunc(GL_ONE, GL_ONE);
1802                         }
1803                         else
1804                         {
1805                                 // 2/2/2 2D combine path (any dot3 card)
1806                                 memset(&m, 0, sizeof(m));
1807                                 m.pointer_vertex = rsurface_vertex3f;
1808                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1809 #ifdef USETEXMATRIX
1810                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1811                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1812 #else
1813                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1814                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1815 #endif
1816                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1817 #ifdef USETEXMATRIX
1818                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1819                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1820 #else
1821                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1822                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1823 #endif
1824                                 R_Mesh_State(&m);
1825                                 GL_ColorMask(0,0,0,1);
1826                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1827                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1828                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1829                                 GL_LockArrays(0, 0);
1830                                 c_rt_lightmeshes++;
1831                                 c_rt_lighttris += surface->num_triangles;
1832
1833                                 memset(&m, 0, sizeof(m));
1834                                 m.pointer_vertex = rsurface_vertex3f;
1835                                 m.tex[0] = R_GetTexture(basetexture);
1836                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1837                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1838                                 {
1839                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1840 #ifdef USETEXMATRIX
1841                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1842                                         m.texmatrix[1] = r_shadow_entitytolight;
1843 #else
1844                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1845                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1846 #endif
1847                                 }
1848                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1849                         }
1850                         // this final code is shared
1851                         R_Mesh_State(&m);
1852                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1853                         VectorScale(lightcolorbase, colorscale, color2);
1854                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1855                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1856                         {
1857                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1858                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1859                                 c_rt_lightmeshes++;
1860                                 c_rt_lighttris += surface->num_triangles;
1861                         }
1862                         GL_LockArrays(0, 0);
1863                 }
1864                 if (dodiffusebase)
1865                 {
1866                         GL_Color(1,1,1,1);
1867                         colorscale = r_shadow_rtlight->diffusescale;
1868                         // colorscale accounts for how much we multiply the brightness
1869                         // during combine.
1870                         //
1871                         // mult is how many times the final pass of the lighting will be
1872                         // performed to get more brightness than otherwise possible.
1873                         //
1874                         // Limit mult to 64 for sanity sake.
1875                         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1876                         {
1877                                 // 3/2 3D combine path (Geforce3, Radeon 8500)
1878                                 memset(&m, 0, sizeof(m));
1879                                 m.pointer_vertex = rsurface_vertex3f;
1880                                 m.tex[0] = R_GetTexture(normalmaptexture);
1881                                 m.texcombinergb[0] = GL_REPLACE;
1882                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1883                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1884                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1885                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1886                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1887                                 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1888 #ifdef USETEXMATRIX
1889                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1890                                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1891 #else
1892                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1893                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1894 #endif
1895                                 R_Mesh_State(&m);
1896                                 GL_ColorMask(0,0,0,1);
1897                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1898                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1899                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1900                                 GL_LockArrays(0, 0);
1901                                 c_rt_lightmeshes++;
1902                                 c_rt_lighttris += surface->num_triangles;
1903
1904                                 memset(&m, 0, sizeof(m));
1905                                 m.pointer_vertex = rsurface_vertex3f;
1906                                 m.tex[0] = R_GetTexture(basetexture);
1907                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1908                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1909                                 {
1910                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1911 #ifdef USETEXMATRIX
1912                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1913                                         m.texmatrix[1] = r_shadow_entitytolight;
1914 #else
1915                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1916                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1917 #endif
1918                                 }
1919                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1920                         }
1921                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
1922                         {
1923                                 // 1/2/2 3D combine path (original Radeon)
1924                                 memset(&m, 0, sizeof(m));
1925                                 m.pointer_vertex = rsurface_vertex3f;
1926                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1927 #ifdef USETEXMATRIX
1928                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1929                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1930 #else
1931                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1932                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1933 #endif
1934                                 R_Mesh_State(&m);
1935                                 GL_ColorMask(0,0,0,1);
1936                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1937                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1938                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1939                                 GL_LockArrays(0, 0);
1940                                 c_rt_lightmeshes++;
1941                                 c_rt_lighttris += surface->num_triangles;
1942
1943                                 memset(&m, 0, sizeof(m));
1944                                 m.pointer_vertex = rsurface_vertex3f;
1945                                 m.tex[0] = R_GetTexture(normalmaptexture);
1946                                 m.texcombinergb[0] = GL_REPLACE;
1947                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1948                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1949                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1950                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1951                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1952                                 R_Mesh_State(&m);
1953                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1954                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1955                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1956                                 GL_LockArrays(0, 0);
1957                                 c_rt_lightmeshes++;
1958                                 c_rt_lighttris += surface->num_triangles;
1959
1960                                 memset(&m, 0, sizeof(m));
1961                                 m.pointer_vertex = rsurface_vertex3f;
1962                                 m.tex[0] = R_GetTexture(basetexture);
1963                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1964                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1965                                 {
1966                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1967 #ifdef USETEXMATRIX
1968                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1969                                         m.texmatrix[1] = r_shadow_entitytolight;
1970 #else
1971                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1972                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1973 #endif
1974                                 }
1975                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1976                         }
1977                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
1978                         {
1979                                 // 2/2 3D combine path (original Radeon)
1980                                 memset(&m, 0, sizeof(m));
1981                                 m.pointer_vertex = rsurface_vertex3f;
1982                                 m.tex[0] = R_GetTexture(normalmaptexture);
1983                                 m.texcombinergb[0] = GL_REPLACE;
1984                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1985                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1986                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1987                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1988                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1989                                 R_Mesh_State(&m);
1990                                 GL_ColorMask(0,0,0,1);
1991                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1992                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1993                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1994                                 GL_LockArrays(0, 0);
1995                                 c_rt_lightmeshes++;
1996                                 c_rt_lighttris += surface->num_triangles;
1997
1998                                 memset(&m, 0, sizeof(m));
1999                                 m.pointer_vertex = rsurface_vertex3f;
2000                                 m.tex[0] = R_GetTexture(basetexture);
2001                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2002                                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2003 #ifdef USETEXMATRIX
2004                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2005                                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2006 #else
2007                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2008                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2009 #endif
2010                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2011                         }
2012                         else if (r_textureunits.integer >= 4)
2013                         {
2014                                 // 4/2 2D combine path (Geforce3, Radeon 8500)
2015                                 memset(&m, 0, sizeof(m));
2016                                 m.pointer_vertex = rsurface_vertex3f;
2017                                 m.tex[0] = R_GetTexture(normalmaptexture);
2018                                 m.texcombinergb[0] = GL_REPLACE;
2019                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2020                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2021                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2022                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2023                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2024                                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2025 #ifdef USETEXMATRIX
2026                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2027                                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2028 #else
2029                                 m.pointer_texcoord[2] = varray_texcoord2f[2];
2030                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2031 #endif
2032                                 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2033 #ifdef USETEXMATRIX
2034                                 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2035                                 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2036 #else
2037                                 m.pointer_texcoord[3] = varray_texcoord2f[3];
2038                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2039 #endif
2040                                 R_Mesh_State(&m);
2041                                 GL_ColorMask(0,0,0,1);
2042                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2043                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2044                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2045                                 GL_LockArrays(0, 0);
2046                                 c_rt_lightmeshes++;
2047                                 c_rt_lighttris += surface->num_triangles;
2048
2049                                 memset(&m, 0, sizeof(m));
2050                                 m.pointer_vertex = rsurface_vertex3f;
2051                                 m.tex[0] = R_GetTexture(basetexture);
2052                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2053                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2054                                 {
2055                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2056 #ifdef USETEXMATRIX
2057                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2058                                         m.texmatrix[1] = r_shadow_entitytolight;
2059 #else
2060                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2061                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2062 #endif
2063                                 }
2064                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2065                         }
2066                         else
2067                         {
2068                                 // 2/2/2 2D combine path (any dot3 card)
2069                                 memset(&m, 0, sizeof(m));
2070                                 m.pointer_vertex = rsurface_vertex3f;
2071                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2072 #ifdef USETEXMATRIX
2073                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2074                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2075 #else
2076                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2077                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2078 #endif
2079                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2080 #ifdef USETEXMATRIX
2081                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2082                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2083 #else
2084                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2085                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2086 #endif
2087                                 R_Mesh_State(&m);
2088                                 GL_ColorMask(0,0,0,1);
2089                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2090                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2091                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2092                                 GL_LockArrays(0, 0);
2093                                 c_rt_lightmeshes++;
2094                                 c_rt_lighttris += surface->num_triangles;
2095
2096                                 memset(&m, 0, sizeof(m));
2097                                 m.pointer_vertex = rsurface_vertex3f;
2098                                 m.tex[0] = R_GetTexture(normalmaptexture);
2099                                 m.texcombinergb[0] = GL_REPLACE;
2100                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2101                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2102                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2103                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2104                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2105                                 R_Mesh_State(&m);
2106                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2107                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2108                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2109                                 GL_LockArrays(0, 0);
2110                                 c_rt_lightmeshes++;
2111                                 c_rt_lighttris += surface->num_triangles;
2112
2113                                 memset(&m, 0, sizeof(m));
2114                                 m.pointer_vertex = rsurface_vertex3f;
2115                                 m.tex[0] = R_GetTexture(basetexture);
2116                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2117                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2118                                 {
2119                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2120 #ifdef USETEXMATRIX
2121                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2122                                         m.texmatrix[1] = r_shadow_entitytolight;
2123 #else
2124                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2125                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2126 #endif
2127                                 }
2128                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2129                         }
2130                         // this final code is shared
2131                         R_Mesh_State(&m);
2132                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2133                         VectorScale(lightcolorbase, colorscale, color2);
2134                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2135                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2136                         {
2137                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2138                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2139                                 c_rt_lightmeshes++;
2140                                 c_rt_lighttris += surface->num_triangles;
2141                         }
2142                         GL_LockArrays(0, 0);
2143                 }
2144                 if (dospecular)
2145                 {
2146                         // FIXME: detect blendsquare!
2147                         //if (gl_support_blendsquare)
2148                         {
2149                                 colorscale = specularscale;
2150                                 GL_Color(1,1,1,1);
2151                                 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2152                                 {
2153                                         // 2/0/0/1/2 3D combine blendsquare path
2154                                         memset(&m, 0, sizeof(m));
2155                                         m.pointer_vertex = rsurface_vertex3f;
2156                                         m.tex[0] = R_GetTexture(normalmaptexture);
2157                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2158                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2159                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2160                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2161                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2162                                         R_Mesh_State(&m);
2163                                         GL_ColorMask(0,0,0,1);
2164                                         // this squares the result
2165                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2166                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2167                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2168                                         GL_LockArrays(0, 0);
2169                                         c_rt_lightmeshes++;
2170                                         c_rt_lighttris += surface->num_triangles;
2171
2172                                         memset(&m, 0, sizeof(m));
2173                                         m.pointer_vertex = rsurface_vertex3f;
2174                                         R_Mesh_State(&m);
2175                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2176                                         // square alpha in framebuffer a few times to make it shiny
2177                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2178                                         // these comments are a test run through this math for intensity 0.5
2179                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2180                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2181                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2182                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2183                                         c_rt_lightmeshes++;
2184                                         c_rt_lighttris += surface->num_triangles;
2185                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2186                                         c_rt_lightmeshes++;
2187                                         c_rt_lighttris += surface->num_triangles;
2188                                         GL_LockArrays(0, 0);
2189
2190                                         memset(&m, 0, sizeof(m));
2191                                         m.pointer_vertex = rsurface_vertex3f;
2192                                         m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2193 #ifdef USETEXMATRIX
2194                                         m.pointer_texcoord3f[0] = rsurface_vertex3f;
2195                                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2196 #else
2197                                         m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2198                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2199 #endif
2200                                         R_Mesh_State(&m);
2201                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2202                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2203                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2204                                         GL_LockArrays(0, 0);
2205                                         c_rt_lightmeshes++;
2206                                         c_rt_lighttris += surface->num_triangles;
2207
2208                                         memset(&m, 0, sizeof(m));
2209                                         m.pointer_vertex = rsurface_vertex3f;
2210                                         m.tex[0] = R_GetTexture(glosstexture);
2211                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2212                                         if (r_shadow_lightcubemap != r_texture_whitecube)
2213                                         {
2214                                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2215 #ifdef USETEXMATRIX
2216                                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2217                                                 m.texmatrix[1] = r_shadow_entitytolight;
2218 #else
2219                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2220                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2221 #endif
2222                                         }
2223                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2224                                 }
2225                                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2226                                 {
2227                                         // 2/0/0/2 3D combine blendsquare path
2228                                         memset(&m, 0, sizeof(m));
2229                                         m.pointer_vertex = rsurface_vertex3f;
2230                                         m.tex[0] = R_GetTexture(normalmaptexture);
2231                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2232                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2233                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2234                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2235                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2236                                         R_Mesh_State(&m);
2237                                         GL_ColorMask(0,0,0,1);
2238                                         // this squares the result
2239                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2240                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2241                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2242                                         GL_LockArrays(0, 0);
2243                                         c_rt_lightmeshes++;
2244                                         c_rt_lighttris += surface->num_triangles;
2245
2246                                         memset(&m, 0, sizeof(m));
2247                                         m.pointer_vertex = rsurface_vertex3f;
2248                                         R_Mesh_State(&m);
2249                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2250                                         // square alpha in framebuffer a few times to make it shiny
2251                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2252                                         // these comments are a test run through this math for intensity 0.5
2253                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2254                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2255                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2256                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2257                                         c_rt_lightmeshes++;
2258                                         c_rt_lighttris += surface->num_triangles;
2259                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2260                                         c_rt_lightmeshes++;
2261                                         c_rt_lighttris += surface->num_triangles;
2262                                         GL_LockArrays(0, 0);
2263
2264                                         memset(&m, 0, sizeof(m));
2265                                         m.pointer_vertex = rsurface_vertex3f;
2266                                         m.tex[0] = R_GetTexture(glosstexture);
2267                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2268                                         m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2269 #ifdef USETEXMATRIX
2270                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2271                                         m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2272 #else
2273                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2274                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2275 #endif
2276                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2277                                 }
2278                                 else
2279                                 {
2280                                         // 2/0/0/2/2 2D combine blendsquare path
2281                                         memset(&m, 0, sizeof(m));
2282                                         m.pointer_vertex = rsurface_vertex3f;
2283                                         m.tex[0] = R_GetTexture(normalmaptexture);
2284                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2285                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2286                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2287                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2288                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2289                                         R_Mesh_State(&m);
2290                                         GL_ColorMask(0,0,0,1);
2291                                         // this squares the result
2292                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2293                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2294                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2295                                         GL_LockArrays(0, 0);
2296                                         c_rt_lightmeshes++;
2297                                         c_rt_lighttris += surface->num_triangles;
2298
2299                                         memset(&m, 0, sizeof(m));
2300                                         m.pointer_vertex = rsurface_vertex3f;
2301                                         R_Mesh_State(&m);
2302                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2303                                         // square alpha in framebuffer a few times to make it shiny
2304                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2305                                         // these comments are a test run through this math for intensity 0.5
2306                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2307                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2308                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2309                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2310                                         c_rt_lightmeshes++;
2311                                         c_rt_lighttris += surface->num_triangles;
2312                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2313                                         c_rt_lightmeshes++;
2314                                         c_rt_lighttris += surface->num_triangles;
2315                                         GL_LockArrays(0, 0);
2316
2317                                         memset(&m, 0, sizeof(m));
2318                                         m.pointer_vertex = rsurface_vertex3f;
2319                                         m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2320 #ifdef USETEXMATRIX
2321                                         m.pointer_texcoord3f[0] = rsurface_vertex3f;
2322                                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2323 #else
2324                                         m.pointer_texcoord[0] = varray_texcoord2f[0];
2325                                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2326 #endif
2327                                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2328 #ifdef USETEXMATRIX
2329                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2330                                         m.texmatrix[1] = r_shadow_entitytoattenuationz;
2331 #else
2332                                         m.pointer_texcoord[1] = varray_texcoord2f[1];
2333                                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2334 #endif
2335                                         R_Mesh_State(&m);
2336                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2337                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2338                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2339                                         GL_LockArrays(0, 0);
2340                                         c_rt_lightmeshes++;
2341                                         c_rt_lighttris += surface->num_triangles;
2342
2343                                         memset(&m, 0, sizeof(m));
2344                                         m.pointer_vertex = rsurface_vertex3f;
2345                                         m.tex[0] = R_GetTexture(glosstexture);
2346                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2347                                         if (r_shadow_lightcubemap != r_texture_whitecube)
2348                                         {
2349                                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2350 #ifdef USETEXMATRIX
2351                                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2352                                                 m.texmatrix[1] = r_shadow_entitytolight;
2353 #else
2354                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2355                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2356 #endif
2357                                         }
2358                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2359                                 }
2360                                 R_Mesh_State(&m);
2361                                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2362                                 VectorScale(lightcolorbase, colorscale, color2);
2363                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2364                                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2365                                 {
2366                                         GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2367                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2368                                         c_rt_lightmeshes++;
2369                                         c_rt_lighttris += surface->num_triangles;
2370                                 }
2371                                 GL_LockArrays(0, 0);
2372                         }
2373                 }
2374         }
2375 }
2376
2377 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
2378 {
2379         int surfacelistindex;
2380         int renders;
2381         float ambientcolor2[3], diffusecolor2[3];
2382         rmeshstate_t m;
2383         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2384         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2385         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2386         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2387         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2388         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2389         //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
2390         // TODO: add direct pants/shirt rendering
2391         if (doambientpants || dodiffusepants)
2392                 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
2393         if (doambientshirt || dodiffuseshirt)
2394                 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
2395         if (!doambientbase && !dodiffusebase)
2396                 return;
2397         VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2);
2398         VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2);
2399         GL_BlendFunc(GL_ONE, GL_ONE);
2400         memset(&m, 0, sizeof(m));
2401         m.tex[0] = R_GetTexture(basetexture);
2402         if (r_textureunits.integer >= 2)
2403         {
2404                 // voodoo2
2405                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2406 #ifdef USETEXMATRIX
2407                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2408 #else
2409                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2410                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2411 #endif
2412                 if (r_textureunits.integer >= 3)
2413                 {
2414                         // Geforce3/Radeon class but not using dot3
2415                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2416 #ifdef USETEXMATRIX
2417                         m.texmatrix[2] = r_shadow_entitytoattenuationz;
2418 #else
2419                         m.pointer_texcoord[2] = varray_texcoord2f[2];
2420                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2421 #endif
2422                 }
2423         }
2424         m.pointer_color = varray_color4f;
2425         R_Mesh_State(&m);
2426         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2427         {
2428                 const msurface_t *surface = surfacelist[surfacelistindex];
2429                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2430                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
2431                 if (!rsurface_svector3f)
2432                 {
2433                         rsurface_svector3f = varray_svector3f;
2434                         rsurface_tvector3f = varray_tvector3f;
2435                         rsurface_normal3f = varray_normal3f;
2436                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2437                 }
2438                 // OpenGL 1.1 path (anything)
2439                 R_Mesh_VertexPointer(rsurface_vertex3f);
2440                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2441                 if (r_textureunits.integer >= 2)
2442                 {
2443                         // voodoo2 or TNT
2444 #ifdef USETEXMATRIX
2445                         R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2446 #else
2447                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2448 #endif
2449                         if (r_textureunits.integer >= 3)
2450                         {
2451                                 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2452 #ifdef USETEXMATRIX
2453                                 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2454 #else
2455                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2456 #endif
2457                         }
2458                 }
2459                 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2460                 {
2461                         if (r_textureunits.integer >= 3)
2462                                 R_Shadow_VertexShading(surface, diffusecolor2, ambientcolor2, renders);
2463                         else if (r_textureunits.integer >= 2)
2464                                 R_Shadow_VertexShadingWithZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
2465                         else
2466                                 R_Shadow_VertexShadingWithXYZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
2467                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2468                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2469                         GL_LockArrays(0, 0);
2470                         c_rt_lightmeshes++;
2471                         c_rt_lighttris += surface->num_triangles;
2472                 }
2473         }
2474 }
2475
2476 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
2477 {
2478         // FIXME: support MATERIALFLAG_NODEPTHTEST
2479         switch (r_shadowstage)
2480         {
2481         case R_SHADOWSTAGE_VISIBLELIGHTING:
2482                 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2483                 break;
2484         case R_SHADOWSTAGE_LIGHT_GLSL:
2485                 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2486                 break;
2487         case R_SHADOWSTAGE_LIGHT_DOT3:
2488                 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2489                 break;
2490         case R_SHADOWSTAGE_LIGHT_VERTEX:
2491                 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2492                 break;
2493         default:
2494                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadowstage %i\n", r_shadowstage);
2495                 break;
2496         }
2497 }
2498
2499 void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
2500 {
2501         int j, k;
2502         float scale;
2503         R_RTLight_Uncompile(rtlight);
2504         memset(rtlight, 0, sizeof(*rtlight));
2505
2506         VectorCopy(light->origin, rtlight->shadoworigin);
2507         VectorCopy(light->color, rtlight->color);
2508         rtlight->radius = light->radius;
2509         //rtlight->cullradius = rtlight->radius;
2510         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2511         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2512         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2513         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2514         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2515         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2516         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2517         rtlight->cubemapname[0] = 0;
2518         if (light->cubemapname[0])
2519                 strcpy(rtlight->cubemapname, light->cubemapname);
2520         else if (light->cubemapnum > 0)
2521                 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2522         rtlight->shadow = light->shadow;
2523         rtlight->corona = light->corona;
2524         rtlight->style = light->style;
2525         rtlight->isstatic = isstatic;
2526         rtlight->coronasizescale = light->coronasizescale;
2527         rtlight->ambientscale = light->ambientscale;
2528         rtlight->diffusescale = light->diffusescale;
2529         rtlight->specularscale = light->specularscale;
2530         rtlight->flags = light->flags;
2531         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2532         // ConcatScale won't work here because this needs to scale rotate and
2533         // translate, not just rotate
2534         scale = 1.0f / rtlight->radius;
2535         for (k = 0;k < 3;k++)
2536                 for (j = 0;j < 4;j++)
2537                         rtlight->matrix_worldtolight.m[k][j] *= scale;
2538
2539         rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2540         rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2541         VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2542         rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2543 }
2544
2545 // compiles rtlight geometry
2546 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2547 void R_RTLight_Compile(rtlight_t *rtlight)
2548 {
2549         int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2550         entity_render_t *ent = r_refdef.worldentity;
2551         model_t *model = r_refdef.worldmodel;
2552         qbyte *data;
2553
2554         // compile the light
2555         rtlight->compiled = true;
2556         rtlight->static_numleafs = 0;
2557         rtlight->static_numleafpvsbytes = 0;
2558         rtlight->static_leaflist = NULL;
2559         rtlight->static_leafpvs = NULL;
2560         rtlight->static_numsurfaces = 0;
2561         rtlight->static_surfacelist = NULL;
2562         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2563         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2564         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2565         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2566         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2567         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2568
2569         if (model && model->GetLightInfo)
2570         {
2571                 // this variable must be set for the CompileShadowVolume code
2572                 r_shadow_compilingrtlight = rtlight;
2573                 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2574                 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);
2575                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2576                 data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2577                 rtlight->static_numleafs = numleafs;
2578                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2579                 rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs;
2580                 rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes;
2581                 rtlight->static_numsurfaces = numsurfaces;
2582                 rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces;
2583                 if (numleafs)
2584                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2585                 if (numleafpvsbytes)
2586                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2587                 if (numsurfaces)
2588                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2589                 if (model->CompileShadowVolume && rtlight->shadow)
2590                         model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2591                 // now we're done compiling the rtlight
2592                 r_shadow_compilingrtlight = NULL;
2593         }
2594
2595
2596         // use smallest available cullradius - box radius or light radius
2597         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2598         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2599
2600         shadowmeshes = 0;
2601         shadowtris = 0;
2602         if (rtlight->static_meshchain_shadow)
2603         {
2604                 shadowmesh_t *mesh;
2605                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2606                 {
2607                         shadowmeshes++;
2608                         shadowtris += mesh->numtriangles;
2609                 }
2610         }
2611
2612         Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2613 }
2614
2615 void R_RTLight_Uncompile(rtlight_t *rtlight)
2616 {
2617         if (rtlight->compiled)
2618         {
2619                 if (rtlight->static_meshchain_shadow)
2620                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2621                 rtlight->static_meshchain_shadow = NULL;
2622                 // these allocations are grouped
2623                 if (rtlight->static_leaflist)
2624                         Mem_Free(rtlight->static_leaflist);
2625                 rtlight->static_numleafs = 0;
2626                 rtlight->static_numleafpvsbytes = 0;
2627                 rtlight->static_leaflist = NULL;
2628                 rtlight->static_leafpvs = NULL;
2629                 rtlight->static_numsurfaces = 0;
2630                 rtlight->static_surfacelist = NULL;
2631                 rtlight->compiled = false;
2632         }
2633 }
2634
2635 void R_Shadow_UncompileWorldLights(void)
2636 {
2637         dlight_t *light;
2638         for (light = r_shadow_worldlightchain;light;light = light->next)
2639                 R_RTLight_Uncompile(&light->rtlight);
2640 }
2641
2642 void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2643 {
2644         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2645         vec_t relativeshadowradius;
2646         if (ent == r_refdef.worldentity)
2647         {
2648                 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2649                 {
2650                         shadowmesh_t *mesh;
2651                         R_Mesh_Matrix(&ent->matrix);
2652                         for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2653                         {
2654                                 R_Mesh_VertexPointer(mesh->vertex3f);
2655                                 GL_LockArrays(0, mesh->numverts);
2656                                 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
2657                                 {
2658                                         // decrement stencil if backface is behind depthbuffer
2659                                         qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2660                                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2661                                         R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2662                                         c_rtcached_shadowmeshes++;
2663                                         c_rtcached_shadowtris += mesh->numtriangles;
2664                                         // increment stencil if frontface is behind depthbuffer
2665                                         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2666                                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2667                                 }
2668                                 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2669                                 c_rtcached_shadowmeshes++;
2670                                 c_rtcached_shadowtris += mesh->numtriangles;
2671                                 GL_LockArrays(0, 0);
2672                         }
2673                 }
2674                 else if (numsurfaces)
2675                 {
2676                         R_Mesh_Matrix(&ent->matrix);
2677                         ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
2678                 }
2679         }
2680         else
2681         {
2682                 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin);
2683                 relativeshadowradius = rtlight->radius / ent->scale;
2684                 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2685                 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2686                 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2687                 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2688                 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2689                 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2690                 R_Mesh_Matrix(&ent->matrix);
2691                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2692         }
2693 }
2694
2695 void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolorbase, int numsurfaces, int *surfacelist)
2696 {
2697         // set up properties for rendering light onto this entity
2698         r_shadow_entitylightcolor[0] = lightcolorbase[0] * ent->colormod[0] * ent->alpha;
2699         r_shadow_entitylightcolor[1] = lightcolorbase[1] * ent->colormod[1] * ent->alpha;
2700         r_shadow_entitylightcolor[2] = lightcolorbase[2] * ent->colormod[2] * ent->alpha;
2701         Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
2702         Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2703         Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2704         Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, r_shadow_entitylightorigin);
2705         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2706         R_Mesh_Matrix(&ent->matrix);
2707         if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
2708         {
2709                 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_lightcubemap));
2710                 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2711                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
2712                 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
2713                 {
2714                         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
2715                 }
2716         }
2717         if (ent == r_refdef.worldentity)
2718                 ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
2719         else
2720                 ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist);
2721 }
2722
2723 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2724 {
2725         int i, usestencil;
2726         float f;
2727         vec3_t lightcolor;
2728         int numleafs, numsurfaces;
2729         int *leaflist, *surfacelist;
2730         qbyte *leafpvs;
2731         int numlightentities;
2732         int numshadowentities;
2733         entity_render_t *lightentities[MAX_EDICTS];
2734         entity_render_t *shadowentities[MAX_EDICTS];
2735
2736         // skip lights that don't light (corona only lights)
2737         if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f))
2738                 return;
2739
2740         f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2741         VectorScale(rtlight->color, f, lightcolor);
2742         if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
2743                 return;
2744         /*
2745         if (rtlight->selected)
2746         {
2747                 f = 2 + sin(realtime * M_PI * 4.0);
2748                 VectorScale(lightcolor, f, lightcolor);
2749         }
2750         */
2751
2752         // loading is done before visibility checks because loading should happen
2753         // all at once at the start of a level, not when it stalls gameplay.
2754         // (especially important to benchmarks)
2755         // compile light
2756         if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2757                 R_RTLight_Compile(rtlight);
2758         // load cubemap
2759         r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2760
2761         // if the light box is offscreen, skip it
2762         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2763                 return;
2764
2765         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2766         {
2767                 // compiled light, world available and can receive realtime lighting
2768                 // retrieve leaf information
2769                 numleafs = rtlight->static_numleafs;
2770                 leaflist = rtlight->static_leaflist;
2771                 leafpvs = rtlight->static_leafpvs;
2772                 numsurfaces = rtlight->static_numsurfaces;
2773                 surfacelist = rtlight->static_surfacelist;
2774         }
2775         else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2776         {
2777                 // dynamic light, world available and can receive realtime lighting
2778                 // calculate lit surfaces and leafs
2779                 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2780                 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, 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);
2781                 leaflist = r_shadow_buffer_leaflist;
2782                 leafpvs = r_shadow_buffer_leafpvs;
2783                 surfacelist = r_shadow_buffer_surfacelist;
2784                 // if the reduced leaf bounds are offscreen, skip it
2785                 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2786                         return;
2787         }
2788         else
2789         {
2790                 // no world
2791                 numleafs = 0;
2792                 leaflist = NULL;
2793                 leafpvs = NULL;
2794                 numsurfaces = 0;
2795                 surfacelist = NULL;
2796         }
2797         // check if light is illuminating any visible leafs
2798         if (numleafs)
2799         {
2800                 for (i = 0;i < numleafs;i++)
2801                         if (r_worldleafvisible[leaflist[i]])
2802                                 break;
2803                 if (i == numleafs)
2804                         return;
2805         }
2806         // set up a scissor rectangle for this light
2807         if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2808                 return;
2809
2810         numlightentities = 0;
2811         if (numsurfaces)
2812                 lightentities[numlightentities++] = r_refdef.worldentity;
2813         numshadowentities = 0;
2814         if (numsurfaces)
2815                 shadowentities[numshadowentities++] = r_refdef.worldentity;
2816         if (r_drawentities.integer)
2817         {
2818                 for (i = 0;i < r_refdef.numentities;i++)
2819                 {
2820                         entity_render_t *ent = r_refdef.entities[i];
2821                         if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2822                          && ent->model
2823                          && !(ent->flags & RENDER_TRANSPARENT)
2824                          && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2825                         {
2826                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2827                                 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2828                                         shadowentities[numshadowentities++] = ent;
2829                                 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2830                                         lightentities[numlightentities++] = ent;
2831                         }
2832                 }
2833         }
2834
2835         // return if there's nothing at all to light
2836         if (!numlightentities)
2837                 return;
2838
2839         R_Shadow_Stage_ActiveLight(rtlight);
2840         c_rt_lights++;
2841
2842         usestencil = false;
2843         if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2844         {
2845                 usestencil = true;
2846                 R_Shadow_Stage_StencilShadowVolumes();
2847                 for (i = 0;i < numshadowentities;i++)
2848                         R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2849         }
2850
2851         if (numlightentities && !visible)
2852         {
2853                 R_Shadow_Stage_Lighting(usestencil);
2854                 for (i = 0;i < numlightentities;i++)
2855                         R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2856         }
2857
2858         if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2859         {
2860                 R_Shadow_Stage_VisibleShadowVolumes();
2861                 for (i = 0;i < numshadowentities;i++)
2862                         R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2863         }
2864
2865         if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
2866         {
2867                 R_Shadow_Stage_VisibleLighting(usestencil);
2868                 for (i = 0;i < numlightentities;i++)
2869                         R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2870         }
2871 }
2872
2873 void R_ShadowVolumeLighting(qboolean visible)
2874 {
2875         int lnum, flag;
2876         dlight_t *light;
2877
2878         if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2879                 R_Shadow_EditLights_Reload_f();
2880
2881         R_Shadow_Stage_Begin();
2882
2883         flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2884         if (r_shadow_debuglight.integer >= 0)
2885         {
2886                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2887                         if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2888                                 R_DrawRTLight(&light->rtlight, visible);
2889         }
2890         else
2891                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2892                         if (light->flags & flag)
2893                                 R_DrawRTLight(&light->rtlight, visible);
2894         if (r_rtdlight)
2895                 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
2896                         R_DrawRTLight(&light->rtlight, visible);
2897
2898         R_Shadow_Stage_End();
2899 }
2900
2901 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2902 typedef struct suffixinfo_s
2903 {
2904         char *suffix;
2905         qboolean flipx, flipy, flipdiagonal;
2906 }
2907 suffixinfo_t;
2908 static suffixinfo_t suffix[3][6] =
2909 {
2910         {
2911                 {"px",   false, false, false},
2912                 {"nx",   false, false, false},
2913                 {"py",   false, false, false},
2914                 {"ny",   false, false, false},
2915                 {"pz",   false, false, false},
2916                 {"nz",   false, false, false}
2917         },
2918         {
2919                 {"posx", false, false, false},
2920                 {"negx", false, false, false},
2921                 {"posy", false, false, false},
2922                 {"negy", false, false, false},
2923                 {"posz", false, false, false},
2924                 {"negz", false, false, false}
2925         },
2926         {
2927                 {"rt",    true, false,  true},
2928                 {"lf",   false,  true,  true},
2929                 {"ft",    true,  true, false},
2930                 {"bk",   false, false, false},
2931                 {"up",    true, false,  true},
2932                 {"dn",    true, false,  true}
2933         }
2934 };
2935
2936 static int componentorder[4] = {0, 1, 2, 3};
2937
2938 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2939 {
2940         int i, j, cubemapsize;
2941         qbyte *cubemappixels, *image_rgba;
2942         rtexture_t *cubemaptexture;
2943         char name[256];
2944         // must start 0 so the first loadimagepixels has no requested width/height
2945         cubemapsize = 0;
2946         cubemappixels = NULL;
2947         cubemaptexture = NULL;
2948         // keep trying different suffix groups (posx, px, rt) until one loads
2949         for (j = 0;j < 3 && !cubemappixels;j++)
2950         {
2951                 // load the 6 images in the suffix group
2952                 for (i = 0;i < 6;i++)
2953                 {
2954                         // generate an image name based on the base and and suffix
2955                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2956                         // load it
2957                         if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2958                         {
2959                                 // an image loaded, make sure width and height are equal
2960                                 if (image_width == image_height)
2961