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implemented DP_EF_NODEPTHTEST extension
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1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is rendered using Carmack's Reverse technique, in which backfaces behind
11 zbuffer (zfail) increment the stencil, and frontfaces behind zbuffer (zfail)
12 decrement the stencil, the result is a stencil value of zero where shadows
13 did not intersect the visible geometry, suitable as a stencil mask for
14 rendering lighting everywhere but shadow.
15
16 In our case we use a biased stencil clear of 128 to avoid requiring the
17 stencil wrap extension (but probably should support it), and to address
18 Creative's patent on this sort of technology we also draw the frontfaces
19 first, and backfaces second (decrement, increment).
20
21 Patent warning:
22 This algorithm may be covered by Creative's patent (US Patent #6384822)
23 on Carmack's Reverse paper (which I have not read), however that patent
24 seems to be about drawing a stencil shadow from a model in an otherwise
25 unshadowed scene, where as realtime lighting technology draws light where
26 shadows do not lie.
27
28
29
30 Terminology: Stencil Light Volume (sometimes called Light Volumes)
31 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
32 areas in shadow it contanis the areas in light, this can only be built
33 quickly for certain limited cases (such as portal visibility from a point),
34 but is quite useful for some effects (sunlight coming from sky polygons is
35 one possible example, translucent occluders is another example).
36
37
38
39 Terminology: Optimized Stencil Shadow Volume
40 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
41 no duplicate coverage of areas (no need to shadow an area twice), often this
42 greatly improves performance but is an operation too costly to use on moving
43 lights (however completely optimal Stencil Light Volumes can be constructed
44 in some ideal cases).
45
46
47
48 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
49 Per pixel evaluation of lighting equations, at a bare minimum this involves
50 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
51 vector and surface normal, using a texture of the surface bumps, called a
52 NormalMap) if supported by hardware; in our case there is support for cards
53 which are incapable of DOT3, the quality is quite poor however.  Additionally
54 it is desirable to have specular evaluation per pixel, per vertex
55 normalization of specular halfangle vectors causes noticable distortion but
56 is unavoidable on hardware without GL_ARB_fragment_program.
57
58
59
60 Terminology: Normalization CubeMap
61 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
62 encoded as RGB colors) for any possible direction, this technique allows per
63 pixel calculation of incidence vector for per pixel lighting purposes, which
64 would not otherwise be possible per pixel without GL_ARB_fragment_program.
65
66
67
68 Terminology: 2D Attenuation Texturing
69 A very crude approximation of light attenuation with distance which results
70 in cylindrical light shapes which fade vertically as a streak (some games
71 such as Doom3 allow this to be rotated to be less noticable in specific
72 cases), the technique is simply modulating lighting by two 2D textures (which
73 can be the same) on different axes of projection (XY and Z, typically), this
74 is the best technique available without 3D Attenuation Texturing or
75 GL_ARB_fragment_program technology.
76
77
78
79 Terminology: 3D Attenuation Texturing
80 A slightly crude approximation of light attenuation with distance, its flaws
81 are limited radius and resolution (performance tradeoffs).
82
83
84
85 Terminology: 3D Attenuation-Normalization Texturing
86 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
87 vectors shorter the lighting becomes darker, a very effective optimization of
88 diffuse lighting if 3D Attenuation Textures are already used.
89
90
91
92 Terminology: Light Cubemap Filtering
93 A technique for modeling non-uniform light distribution according to
94 direction, for example projecting a stained glass window image onto a wall,
95 this is done by texturing the lighting with a cubemap.
96
97
98
99 Terminology: Light Projection Filtering
100 A technique for modeling shadowing of light passing through translucent
101 surfaces, allowing stained glass windows and other effects to be done more
102 elegantly than possible with Light Cubemap Filtering by applying an occluder
103 texture to the lighting combined with a stencil light volume to limit the lit
104 area (this allows evaluating multiple translucent occluders in a scene).
105
106
107
108 Terminology: Doom3 Lighting
109 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
110 CubeMap, 2D Attenuation Texturing, and Light Filtering, as demonstrated by
111 the (currently upcoming) game Doom3.
112 */
113
114 #include "quakedef.h"
115 #include "r_shadow.h"
116 #include "cl_collision.h"
117 #include "portals.h"
118 #include "image.h"
119
120 extern void R_Shadow_EditLights_Init(void);
121
122 #define SHADOWSTAGE_NONE 0
123 #define SHADOWSTAGE_STENCIL 1
124 #define SHADOWSTAGE_LIGHT 2
125 #define SHADOWSTAGE_STENCILTWOSIDE 3
126
127 int r_shadowstage = SHADOWSTAGE_NONE;
128
129 mempool_t *r_shadow_mempool;
130
131 int maxshadowelements;
132 int *shadowelements;
133
134 int maxshadowmark;
135 int numshadowmark;
136 int *shadowmark;
137 int *shadowmarklist;
138 int shadowmarkcount;
139
140 int maxvertexupdate;
141 int *vertexupdate;
142 int *vertexremap;
143 int vertexupdatenum;
144
145 int r_shadow_buffer_numclusterpvsbytes;
146 qbyte *r_shadow_buffer_clusterpvs;
147 int *r_shadow_buffer_clusterlist;
148
149 int r_shadow_buffer_numsurfacepvsbytes;
150 qbyte *r_shadow_buffer_surfacepvs;
151 int *r_shadow_buffer_surfacelist;
152
153 rtexturepool_t *r_shadow_texturepool;
154 rtexture_t *r_shadow_normalcubetexture;
155 rtexture_t *r_shadow_attenuation2dtexture;
156 rtexture_t *r_shadow_attenuation3dtexture;
157 rtexture_t *r_shadow_blankbumptexture;
158 rtexture_t *r_shadow_blankglosstexture;
159 rtexture_t *r_shadow_blankwhitetexture;
160
161 // lights are reloaded when this changes
162 char r_shadow_mapname[MAX_QPATH];
163
164 // used only for light filters (cubemaps)
165 rtexturepool_t *r_shadow_filters_texturepool;
166
167 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
168 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
169 cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
170 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
171 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"};
172 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
173 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
174 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
175 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
176 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
177 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
178 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
179 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
180 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "0"};
181 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
182 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
183 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
184 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
185 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
186 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
187 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
188 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
189 cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
190 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
191 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
192 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
193 cvar_t r_editlights = {0, "r_editlights", "0"};
194 cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
195 cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
196 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
197 cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
198 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
199 cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
200 cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
201
202 int c_rt_lights, c_rt_clears, c_rt_scissored;
203 int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
204 int c_rtcached_shadowmeshes, c_rtcached_shadowtris;
205
206 float r_shadow_attenpower, r_shadow_attenscale;
207
208 rtlight_t *r_shadow_compilingrtlight;
209 dlight_t *r_shadow_worldlightchain;
210 dlight_t *r_shadow_selectedlight;
211 dlight_t r_shadow_bufferlight;
212 vec3_t r_editlights_cursorlocation;
213
214 rtexture_t *lighttextures[5];
215
216 extern int con_vislines;
217
218 typedef struct cubemapinfo_s
219 {
220         char basename[64];
221         rtexture_t *texture;
222 }
223 cubemapinfo_t;
224
225 #define MAX_CUBEMAPS 256
226 static int numcubemaps;
227 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
228
229 void R_Shadow_UncompileWorldLights(void);
230 void R_Shadow_ClearWorldLights(void);
231 void R_Shadow_SaveWorldLights(void);
232 void R_Shadow_LoadWorldLights(void);
233 void R_Shadow_LoadLightsFile(void);
234 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
235 void R_Shadow_EditLights_Reload_f(void);
236 void R_Shadow_ValidateCvars(void);
237 static void R_Shadow_MakeTextures(void);
238 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
239
240 void r_shadow_start(void)
241 {
242         // allocate vertex processing arrays
243         numcubemaps = 0;
244         r_shadow_normalcubetexture = NULL;
245         r_shadow_attenuation2dtexture = NULL;
246         r_shadow_attenuation3dtexture = NULL;
247         r_shadow_blankbumptexture = NULL;
248         r_shadow_blankglosstexture = NULL;
249         r_shadow_blankwhitetexture = NULL;
250         r_shadow_texturepool = NULL;
251         r_shadow_filters_texturepool = NULL;
252         R_Shadow_ValidateCvars();
253         R_Shadow_MakeTextures();
254         maxshadowelements = 0;
255         shadowelements = NULL;
256         maxvertexupdate = 0;
257         vertexupdate = NULL;
258         vertexremap = NULL;
259         vertexupdatenum = 0;
260         maxshadowmark = 0;
261         numshadowmark = 0;
262         shadowmark = NULL;
263         shadowmarklist = NULL;
264         shadowmarkcount = 0;
265         r_shadow_buffer_numclusterpvsbytes = 0;
266         r_shadow_buffer_clusterpvs = NULL;
267         r_shadow_buffer_clusterlist = NULL;
268         r_shadow_buffer_numsurfacepvsbytes = 0;
269         r_shadow_buffer_surfacepvs = NULL;
270         r_shadow_buffer_surfacelist = NULL;
271 }
272
273 void r_shadow_shutdown(void)
274 {
275         R_Shadow_UncompileWorldLights();
276         numcubemaps = 0;
277         r_shadow_normalcubetexture = NULL;
278         r_shadow_attenuation2dtexture = NULL;
279         r_shadow_attenuation3dtexture = NULL;
280         r_shadow_blankbumptexture = NULL;
281         r_shadow_blankglosstexture = NULL;
282         r_shadow_blankwhitetexture = NULL;
283         R_FreeTexturePool(&r_shadow_texturepool);
284         R_FreeTexturePool(&r_shadow_filters_texturepool);
285         maxshadowelements = 0;
286         if (shadowelements)
287                 Mem_Free(shadowelements);
288         shadowelements = NULL;
289         maxvertexupdate = 0;
290         if (vertexupdate)
291                 Mem_Free(vertexupdate);
292         vertexupdate = NULL;
293         if (vertexremap)
294                 Mem_Free(vertexremap);
295         vertexremap = NULL;
296         vertexupdatenum = 0;
297         maxshadowmark = 0;
298         numshadowmark = 0;
299         if (shadowmark)
300                 Mem_Free(shadowmark);
301         shadowmark = NULL;
302         if (shadowmarklist)
303                 Mem_Free(shadowmarklist);
304         shadowmarklist = NULL;
305         shadowmarkcount = 0;
306         r_shadow_buffer_numclusterpvsbytes = 0;
307         if (r_shadow_buffer_clusterpvs)
308                 Mem_Free(r_shadow_buffer_clusterpvs);
309         r_shadow_buffer_clusterpvs = NULL;
310         if (r_shadow_buffer_clusterlist)
311                 Mem_Free(r_shadow_buffer_clusterlist);
312         r_shadow_buffer_clusterlist = NULL;
313         r_shadow_buffer_numsurfacepvsbytes = 0;
314         if (r_shadow_buffer_surfacepvs)
315                 Mem_Free(r_shadow_buffer_surfacepvs);
316         r_shadow_buffer_surfacepvs = NULL;
317         if (r_shadow_buffer_surfacelist)
318                 Mem_Free(r_shadow_buffer_surfacelist);
319         r_shadow_buffer_surfacelist = NULL;
320 }
321
322 void r_shadow_newmap(void)
323 {
324 }
325
326 void R_Shadow_Help_f(void)
327 {
328         Con_Printf(
329 "Documentation on r_shadow system:\n"
330 "Settings:\n"
331 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
332 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
333 "r_shadow_debuglight : render only this light number (-1 = all)\n"
334 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
335 "r_shadow_gloss2intensity : brightness of forced gloss\n"
336 "r_shadow_glossintensity : brightness of textured gloss\n"
337 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
338 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
339 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
340 "r_shadow_portallight : use portal visibility for static light precomputation\n"
341 "r_shadow_projectdistance : shadow volume projection distance\n"
342 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
343 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
344 "r_shadow_realtime_world : use high quality world lighting mode\n"
345 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
346 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
347 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
348 "r_shadow_scissor : use scissor optimization\n"
349 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
350 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
351 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
352 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
353 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
354 "Commands:\n"
355 "r_shadow_help : this help\n"
356         );
357 }
358
359 void R_Shadow_Init(void)
360 {
361         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
362         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
363         Cvar_RegisterVariable(&r_shadow_cull);
364         Cvar_RegisterVariable(&r_shadow_debuglight);
365         Cvar_RegisterVariable(&r_shadow_gloss);
366         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
367         Cvar_RegisterVariable(&r_shadow_glossintensity);
368         Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
369         Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
370         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
371         Cvar_RegisterVariable(&r_shadow_portallight);
372         Cvar_RegisterVariable(&r_shadow_projectdistance);
373         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
374         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
375         Cvar_RegisterVariable(&r_shadow_realtime_world);
376         Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
377         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
378         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
379         Cvar_RegisterVariable(&r_shadow_scissor);
380         Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
381         Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
382         Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
383         Cvar_RegisterVariable(&r_shadow_staticworldlights);
384         Cvar_RegisterVariable(&r_shadow_texture3d);
385         Cvar_RegisterVariable(&r_shadow_visiblevolumes);
386         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
387         if (gamemode == GAME_TENEBRAE)
388         {
389                 Cvar_SetValue("r_shadow_gloss", 2);
390                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
391         }
392         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
393         R_Shadow_EditLights_Init();
394         r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
395         r_shadow_worldlightchain = NULL;
396         maxshadowelements = 0;
397         shadowelements = NULL;
398         maxvertexupdate = 0;
399         vertexupdate = NULL;
400         vertexremap = NULL;
401         vertexupdatenum = 0;
402         maxshadowmark = 0;
403         numshadowmark = 0;
404         shadowmark = NULL;
405         shadowmarklist = NULL;
406         shadowmarkcount = 0;
407         r_shadow_buffer_numclusterpvsbytes = 0;
408         r_shadow_buffer_clusterpvs = NULL;
409         r_shadow_buffer_clusterlist = NULL;
410         r_shadow_buffer_numsurfacepvsbytes = 0;
411         r_shadow_buffer_surfacepvs = NULL;
412         r_shadow_buffer_surfacelist = NULL;
413         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
414 }
415
416 matrix4x4_t matrix_attenuationxyz =
417 {
418         {
419                 {0.5, 0.0, 0.0, 0.5},
420                 {0.0, 0.5, 0.0, 0.5},
421                 {0.0, 0.0, 0.5, 0.5},
422                 {0.0, 0.0, 0.0, 1.0}
423         }
424 };
425
426 matrix4x4_t matrix_attenuationz =
427 {
428         {
429                 {0.0, 0.0, 0.5, 0.5},
430                 {0.0, 0.0, 0.0, 0.5},
431                 {0.0, 0.0, 0.0, 0.5},
432                 {0.0, 0.0, 0.0, 1.0}
433         }
434 };
435
436 int *R_Shadow_ResizeShadowElements(int numtris)
437 {
438         // make sure shadowelements is big enough for this volume
439         if (maxshadowelements < numtris * 24)
440         {
441                 maxshadowelements = numtris * 24;
442                 if (shadowelements)
443                         Mem_Free(shadowelements);
444                 shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
445         }
446         return shadowelements;
447 }
448
449 void R_Shadow_EnlargeClusterBuffer(int numclusters)
450 {
451         int numclusterpvsbytes = (((numclusters + 7) >> 3) + 255) & ~255;
452         if (r_shadow_buffer_numclusterpvsbytes < numclusterpvsbytes)
453         {
454                 if (r_shadow_buffer_clusterpvs)
455                         Mem_Free(r_shadow_buffer_clusterpvs);
456                 if (r_shadow_buffer_clusterlist)
457                         Mem_Free(r_shadow_buffer_clusterlist);
458                 r_shadow_buffer_numclusterpvsbytes = numclusterpvsbytes;
459                 r_shadow_buffer_clusterpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes);
460                 r_shadow_buffer_clusterlist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes * 8 * sizeof(*r_shadow_buffer_clusterlist));
461         }
462 }
463
464 void R_Shadow_EnlargeSurfaceBuffer(int numsurfaces)
465 {
466         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
467         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
468         {
469                 if (r_shadow_buffer_surfacepvs)
470                         Mem_Free(r_shadow_buffer_surfacepvs);
471                 if (r_shadow_buffer_surfacelist)
472                         Mem_Free(r_shadow_buffer_surfacelist);
473                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
474                 r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
475                 r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
476         }
477 }
478
479 void R_Shadow_PrepareShadowMark(int numtris)
480 {
481         // make sure shadowmark is big enough for this volume
482         if (maxshadowmark < numtris)
483         {
484                 maxshadowmark = numtris;
485                 if (shadowmark)
486                         Mem_Free(shadowmark);
487                 if (shadowmarklist)
488                         Mem_Free(shadowmarklist);
489                 shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
490                 shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
491                 shadowmarkcount = 0;
492         }
493         shadowmarkcount++;
494         // if shadowmarkcount wrapped we clear the array and adjust accordingly
495         if (shadowmarkcount == 0)
496         {
497                 shadowmarkcount = 1;
498                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
499         }
500         numshadowmark = 0;
501 }
502
503 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)
504 {
505         int i, j, tris = 0, vr[3], t, outvertices = 0;
506         const int *e, *n;
507         float f, temp[3];
508
509         if (maxvertexupdate < innumvertices)
510         {
511                 maxvertexupdate = innumvertices;
512                 if (vertexupdate)
513                         Mem_Free(vertexupdate);
514                 if (vertexremap)
515                         Mem_Free(vertexremap);
516                 vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
517                 vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
518                 vertexupdatenum = 0;
519         }
520         vertexupdatenum++;
521         if (vertexupdatenum == 0)
522         {
523                 vertexupdatenum = 1;
524                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
525                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
526         }
527         
528         for (i = 0;i < numshadowmarktris;i++)
529         {
530                 t = shadowmarktris[i];
531                 shadowmark[t] = shadowmarkcount;
532                 e = inelement3i + t * 3;
533                 // make sure the vertices are created
534                 for (j = 0;j < 3;j++)
535                 {
536                         if (vertexupdate[e[j]] != vertexupdatenum)
537                         {
538                                 vertexupdate[e[j]] = vertexupdatenum;
539                                 vertexremap[e[j]] = outvertices;
540                                 VectorSubtract(invertex3f + e[j] * 3, projectorigin, temp);
541                                 f = projectdistance / VectorLength(temp);
542                                 VectorCopy(invertex3f + e[j] * 3, outvertex3f);
543                                 VectorMA(projectorigin, f, temp, (outvertex3f + 3));
544                                 outvertex3f += 6;
545                                 outvertices += 2;
546                         }
547                 }
548                 // output the front and back triangles
549                 outelement3i[0] = vertexremap[e[0]];
550                 outelement3i[1] = vertexremap[e[1]];
551                 outelement3i[2] = vertexremap[e[2]];
552                 outelement3i[3] = vertexremap[e[2]] + 1;
553                 outelement3i[4] = vertexremap[e[1]] + 1;
554                 outelement3i[5] = vertexremap[e[0]] + 1;
555                 outelement3i += 6;
556                 tris += 2;
557         }
558
559         for (i = 0;i < numshadowmarktris;i++)
560         {
561                 t = shadowmarktris[i];
562                 e = inelement3i + t * 3;
563                 n = inneighbor3i + t * 3;
564                 // output the sides (facing outward from this triangle)
565                 if (shadowmark[n[0]] != shadowmarkcount)
566                 {
567                         vr[0] = vertexremap[e[0]];
568                         vr[1] = vertexremap[e[1]];
569                         outelement3i[0] = vr[1];
570                         outelement3i[1] = vr[0];
571                         outelement3i[2] = vr[0] + 1;
572                         outelement3i[3] = vr[1];
573                         outelement3i[4] = vr[0] + 1;
574                         outelement3i[5] = vr[1] + 1;
575                         outelement3i += 6;
576                         tris += 2;
577                 }
578                 if (shadowmark[n[1]] != shadowmarkcount)
579                 {
580                         vr[1] = vertexremap[e[1]];
581                         vr[2] = vertexremap[e[2]];
582                         outelement3i[0] = vr[2];
583                         outelement3i[1] = vr[1];
584                         outelement3i[2] = vr[1] + 1;
585                         outelement3i[3] = vr[2];
586                         outelement3i[4] = vr[1] + 1;
587                         outelement3i[5] = vr[2] + 1;
588                         outelement3i += 6;
589                         tris += 2;
590                 }
591                 if (shadowmark[n[2]] != shadowmarkcount)
592                 {
593                         vr[0] = vertexremap[e[0]];
594                         vr[2] = vertexremap[e[2]];
595                         outelement3i[0] = vr[0];
596                         outelement3i[1] = vr[2];
597                         outelement3i[2] = vr[2] + 1;
598                         outelement3i[3] = vr[0];
599                         outelement3i[4] = vr[2] + 1;
600                         outelement3i[5] = vr[0] + 1;
601                         outelement3i += 6;
602                         tris += 2;
603                 }
604         }
605         if (outnumvertices)
606                 *outnumvertices = outvertices;
607         return tris;
608 }
609
610 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)
611 {
612         int tris, outverts;
613         if (projectdistance < 0.1)
614         {
615                 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
616                 return;
617         }
618         if (!numverts || !nummarktris)
619                 return;
620         // make sure shadowelements is big enough for this volume
621         if (maxshadowelements < nummarktris * 24)
622                 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
623         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
624         R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
625 }
626
627 void R_Shadow_VolumeFromBox(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, const vec3_t mins, const vec3_t maxs)
628 {
629         int i;
630         const float *v[3];
631
632         // check which triangles are facing the , and then output
633         // triangle elements and vertices...  by clever use of elements we
634         // can construct the whole shadow from the unprojected vertices and
635         // the projected vertices
636
637         // identify lit faces within the bounding box
638         R_Shadow_PrepareShadowMark(numtris);
639         for (i = 0;i < numtris;i++)
640         {
641                 v[0] = invertex3f + elements[i*3+0] * 3;
642                 v[1] = invertex3f + elements[i*3+1] * 3;
643                 v[2] = invertex3f + elements[i*3+2] * 3;
644                 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]) && maxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && mins[0] < max(v[0][0], max(v[1][0], v[2][0])) && maxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && mins[1] < max(v[0][1], max(v[1][1], v[2][1])) && maxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && mins[2] < max(v[0][2], max(v[1][2], v[2][2])))
645                         shadowmarklist[numshadowmark++] = i;
646         }
647         R_Shadow_VolumeFromList(numverts, numtris, invertex3f, elements, neighbors, projectorigin, projectdistance, numshadowmark, shadowmarklist);
648 }
649
650 void R_Shadow_VolumeFromSphere(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, float radius)
651 {
652         vec3_t mins, maxs;
653         mins[0] = projectorigin[0] - radius;
654         mins[1] = projectorigin[1] - radius;
655         mins[2] = projectorigin[2] - radius;
656         maxs[0] = projectorigin[0] + radius;
657         maxs[1] = projectorigin[1] + radius;
658         maxs[2] = projectorigin[2] + radius;
659         R_Shadow_VolumeFromBox(numverts, numtris, invertex3f, elements, neighbors, projectorigin, projectdistance, mins, maxs);
660 }
661
662 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
663 {
664         rmeshstate_t m;
665         if (r_shadow_compilingrtlight)
666         {
667                 // if we're compiling an rtlight, capture the mesh
668                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
669                 return;
670         }
671         memset(&m, 0, sizeof(m));
672         m.pointer_vertex = vertex3f;
673         R_Mesh_State(&m);
674         GL_LockArrays(0, numvertices);
675         if (r_shadowstage == SHADOWSTAGE_STENCIL)
676         {
677                 // increment stencil if backface is behind depthbuffer
678                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
679                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
680                 R_Mesh_Draw(numvertices, numtriangles, element3i);
681                 c_rt_shadowmeshes++;
682                 c_rt_shadowtris += numtriangles;
683                 // decrement stencil if frontface is behind depthbuffer
684                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
685                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
686         }
687         R_Mesh_Draw(numvertices, numtriangles, element3i);
688         c_rt_shadowmeshes++;
689         c_rt_shadowtris += numtriangles;
690         GL_LockArrays(0, 0);
691 }
692
693 static void R_Shadow_MakeTextures(void)
694 {
695         int x, y, z, d, side;
696         float v[3], s, t, intensity;
697         qbyte *data;
698         R_FreeTexturePool(&r_shadow_texturepool);
699         r_shadow_texturepool = R_AllocTexturePool();
700         r_shadow_attenpower = r_shadow_lightattenuationpower.value;
701         r_shadow_attenscale = r_shadow_lightattenuationscale.value;
702 #define NORMSIZE 64
703 #define ATTEN2DSIZE 64
704 #define ATTEN3DSIZE 32
705         data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)));
706         data[0] = 128;
707         data[1] = 128;
708         data[2] = 255;
709         data[3] = 255;
710         r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
711         data[0] = 255;
712         data[1] = 255;
713         data[2] = 255;
714         data[3] = 255;
715         r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
716         data[0] = 255;
717         data[1] = 255;
718         data[2] = 255;
719         data[3] = 255;
720         r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
721         if (gl_texturecubemap)
722         {
723                 for (side = 0;side < 6;side++)
724                 {
725                         for (y = 0;y < NORMSIZE;y++)
726                         {
727                                 for (x = 0;x < NORMSIZE;x++)
728                                 {
729                                         s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
730                                         t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
731                                         switch(side)
732                                         {
733                                         case 0:
734                                                 v[0] = 1;
735                                                 v[1] = -t;
736                                                 v[2] = -s;
737                                                 break;
738                                         case 1:
739                                                 v[0] = -1;
740                                                 v[1] = -t;
741                                                 v[2] = s;
742                                                 break;
743                                         case 2:
744                                                 v[0] = s;
745                                                 v[1] = 1;
746                                                 v[2] = t;
747                                                 break;
748                                         case 3:
749                                                 v[0] = s;
750                                                 v[1] = -1;
751                                                 v[2] = -t;
752                                                 break;
753                                         case 4:
754                                                 v[0] = s;
755                                                 v[1] = -t;
756                                                 v[2] = 1;
757                                                 break;
758                                         case 5:
759                                                 v[0] = -s;
760                                                 v[1] = -t;
761                                                 v[2] = -1;
762                                                 break;
763                                         }
764                                         intensity = 127.0f / sqrt(DotProduct(v, v));
765                                         data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0];
766                                         data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1];
767                                         data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2];
768                                         data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255;
769                                 }
770                         }
771                 }
772                 r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
773         }
774         else
775                 r_shadow_normalcubetexture = NULL;
776         for (y = 0;y < ATTEN2DSIZE;y++)
777         {
778                 for (x = 0;x < ATTEN2DSIZE;x++)
779                 {
780                         v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
781                         v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
782                         v[2] = 0;
783                         intensity = 1.0f - sqrt(DotProduct(v, v));
784                         if (intensity > 0)
785                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
786                         d = bound(0, intensity, 255);
787                         data[(y*ATTEN2DSIZE+x)*4+0] = d;
788                         data[(y*ATTEN2DSIZE+x)*4+1] = d;
789                         data[(y*ATTEN2DSIZE+x)*4+2] = d;
790                         data[(y*ATTEN2DSIZE+x)*4+3] = d;
791                 }
792         }
793         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
794         if (r_shadow_texture3d.integer)
795         {
796                 for (z = 0;z < ATTEN3DSIZE;z++)
797                 {
798                         for (y = 0;y < ATTEN3DSIZE;y++)
799                         {
800                                 for (x = 0;x < ATTEN3DSIZE;x++)
801                                 {
802                                         v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
803                                         v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
804                                         v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
805                                         intensity = 1.0f - sqrt(DotProduct(v, v));
806                                         if (intensity > 0)
807                                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
808                                         d = bound(0, intensity, 255);
809                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
810                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
811                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
812                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
813                                 }
814                         }
815                 }
816                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
817         }
818         Mem_Free(data);
819 }
820
821 void R_Shadow_ValidateCvars(void)
822 {
823         if (r_shadow_texture3d.integer && !gl_texture3d)
824                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
825         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
826                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
827 }
828
829 void R_Shadow_Stage_Begin(void)
830 {
831         rmeshstate_t m;
832
833         R_Shadow_ValidateCvars();
834
835         if (!r_shadow_attenuation2dtexture
836          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
837          || r_shadow_lightattenuationpower.value != r_shadow_attenpower
838          || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
839                 R_Shadow_MakeTextures();
840
841         memset(&m, 0, sizeof(m));
842         GL_BlendFunc(GL_ONE, GL_ZERO);
843         GL_DepthMask(false);
844         GL_DepthTest(true);
845         R_Mesh_State(&m);
846         GL_Color(0, 0, 0, 1);
847         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
848         qglEnable(GL_CULL_FACE);
849         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
850         r_shadowstage = SHADOWSTAGE_NONE;
851
852         c_rt_lights = c_rt_clears = c_rt_scissored = 0;
853         c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0;
854         c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
855 }
856
857 void R_Shadow_Stage_ShadowVolumes(void)
858 {
859         rmeshstate_t m;
860         memset(&m, 0, sizeof(m));
861         R_Mesh_State(&m);
862         GL_Color(1, 1, 1, 1);
863         GL_ColorMask(0, 0, 0, 0);
864         GL_BlendFunc(GL_ONE, GL_ZERO);
865         GL_DepthMask(false);
866         GL_DepthTest(true);
867         qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
868         //if (r_shadow_shadow_polygonoffset.value != 0)
869         //{
870         //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
871         //      qglEnable(GL_POLYGON_OFFSET_FILL);
872         //}
873         //else
874         //      qglDisable(GL_POLYGON_OFFSET_FILL);
875         qglDepthFunc(GL_LESS);
876         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
877         qglEnable(GL_STENCIL_TEST);
878         qglStencilFunc(GL_ALWAYS, 128, ~0);
879         if (gl_ext_stenciltwoside.integer)
880         {
881                 r_shadowstage = SHADOWSTAGE_STENCILTWOSIDE;
882                 qglDisable(GL_CULL_FACE);
883                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
884                 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
885                 qglStencilMask(~0);
886                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
887                 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
888                 qglStencilMask(~0);
889                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
890         }
891         else
892         {
893                 r_shadowstage = SHADOWSTAGE_STENCIL;
894                 qglEnable(GL_CULL_FACE);
895                 qglStencilMask(~0);
896                 // this is changed by every shadow render so its value here is unimportant
897                 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
898         }
899         GL_Clear(GL_STENCIL_BUFFER_BIT);
900         c_rt_clears++;
901         // LordHavoc note: many shadow volumes reside entirely inside the world
902         // (that is to say they are entirely bounded by their lit surfaces),
903         // which can be optimized by handling things as an inverted light volume,
904         // with the shadow boundaries of the world being simulated by an altered
905         // (129) bias to stencil clearing on such lights
906         // FIXME: generate inverted light volumes for use as shadow volumes and
907         // optimize for them as noted above
908 }
909
910 void R_Shadow_Stage_Light(int shadowtest)
911 {
912         rmeshstate_t m;
913         memset(&m, 0, sizeof(m));
914         R_Mesh_State(&m);
915         GL_BlendFunc(GL_ONE, GL_ONE);
916         GL_DepthMask(false);
917         GL_DepthTest(true);
918         qglPolygonOffset(0, 0);
919         //qglDisable(GL_POLYGON_OFFSET_FILL);
920         GL_Color(1, 1, 1, 1);
921         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
922         qglDepthFunc(GL_EQUAL);
923         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
924         qglEnable(GL_CULL_FACE);
925         if (shadowtest)
926                 qglEnable(GL_STENCIL_TEST);
927         else
928                 qglDisable(GL_STENCIL_TEST);
929         if (gl_support_stenciltwoside)
930                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
931         qglStencilMask(~0);
932         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
933         // only draw light where this geometry was already rendered AND the
934         // stencil is 128 (values other than this mean shadow)
935         qglStencilFunc(GL_EQUAL, 128, ~0);
936         r_shadowstage = SHADOWSTAGE_LIGHT;
937         c_rt_lights++;
938 }
939
940 void R_Shadow_Stage_End(void)
941 {
942         rmeshstate_t m;
943         memset(&m, 0, sizeof(m));
944         R_Mesh_State(&m);
945         GL_BlendFunc(GL_ONE, GL_ZERO);
946         GL_DepthMask(true);
947         GL_DepthTest(true);
948         qglPolygonOffset(0, 0);
949         //qglDisable(GL_POLYGON_OFFSET_FILL);
950         GL_Color(1, 1, 1, 1);
951         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
952         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
953         qglDepthFunc(GL_LEQUAL);
954         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
955         qglDisable(GL_STENCIL_TEST);
956         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
957         if (gl_support_stenciltwoside)
958                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
959         qglStencilMask(~0);
960         qglStencilFunc(GL_ALWAYS, 128, ~0);
961         r_shadowstage = SHADOWSTAGE_NONE;
962 }
963
964 int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
965 {
966         int i, ix1, iy1, ix2, iy2;
967         float x1, y1, x2, y2, x, y, f;
968         vec3_t smins, smaxs;
969         vec4_t v, v2;
970         if (!r_shadow_scissor.integer)
971                 return false;
972         // if view is inside the box, just say yes it's visible
973         if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
974         {
975                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
976                 return false;
977         }
978         for (i = 0;i < 3;i++)
979         {
980                 if (r_viewforward[i] >= 0)
981                 {
982                         v[i] = mins[i];
983                         v2[i] = maxs[i];
984                 }
985                 else
986                 {
987                         v[i] = maxs[i];
988                         v2[i] = mins[i];
989                 }
990         }
991         f = DotProduct(r_viewforward, r_vieworigin) + 1;
992         if (DotProduct(r_viewforward, v2) <= f)
993         {
994                 // entirely behind nearclip plane
995                 return true;
996         }
997         if (DotProduct(r_viewforward, v) >= f)
998         {
999                 // entirely infront of nearclip plane
1000                 x1 = y1 = x2 = y2 = 0;
1001                 for (i = 0;i < 8;i++)
1002                 {
1003                         v[0] = (i & 1) ? mins[0] : maxs[0];
1004                         v[1] = (i & 2) ? mins[1] : maxs[1];
1005                         v[2] = (i & 4) ? mins[2] : maxs[2];
1006                         v[3] = 1.0f;
1007                         GL_TransformToScreen(v, v2);
1008                         //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]);
1009                         x = v2[0];
1010                         y = v2[1];
1011                         if (i)
1012                         {
1013                                 if (x1 > x) x1 = x;
1014                                 if (x2 < x) x2 = x;
1015                                 if (y1 > y) y1 = y;
1016                                 if (y2 < y) y2 = y;
1017                         }
1018                         else
1019                         {
1020                                 x1 = x2 = x;
1021                                 y1 = y2 = y;
1022                         }
1023                 }
1024         }
1025         else
1026         {
1027                 // clipped by nearclip plane
1028                 // this is nasty and crude...
1029                 // create viewspace bbox
1030                 for (i = 0;i < 8;i++)
1031                 {
1032                         v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_vieworigin[0];
1033                         v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_vieworigin[1];
1034                         v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_vieworigin[2];
1035                         v2[0] = -DotProduct(v, r_viewleft);
1036                         v2[1] = DotProduct(v, r_viewup);
1037                         v2[2] = DotProduct(v, r_viewforward);
1038                         if (i)
1039                         {
1040                                 if (smins[0] > v2[0]) smins[0] = v2[0];
1041                                 if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
1042                                 if (smins[1] > v2[1]) smins[1] = v2[1];
1043                                 if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
1044                                 if (smins[2] > v2[2]) smins[2] = v2[2];
1045                                 if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
1046                         }
1047                         else
1048                         {
1049                                 smins[0] = smaxs[0] = v2[0];
1050                                 smins[1] = smaxs[1] = v2[1];
1051                                 smins[2] = smaxs[2] = v2[2];
1052                         }
1053                 }
1054                 // now we have a bbox in viewspace
1055                 // clip it to the view plane
1056                 if (smins[2] < 1)
1057                         smins[2] = 1;
1058                 // return true if that culled the box
1059                 if (smins[2] >= smaxs[2])
1060                         return true;
1061                 // ok some of it is infront of the view, transform each corner back to
1062                 // worldspace and then to screenspace and make screen rect
1063                 // initialize these variables just to avoid compiler warnings
1064                 x1 = y1 = x2 = y2 = 0;
1065                 for (i = 0;i < 8;i++)
1066                 {
1067                         v2[0] = (i & 1) ? smins[0] : smaxs[0];
1068                         v2[1] = (i & 2) ? smins[1] : smaxs[1];
1069                         v2[2] = (i & 4) ? smins[2] : smaxs[2];
1070                         v[0] = v2[0] * -r_viewleft[0] + v2[1] * r_viewup[0] + v2[2] * r_viewforward[0] + r_vieworigin[0];
1071                         v[1] = v2[0] * -r_viewleft[1] + v2[1] * r_viewup[1] + v2[2] * r_viewforward[1] + r_vieworigin[1];
1072                         v[2] = v2[0] * -r_viewleft[2] + v2[1] * r_viewup[2] + v2[2] * r_viewforward[2] + r_vieworigin[2];
1073                         v[3] = 1.0f;
1074                         GL_TransformToScreen(v, v2);
1075                         //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]);
1076                         x = v2[0];
1077                         y = v2[1];
1078                         if (i)
1079                         {
1080                                 if (x1 > x) x1 = x;
1081                                 if (x2 < x) x2 = x;
1082                                 if (y1 > y) y1 = y;
1083                                 if (y2 < y) y2 = y;
1084                         }
1085                         else
1086                         {
1087                                 x1 = x2 = x;
1088                                 y1 = y2 = y;
1089                         }
1090                 }
1091                 /*
1092                 // this code doesn't handle boxes with any points behind view properly
1093                 x1 = 1000;x2 = -1000;
1094                 y1 = 1000;y2 = -1000;
1095                 for (i = 0;i < 8;i++)
1096                 {
1097                         v[0] = (i & 1) ? mins[0] : maxs[0];
1098                         v[1] = (i & 2) ? mins[1] : maxs[1];
1099                         v[2] = (i & 4) ? mins[2] : maxs[2];
1100                         v[3] = 1.0f;
1101                         GL_TransformToScreen(v, v2);
1102                         //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]);
1103                         if (v2[2] > 0)
1104                         {
1105                                 x = v2[0];
1106                                 y = v2[1];
1107
1108                                 if (x1 > x) x1 = x;
1109                                 if (x2 < x) x2 = x;
1110                                 if (y1 > y) y1 = y;
1111                                 if (y2 < y) y2 = y;
1112                         }
1113                 }
1114                 */
1115         }
1116         ix1 = x1 - 1.0f;
1117         iy1 = y1 - 1.0f;
1118         ix2 = x2 + 1.0f;
1119         iy2 = y2 + 1.0f;
1120         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1121         if (ix1 < r_view_x) ix1 = r_view_x;
1122         if (iy1 < r_view_y) iy1 = r_view_y;
1123         if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1124         if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1125         if (ix2 <= ix1 || iy2 <= iy1)
1126                 return true;
1127         // set up the scissor rectangle
1128         GL_Scissor(ix1, vid.realheight - iy2, ix2 - ix1, iy2 - iy1);
1129         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1130         //qglEnable(GL_SCISSOR_TEST);
1131         c_rt_scissored++;
1132         return false;
1133 }
1134
1135 static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
1136 {
1137         float *color4f = varray_color4f;
1138         float dist, dot, intensity, v[3], n[3];
1139         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1140         {
1141                 Matrix4x4_Transform(m, vertex3f, v);
1142                 if ((dist = DotProduct(v, v)) < 1)
1143                 {
1144                         Matrix4x4_Transform3x3(m, normal3f, n);
1145                         if ((dot = DotProduct(n, v)) > 0)
1146                         {
1147                                 dist = sqrt(dist);
1148                                 intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1149                                 intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1150                                 VectorScale(lightcolor, intensity, color4f);
1151                                 color4f[3] = 1;
1152                         }
1153                         else
1154                         {
1155                                 VectorClear(color4f);
1156                                 color4f[3] = 1;
1157                         }
1158                 }
1159                 else
1160                 {
1161                         VectorClear(color4f);
1162                         color4f[3] = 1;
1163                 }
1164         }
1165 }
1166
1167 static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
1168 {
1169         float *color4f = varray_color4f;
1170         float dist, dot, intensity, v[3], n[3];
1171         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1172         {
1173                 Matrix4x4_Transform(m, vertex3f, v);
1174                 if ((dist = fabs(v[2])) < 1)
1175                 {
1176                         Matrix4x4_Transform3x3(m, normal3f, n);
1177                         if ((dot = DotProduct(n, v)) > 0)
1178                         {
1179                                 intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1180                                 intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1181                                 VectorScale(lightcolor, intensity, color4f);
1182                                 color4f[3] = 1;
1183                         }
1184                         else
1185                         {
1186                                 VectorClear(color4f);
1187                                 color4f[3] = 1;
1188                         }
1189                 }
1190                 else
1191                 {
1192                         VectorClear(color4f);
1193                         color4f[3] = 1;
1194                 }
1195         }
1196 }
1197
1198 static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
1199 {
1200         float *color4f = varray_color4f;
1201         float dot, intensity, v[3], n[3];
1202         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1203         {
1204                 Matrix4x4_Transform(m, vertex3f, v);
1205                 Matrix4x4_Transform3x3(m, normal3f, n);
1206                 if ((dot = DotProduct(n, v)) > 0)
1207                 {
1208                         intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1209                         VectorScale(lightcolor, intensity, color4f);
1210                         color4f[3] = 1;
1211                 }
1212                 else
1213                 {
1214                         VectorClear(color4f);
1215                         color4f[3] = 1;
1216                 }
1217         }
1218 }
1219
1220 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1221 #define USETEXMATRIX
1222
1223 #ifndef USETEXMATRIX
1224 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1225 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1226 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1227 {
1228         do
1229         {
1230                 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1231                 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1232                 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1233                 vertex3f += 3;
1234                 tc3f += 3;
1235         }
1236         while (--numverts);
1237 }
1238
1239 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1240 {
1241         do
1242         {
1243                 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1244                 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1245                 vertex3f += 3;
1246                 tc2f += 2;
1247         }
1248         while (--numverts);
1249 }
1250 #endif
1251
1252 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)
1253 {
1254         int i;
1255         float lightdir[3];
1256         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1257         {
1258                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1259                 // the cubemap normalizes this for us
1260                 out3f[0] = DotProduct(svector3f, lightdir);
1261                 out3f[1] = DotProduct(tvector3f, lightdir);
1262                 out3f[2] = DotProduct(normal3f, lightdir);
1263         }
1264 }
1265
1266 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)
1267 {
1268         int i;
1269         float lightdir[3], eyedir[3], halfdir[3];
1270         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1271         {
1272                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1273                 VectorNormalizeFast(lightdir);
1274                 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1275                 VectorNormalizeFast(eyedir);
1276                 VectorAdd(lightdir, eyedir, halfdir);
1277                 // the cubemap normalizes this for us
1278                 out3f[0] = DotProduct(svector3f, halfdir);
1279                 out3f[1] = DotProduct(tvector3f, halfdir);
1280                 out3f[2] = DotProduct(normal3f, halfdir);
1281         }
1282 }
1283
1284 void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, int lighting)
1285 {
1286         int renders;
1287         float color[3], color2[3], colorscale;
1288         rmeshstate_t m;
1289         if (!bumptexture)
1290                 bumptexture = r_shadow_blankbumptexture;
1291         if (!glosstexture)
1292                 glosstexture = r_shadow_blankglosstexture;
1293         // FIXME: support EF_NODEPTHTEST
1294         GL_DepthMask(false);
1295         GL_DepthTest(true);
1296         if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
1297         {
1298                 if (lighting & LIGHTING_DIFFUSE)
1299                 {
1300                         GL_Color(1,1,1,1);
1301                         colorscale = r_shadow_lightintensityscale.value;
1302                         // colorscale accounts for how much we multiply the brightness
1303                         // during combine.
1304                         //
1305                         // mult is how many times the final pass of the lighting will be
1306                         // performed to get more brightness than otherwise possible.
1307                         //
1308                         // Limit mult to 64 for sanity sake.
1309                         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1310                         {
1311                                 // 3/2 3D combine path (Geforce3, Radeon 8500)
1312                                 memset(&m, 0, sizeof(m));
1313                                 m.pointer_vertex = vertex3f;
1314                                 m.tex[0] = R_GetTexture(bumptexture);
1315                                 m.texcombinergb[0] = GL_REPLACE;
1316                                 m.pointer_texcoord[0] = texcoord2f;
1317                                 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1318                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1319                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1320                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1321                                 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1322 #ifdef USETEXMATRIX
1323                                 m.pointer_texcoord3f[2] = vertex3f;
1324                                 m.texmatrix[2] = *matrix_modeltoattenuationxyz;
1325 #else
1326                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1327                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
1328 #endif
1329                                 R_Mesh_State(&m);
1330                                 GL_ColorMask(0,0,0,1);
1331                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1332                                 GL_LockArrays(0, numverts);
1333                                 R_Mesh_Draw(numverts, numtriangles, elements);
1334                                 GL_LockArrays(0, 0);
1335                                 c_rt_lightmeshes++;
1336                                 c_rt_lighttris += numtriangles;
1337         
1338                                 memset(&m, 0, sizeof(m));
1339                                 m.pointer_vertex = vertex3f;
1340                                 m.tex[0] = R_GetTexture(basetexture);
1341                                 m.pointer_texcoord[0] = texcoord2f;
1342                                 if (lightcubemap)
1343                                 {
1344                                         m.texcubemap[1] = R_GetTexture(lightcubemap);
1345 #ifdef USETEXMATRIX
1346                                         m.pointer_texcoord3f[1] = vertex3f;
1347                                         m.texmatrix[1] = *matrix_modeltolight;
1348 #else
1349                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1350                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1351 #endif
1352                                 }
1353                         }
1354                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
1355                         {
1356                                 // 1/2/2 3D combine path (original Radeon)
1357                                 memset(&m, 0, sizeof(m));
1358                                 m.pointer_vertex = vertex3f;
1359                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1360 #ifdef USETEXMATRIX
1361                                 m.pointer_texcoord3f[0] = vertex3f;
1362                                 m.texmatrix[0] = *matrix_modeltoattenuationxyz;
1363 #else
1364                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1365                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1366 #endif
1367                                 R_Mesh_State(&m);
1368                                 GL_ColorMask(0,0,0,1);
1369                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1370                                 GL_LockArrays(0, numverts);
1371                                 R_Mesh_Draw(numverts, numtriangles, elements);
1372                                 GL_LockArrays(0, 0);
1373                                 c_rt_lightmeshes++;
1374                                 c_rt_lighttris += numtriangles;
1375         
1376                                 memset(&m, 0, sizeof(m));
1377                                 m.pointer_vertex = vertex3f;
1378                                 m.tex[0] = R_GetTexture(bumptexture);
1379                                 m.texcombinergb[0] = GL_REPLACE;
1380                                 m.pointer_texcoord[0] = texcoord2f;
1381                                 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1382                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1383                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1384                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1385                                 R_Mesh_State(&m);
1386                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1387                                 GL_LockArrays(0, numverts);
1388                                 R_Mesh_Draw(numverts, numtriangles, elements);
1389                                 GL_LockArrays(0, 0);
1390                                 c_rt_lightmeshes++;
1391                                 c_rt_lighttris += numtriangles;
1392         
1393                                 memset(&m, 0, sizeof(m));
1394                                 m.pointer_vertex = vertex3f;
1395                                 m.tex[0] = R_GetTexture(basetexture);
1396                                 m.pointer_texcoord[0] = texcoord2f;
1397                                 if (lightcubemap)
1398                                 {
1399                                         m.texcubemap[1] = R_GetTexture(lightcubemap);
1400 #ifdef USETEXMATRIX
1401                                         m.pointer_texcoord3f[1] = vertex3f;
1402                                         m.texmatrix[1] = *matrix_modeltolight;
1403 #else
1404                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1405                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1406 #endif
1407                                 }
1408                         }
1409                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
1410                         {
1411                                 // 2/2 3D combine path (original Radeon)
1412                                 memset(&m, 0, sizeof(m));
1413                                 m.pointer_vertex = vertex3f;
1414                                 m.tex[0] = R_GetTexture(bumptexture);
1415                                 m.texcombinergb[0] = GL_REPLACE;
1416                                 m.pointer_texcoord[0] = texcoord2f;
1417                                 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1418                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1419                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1420                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1421                                 R_Mesh_State(&m);
1422                                 GL_ColorMask(0,0,0,1);
1423                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1424                                 GL_LockArrays(0, numverts);
1425                                 R_Mesh_Draw(numverts, numtriangles, elements);
1426                                 GL_LockArrays(0, 0);
1427                                 c_rt_lightmeshes++;
1428                                 c_rt_lighttris += numtriangles;
1429         
1430                                 memset(&m, 0, sizeof(m));
1431                                 m.pointer_vertex = vertex3f;
1432                                 m.tex[0] = R_GetTexture(basetexture);
1433                                 m.pointer_texcoord[0] = texcoord2f;
1434                                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1435 #ifdef USETEXMATRIX
1436                                 m.pointer_texcoord3f[1] = vertex3f;
1437                                 m.texmatrix[1] = *matrix_modeltoattenuationxyz;
1438 #else
1439                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1440                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
1441 #endif
1442                         }
1443                         else if (r_textureunits.integer >= 4)
1444                         {
1445                                 // 4/2 2D combine path (Geforce3, Radeon 8500)
1446                                 memset(&m, 0, sizeof(m));
1447                                 m.pointer_vertex = vertex3f;
1448                                 m.tex[0] = R_GetTexture(bumptexture);
1449                                 m.texcombinergb[0] = GL_REPLACE;
1450                                 m.pointer_texcoord[0] = texcoord2f;
1451                                 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1452                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1453                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1454                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1455                                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1456 #ifdef USETEXMATRIX
1457                                 m.pointer_texcoord3f[2] = vertex3f;
1458                                 m.texmatrix[2] = *matrix_modeltoattenuationxyz;
1459 #else
1460                                 m.pointer_texcoord[2] = varray_texcoord2f[2];
1461                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
1462 #endif
1463                                 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
1464 #ifdef USETEXMATRIX
1465                                 m.pointer_texcoord3f[3] = vertex3f;
1466                                 m.texmatrix[3] = *matrix_modeltoattenuationz;
1467 #else
1468                                 m.pointer_texcoord[3] = varray_texcoord2f[3];
1469                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
1470 #endif
1471                                 R_Mesh_State(&m);
1472                                 GL_ColorMask(0,0,0,1);
1473                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1474                                 GL_LockArrays(0, numverts);
1475                                 R_Mesh_Draw(numverts, numtriangles, elements);
1476                                 GL_LockArrays(0, 0);
1477                                 c_rt_lightmeshes++;
1478                                 c_rt_lighttris += numtriangles;
1479         
1480                                 memset(&m, 0, sizeof(m));
1481                                 m.pointer_vertex = vertex3f;
1482                                 m.tex[0] = R_GetTexture(basetexture);
1483                                 m.pointer_texcoord[0] = texcoord2f;
1484                                 if (lightcubemap)
1485                                 {
1486                                         m.texcubemap[1] = R_GetTexture(lightcubemap);
1487 #ifdef USETEXMATRIX
1488                                         m.pointer_texcoord3f[1] = vertex3f;
1489                                         m.texmatrix[1] = *matrix_modeltolight;
1490 #else
1491                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1492                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1493 #endif
1494                                 }
1495                         }
1496                         else
1497                         {
1498                                 // 2/2/2 2D combine path (any dot3 card)
1499                                 memset(&m, 0, sizeof(m));
1500                                 m.pointer_vertex = vertex3f;
1501                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1502 #ifdef USETEXMATRIX
1503                                 m.pointer_texcoord3f[0] = vertex3f;
1504                                 m.texmatrix[0] = *matrix_modeltoattenuationxyz;
1505 #else
1506                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1507                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1508 #endif
1509                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1510 #ifdef USETEXMATRIX
1511                                 m.pointer_texcoord3f[1] = vertex3f;
1512                                 m.texmatrix[1] = *matrix_modeltoattenuationz;
1513 #else
1514                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1515                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
1516 #endif
1517                                 R_Mesh_State(&m);
1518                                 GL_ColorMask(0,0,0,1);
1519                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1520                                 GL_LockArrays(0, numverts);
1521                                 R_Mesh_Draw(numverts, numtriangles, elements);
1522                                 GL_LockArrays(0, 0);
1523                                 c_rt_lightmeshes++;
1524                                 c_rt_lighttris += numtriangles;
1525         
1526                                 memset(&m, 0, sizeof(m));
1527                                 m.pointer_vertex = vertex3f;
1528                                 m.tex[0] = R_GetTexture(bumptexture);
1529                                 m.texcombinergb[0] = GL_REPLACE;
1530                                 m.pointer_texcoord[0] = texcoord2f;
1531                                 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1532                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1533                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1534                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1535                                 R_Mesh_State(&m);
1536                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1537                                 GL_LockArrays(0, numverts);
1538                                 R_Mesh_Draw(numverts, numtriangles, elements);
1539                                 GL_LockArrays(0, 0);
1540                                 c_rt_lightmeshes++;
1541                                 c_rt_lighttris += numtriangles;
1542         
1543                                 memset(&m, 0, sizeof(m));
1544                                 m.pointer_vertex = vertex3f;
1545                                 m.tex[0] = R_GetTexture(basetexture);
1546                                 m.pointer_texcoord[0] = texcoord2f;
1547                                 if (lightcubemap)
1548                                 {
1549                                         m.texcubemap[1] = R_GetTexture(lightcubemap);
1550 #ifdef USETEXMATRIX
1551                                         m.pointer_texcoord3f[1] = vertex3f;
1552                                         m.texmatrix[1] = *matrix_modeltolight;
1553 #else
1554                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1555                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1556 #endif
1557                                 }
1558                         }
1559                         // this final code is shared
1560                         R_Mesh_State(&m);
1561                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1562                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1563                         VectorScale(lightcolor, colorscale, color2);
1564                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1565                         {
1566                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1567                                 GL_LockArrays(0, numverts);
1568                                 R_Mesh_Draw(numverts, numtriangles, elements);
1569                                 GL_LockArrays(0, 0);
1570                                 c_rt_lightmeshes++;
1571                                 c_rt_lighttris += numtriangles;
1572                         }
1573                 }
1574                 if ((lighting & LIGHTING_SPECULAR) && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture)))
1575                 {
1576                         // FIXME: detect blendsquare!
1577                         //if (gl_support_blendsquare)
1578                         {
1579                                 colorscale = r_shadow_lightintensityscale.value * r_shadow_glossintensity.value;
1580                                 if (glosstexture == r_shadow_blankglosstexture)
1581                                         colorscale *= r_shadow_gloss2intensity.value;
1582                                 GL_Color(1,1,1,1);
1583                                 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
1584                                 {
1585                                         // 2/0/0/1/2 3D combine blendsquare path
1586                                         memset(&m, 0, sizeof(m));
1587                                         m.pointer_vertex = vertex3f;
1588                                         m.tex[0] = R_GetTexture(bumptexture);
1589                                         m.pointer_texcoord[0] = texcoord2f;
1590                                         m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1591                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1592                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1593                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
1594                                         R_Mesh_State(&m);
1595                                         GL_ColorMask(0,0,0,1);
1596                                         // this squares the result
1597                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1598                                         GL_LockArrays(0, numverts);
1599                                         R_Mesh_Draw(numverts, numtriangles, elements);
1600                                         GL_LockArrays(0, 0);
1601                                         c_rt_lightmeshes++;
1602                                         c_rt_lighttris += numtriangles;
1603                 
1604                                         memset(&m, 0, sizeof(m));
1605                                         m.pointer_vertex = vertex3f;
1606                                         R_Mesh_State(&m);
1607                                         GL_LockArrays(0, numverts);
1608                                         // square alpha in framebuffer a few times to make it shiny
1609                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1610                                         // these comments are a test run through this math for intensity 0.5
1611                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1612                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
1613                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1614                                         R_Mesh_Draw(numverts, numtriangles, elements);
1615                                         c_rt_lightmeshes++;
1616                                         c_rt_lighttris += numtriangles;
1617                                         R_Mesh_Draw(numverts, numtriangles, elements);
1618                                         c_rt_lightmeshes++;
1619                                         c_rt_lighttris += numtriangles;
1620                                         GL_LockArrays(0, 0);
1621                 
1622                                         memset(&m, 0, sizeof(m));
1623                                         m.pointer_vertex = vertex3f;
1624                                         m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1625 #ifdef USETEXMATRIX
1626                                         m.pointer_texcoord3f[0] = vertex3f;
1627                                         m.texmatrix[0] = *matrix_modeltoattenuationxyz;
1628 #else
1629                                         m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1630                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1631 #endif
1632                                         R_Mesh_State(&m);
1633                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1634                                         GL_LockArrays(0, numverts);
1635                                         R_Mesh_Draw(numverts, numtriangles, elements);
1636                                         GL_LockArrays(0, 0);
1637                                         c_rt_lightmeshes++;
1638                                         c_rt_lighttris += numtriangles;
1639                 
1640                                         memset(&m, 0, sizeof(m));
1641                                         m.pointer_vertex = vertex3f;
1642                                         m.tex[0] = R_GetTexture(glosstexture);
1643                                         m.pointer_texcoord[0] = texcoord2f;
1644                                         if (lightcubemap)
1645                                         {
1646                                                 m.texcubemap[1] = R_GetTexture(lightcubemap);
1647 #ifdef USETEXMATRIX
1648                                                 m.pointer_texcoord3f[1] = vertex3f;
1649                                                 m.texmatrix[1] = *matrix_modeltolight;
1650 #else
1651                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1652                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1653 #endif
1654                                         }
1655                                 }
1656                                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
1657                                 {
1658                                         // 2/0/0/2 3D combine blendsquare path
1659                                         memset(&m, 0, sizeof(m));
1660                                         m.pointer_vertex = vertex3f;
1661                                         m.tex[0] = R_GetTexture(bumptexture);
1662                                         m.pointer_texcoord[0] = texcoord2f;
1663                                         m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1664                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1665                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1666                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
1667                                         R_Mesh_State(&m);
1668                                         GL_ColorMask(0,0,0,1);
1669                                         // this squares the result
1670                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1671                                         GL_LockArrays(0, numverts);
1672                                         R_Mesh_Draw(numverts, numtriangles, elements);
1673                                         GL_LockArrays(0, 0);
1674                                         c_rt_lightmeshes++;
1675                                         c_rt_lighttris += numtriangles;
1676                 
1677                                         memset(&m, 0, sizeof(m));
1678                                         m.pointer_vertex = vertex3f;
1679                                         R_Mesh_State(&m);
1680                                         GL_LockArrays(0, numverts);
1681                                         // square alpha in framebuffer a few times to make it shiny
1682                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1683                                         // these comments are a test run through this math for intensity 0.5
1684                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1685                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
1686                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1687                                         R_Mesh_Draw(numverts, numtriangles, elements);
1688                                         c_rt_lightmeshes++;
1689                                         c_rt_lighttris += numtriangles;
1690                                         R_Mesh_Draw(numverts, numtriangles, elements);
1691                                         c_rt_lightmeshes++;
1692                                         c_rt_lighttris += numtriangles;
1693                                         GL_LockArrays(0, 0);
1694                 
1695                                         memset(&m, 0, sizeof(m));
1696                                         m.pointer_vertex = vertex3f;
1697                                         m.tex[0] = R_GetTexture(glosstexture);
1698                                         m.pointer_texcoord[0] = texcoord2f;
1699                                         m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1700 #ifdef USETEXMATRIX
1701                                         m.pointer_texcoord3f[1] = vertex3f;
1702                                         m.texmatrix[1] = *matrix_modeltoattenuationxyz;
1703 #else
1704                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1705                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
1706 #endif
1707                                 }
1708                                 else
1709                                 {
1710                                         // 2/0/0/2/2 2D combine blendsquare path
1711                                         memset(&m, 0, sizeof(m));
1712                                         m.pointer_vertex = vertex3f;
1713                                         m.tex[0] = R_GetTexture(bumptexture);
1714                                         m.pointer_texcoord[0] = texcoord2f;
1715                                         m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1716                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1717                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1718                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
1719                                         R_Mesh_State(&m);
1720                                         GL_ColorMask(0,0,0,1);
1721                                         // this squares the result
1722                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1723                                         GL_LockArrays(0, numverts);
1724                                         R_Mesh_Draw(numverts, numtriangles, elements);
1725                                         GL_LockArrays(0, 0);
1726                                         c_rt_lightmeshes++;
1727                                         c_rt_lighttris += numtriangles;
1728                 
1729                                         memset(&m, 0, sizeof(m));
1730                                         m.pointer_vertex = vertex3f;
1731                                         R_Mesh_State(&m);
1732                                         GL_LockArrays(0, numverts);
1733                                         // square alpha in framebuffer a few times to make it shiny
1734                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1735                                         // these comments are a test run through this math for intensity 0.5
1736                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1737                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
1738                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1739                                         R_Mesh_Draw(numverts, numtriangles, elements);
1740                                         c_rt_lightmeshes++;
1741                                         c_rt_lighttris += numtriangles;
1742                                         R_Mesh_Draw(numverts, numtriangles, elements);
1743                                         c_rt_lightmeshes++;
1744                                         c_rt_lighttris += numtriangles;
1745                                         GL_LockArrays(0, 0);
1746                 
1747                                         memset(&m, 0, sizeof(m));
1748                                         m.pointer_vertex = vertex3f;
1749                                         m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1750 #ifdef USETEXMATRIX
1751                                         m.pointer_texcoord3f[0] = vertex3f;
1752                                         m.texmatrix[0] = *matrix_modeltoattenuationxyz;
1753 #else
1754                                         m.pointer_texcoord[0] = varray_texcoord2f[0];
1755                                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1756 #endif
1757                                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1758 #ifdef USETEXMATRIX
1759                                         m.pointer_texcoord3f[1] = vertex3f;
1760                                         m.texmatrix[1] = *matrix_modeltoattenuationz;
1761 #else
1762                                         m.pointer_texcoord[1] = varray_texcoord2f[1];
1763                                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
1764 #endif
1765                                         R_Mesh_State(&m);
1766                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1767                                         GL_LockArrays(0, numverts);
1768                                         R_Mesh_Draw(numverts, numtriangles, elements);
1769                                         GL_LockArrays(0, 0);
1770                                         c_rt_lightmeshes++;
1771                                         c_rt_lighttris += numtriangles;
1772                 
1773                                         memset(&m, 0, sizeof(m));
1774                                         m.pointer_vertex = vertex3f;
1775                                         m.tex[0] = R_GetTexture(glosstexture);
1776                                         m.pointer_texcoord[0] = texcoord2f;
1777                                         if (lightcubemap)
1778                                         {
1779                                                 m.texcubemap[1] = R_GetTexture(lightcubemap);
1780 #ifdef USETEXMATRIX
1781                                                 m.pointer_texcoord3f[1] = vertex3f;
1782                                                 m.texmatrix[1] = *matrix_modeltolight;
1783 #else
1784                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1785                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1786 #endif
1787                                         }
1788                                 }
1789                         }
1790                         R_Mesh_State(&m);
1791                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1792                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1793                         VectorScale(lightcolor, colorscale, color2);
1794                         GL_LockArrays(0, numverts);
1795                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1796                         {
1797                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1798                                 R_Mesh_Draw(numverts, numtriangles, elements);
1799                                 c_rt_lightmeshes++;
1800                                 c_rt_lighttris += numtriangles;
1801                         }
1802                         GL_LockArrays(0, 0);
1803                 }
1804         }
1805         else
1806         {
1807                 if (lighting & LIGHTING_DIFFUSE)
1808                 {
1809                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1810                         VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
1811                         memset(&m, 0, sizeof(m));
1812                         m.pointer_vertex = vertex3f;
1813                         m.pointer_color = varray_color4f;
1814                         m.tex[0] = R_GetTexture(basetexture);
1815                         m.pointer_texcoord[0] = texcoord2f;
1816                         if (r_textureunits.integer >= 2)
1817                         {
1818                                 // voodoo2
1819                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1820 #ifdef USETEXMATRIX
1821                                 m.pointer_texcoord3f[1] = vertex3f;
1822                                 m.texmatrix[1] = *matrix_modeltoattenuationxyz;
1823 #else
1824                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1825                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
1826 #endif
1827                                 if (r_textureunits.integer >= 3)
1828                                 {
1829                                         // Geforce3/Radeon class but not using dot3
1830                                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1831 #ifdef USETEXMATRIX
1832                                         m.pointer_texcoord3f[2] = vertex3f;
1833                                         m.texmatrix[2] = *matrix_modeltoattenuationz;
1834 #else
1835                                         m.pointer_texcoord[2] = varray_texcoord2f[2];
1836                                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationz);
1837 #endif
1838                                 }
1839                         }
1840                         R_Mesh_State(&m);
1841                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1842                         {
1843                                 color[0] = bound(0, color2[0], 1);
1844                                 color[1] = bound(0, color2[1], 1);
1845                                 color[2] = bound(0, color2[2], 1);
1846                                 if (r_textureunits.integer >= 3)
1847                                         R_Shadow_VertexShading(numverts, vertex3f, normal3f, color, matrix_modeltolight);
1848                                 else if (r_textureunits.integer >= 2)
1849                                         R_Shadow_VertexShadingWithZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight);
1850                                 else
1851                                         R_Shadow_VertexShadingWithXYZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight);
1852                                 GL_LockArrays(0, numverts);
1853                                 R_Mesh_Draw(numverts, numtriangles, elements);
1854                                 GL_LockArrays(0, 0);
1855                                 c_rt_lightmeshes++;
1856                                 c_rt_lighttris += numtriangles;
1857                         }
1858                 }
1859         }
1860 }
1861
1862 void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
1863 {
1864         int j, k;
1865         float scale;
1866         R_RTLight_Uncompile(rtlight);
1867         memset(rtlight, 0, sizeof(*rtlight));
1868
1869         VectorCopy(light->origin, rtlight->shadoworigin);
1870         VectorCopy(light->color, rtlight->color);
1871         rtlight->radius = light->radius;
1872         //rtlight->cullradius = rtlight->radius;
1873         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
1874         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
1875         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
1876         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
1877         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
1878         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
1879         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
1880         rtlight->cubemapname[0] = 0;
1881         if (light->cubemapname[0])
1882                 strcpy(rtlight->cubemapname, light->cubemapname);
1883         else if (light->cubemapnum > 0)
1884                 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
1885         rtlight->shadow = light->shadow;
1886         rtlight->corona = light->corona;
1887         rtlight->style = light->style;
1888         rtlight->isstatic = isstatic;
1889         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
1890         // ConcatScale won't work here because this needs to scale rotate and
1891         // translate, not just rotate
1892         scale = 1.0f / rtlight->radius;
1893         for (k = 0;k < 3;k++)
1894                 for (j = 0;j < 4;j++)
1895                         rtlight->matrix_worldtolight.m[k][j] *= scale;
1896         Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &rtlight->matrix_worldtolight);
1897         Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationz, &matrix_attenuationz, &rtlight->matrix_worldtolight);
1898
1899         rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
1900         rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
1901         VectorScale(rtlight->color, rtlight->radius * d_lightstylevalue[rtlight->style] * 0.125f, rtlight->lightmap_light);
1902         rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
1903 }
1904
1905 // compiles rtlight geometry
1906 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
1907 void R_RTLight_Compile(rtlight_t *rtlight)
1908 {
1909         int shadowmeshes, shadowtris, lightmeshes, lighttris, numclusters, numsurfaces;
1910         entity_render_t *ent = &cl_entities[0].render;
1911         model_t *model = ent->model;
1912
1913         // compile the light
1914         rtlight->compiled = true;
1915         rtlight->static_numclusters = 0;
1916         rtlight->static_numclusterpvsbytes = 0;
1917         rtlight->static_clusterlist = NULL;
1918         rtlight->static_clusterpvs = NULL;
1919         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
1920         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
1921         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
1922         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
1923         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
1924         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
1925
1926         if (model && model->GetLightInfo)
1927         {
1928                 // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering
1929                 r_shadow_compilingrtlight = rtlight;
1930                 R_Shadow_EnlargeClusterBuffer(model->brush.num_pvsclusters);
1931                 R_Shadow_EnlargeSurfaceBuffer(model->nummodelsurfaces); 
1932                 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
1933                 if (numclusters)
1934                 {
1935                         rtlight->static_numclusters = numclusters;
1936                         rtlight->static_numclusterpvsbytes = (model->brush.num_pvsclusters + 7) >> 3;
1937                         rtlight->static_clusterlist = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist));
1938                         rtlight->static_clusterpvs = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusterpvsbytes);
1939                         memcpy(rtlight->static_clusterlist, r_shadow_buffer_clusterlist, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist));
1940                         memcpy(rtlight->static_clusterpvs, r_shadow_buffer_clusterpvs, rtlight->static_numclusterpvsbytes);
1941                 }
1942                 if (model->DrawShadowVolume && rtlight->shadow)
1943                 {
1944                         rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1945                         model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
1946                         rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
1947                 }
1948                 if (model->DrawLight)
1949                 {
1950                         rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
1951                         model->DrawLight(ent, rtlight->shadoworigin, vec3_origin, rtlight->radius, vec3_origin, &r_identitymatrix, &r_identitymatrix, &r_identitymatrix, NULL, numsurfaces, r_shadow_buffer_surfacelist);
1952                         rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
1953                 }
1954                 // switch back to rendering when DrawShadowVolume or DrawLight is called
1955                 r_shadow_compilingrtlight = NULL;
1956         }
1957
1958
1959         // use smallest available cullradius - box radius or light radius
1960         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
1961         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
1962
1963         shadowmeshes = 0;
1964         shadowtris = 0;
1965         if (rtlight->static_meshchain_shadow)
1966         {
1967                 shadowmesh_t *mesh;
1968                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
1969                 {
1970                         shadowmeshes++;
1971                         shadowtris += mesh->numtriangles;
1972                 }
1973         }
1974
1975         lightmeshes = 0;
1976         lighttris = 0;
1977         if (rtlight->static_meshchain_light)
1978         {
1979                 shadowmesh_t *mesh;
1980                 for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
1981                 {
1982                         lightmeshes++;
1983                         lighttris += mesh->numtriangles;
1984                 }
1985         }
1986
1987         Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes), %i light 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, lighttris, lightmeshes);
1988 }
1989
1990 void R_RTLight_Uncompile(rtlight_t *rtlight)
1991 {
1992         if (rtlight->compiled)
1993         {
1994                 if (rtlight->static_meshchain_shadow)
1995                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
1996                 rtlight->static_meshchain_shadow = NULL;
1997                 if (rtlight->static_meshchain_light)
1998                         Mod_ShadowMesh_Free(rtlight->static_meshchain_light);
1999                 rtlight->static_meshchain_light = NULL;
2000                 if (rtlight->static_clusterlist)
2001                         Mem_Free(rtlight->static_clusterlist);
2002                 rtlight->static_clusterlist = NULL;
2003                 if (rtlight->static_clusterpvs)
2004                         Mem_Free(rtlight->static_clusterpvs);
2005                 rtlight->static_clusterpvs = NULL;
2006                 rtlight->static_numclusters = 0;
2007                 rtlight->static_numclusterpvsbytes = 0;
2008                 rtlight->compiled = false;
2009         }
2010 }
2011
2012 void R_Shadow_UncompileWorldLights(void)
2013 {
2014         dlight_t *light;
2015         for (light = r_shadow_worldlightchain;light;light = light->next)
2016                 R_RTLight_Uncompile(&light->rtlight);
2017 }
2018
2019 void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
2020 {
2021         int i, shadow;
2022         entity_render_t *ent;
2023         float f;
2024         vec3_t relativelightorigin, relativeeyeorigin, lightcolor, lightcolor2;
2025         rtexture_t *cubemaptexture;
2026         matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
2027         int numclusters, numsurfaces;
2028         int *clusterlist, *surfacelist;
2029         qbyte *clusterpvs;
2030         vec3_t cullmins, cullmaxs;
2031         shadowmesh_t *mesh;
2032         rmeshstate_t m;
2033
2034         // loading is done before visibility checks because loading should happen
2035         // all at once at the start of a level, not when it stalls gameplay.
2036         // (especially important to benchmarks)
2037         if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
2038                 R_RTLight_Compile(rtlight);
2039         if (rtlight->cubemapname[0])
2040                 cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname);
2041         else
2042                 cubemaptexture = NULL;
2043
2044         cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2045         cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2046         cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2047         cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2048         cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2049         cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2050         if (d_lightstylevalue[rtlight->style] <= 0)
2051                 return;
2052         numclusters = 0;
2053         clusterlist = NULL;
2054         clusterpvs = NULL;
2055         numsurfaces = 0;
2056         surfacelist = NULL;
2057         if (rtlight->compiled && r_shadow_staticworldlights.integer)
2058         {
2059                 // compiled light, world available and can receive realtime lighting
2060                 // retrieve cluster information
2061                 numclusters = rtlight->static_numclusters;
2062                 clusterlist = rtlight->static_clusterlist;
2063                 clusterpvs = rtlight->static_clusterpvs;
2064                 VectorCopy(rtlight->cullmins, cullmins);
2065                 VectorCopy(rtlight->cullmaxs, cullmaxs);
2066         }
2067         else if (cl.worldmodel && cl.worldmodel->GetLightInfo)
2068         {
2069                 // dynamic light, world available and can receive realtime lighting
2070                 // if the light box is offscreen, skip it right away
2071                 if (R_CullBox(cullmins, cullmaxs))
2072                         return;
2073                 // calculate lit surfaces and clusters
2074                 R_Shadow_EnlargeClusterBuffer(cl.worldmodel->brush.num_pvsclusters);
2075                 R_Shadow_EnlargeSurfaceBuffer(cl.worldmodel->nummodelsurfaces); 
2076                 cl.worldmodel->GetLightInfo(&cl_entities[0].render, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2077                 clusterlist = r_shadow_buffer_clusterlist;
2078                 clusterpvs = r_shadow_buffer_clusterpvs;
2079                 surfacelist = r_shadow_buffer_surfacelist;
2080         }
2081         // if the reduced cluster bounds are offscreen, skip it
2082         if (R_CullBox(cullmins, cullmaxs))
2083                 return;
2084         // check if light is illuminating any visible clusters
2085         if (numclusters)
2086         {
2087                 for (i = 0;i < numclusters;i++)
2088                         if (CHECKPVSBIT(r_pvsbits, clusterlist[i]))
2089                                 break;
2090                 if (i == numclusters)
2091                         return;
2092         }
2093         // set up a scissor rectangle for this light
2094         if (R_Shadow_ScissorForBBox(cullmins, cullmaxs))
2095                 return;
2096
2097         f = d_lightstylevalue[rtlight->style] * (1.0f / 256.0f);
2098         VectorScale(rtlight->color, f, lightcolor);
2099         /*
2100         if (rtlight->selected)
2101         {
2102                 f = 2 + sin(realtime * M_PI * 4.0);
2103                 VectorScale(lightcolor, f, lightcolor);
2104         }
2105         */
2106
2107         shadow = rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows);
2108
2109         if (shadow && (gl_stencil || visiblevolumes))
2110         {
2111                 if (!visiblevolumes)
2112                         R_Shadow_Stage_ShadowVolumes();
2113                 ent = &cl_entities[0].render;
2114                 if (r_shadow_staticworldlights.integer && rtlight->compiled)
2115                 {
2116                         memset(&m, 0, sizeof(m));
2117                         R_Mesh_Matrix(&ent->matrix);
2118                         for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2119                         {
2120                                 m.pointer_vertex = mesh->vertex3f;
2121                                 R_Mesh_State(&m);
2122                                 GL_LockArrays(0, mesh->numverts);
2123                                 if (r_shadowstage == SHADOWSTAGE_STENCIL)
2124                                 {
2125                                         // decrement stencil if frontface is behind depthbuffer
2126                                         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2127                                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2128                                         R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
2129                                         c_rtcached_shadowmeshes++;
2130                                         c_rtcached_shadowtris += mesh->numtriangles;
2131                                         // increment stencil if backface is behind depthbuffer
2132                                         qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2133                                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2134                                 }
2135                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
2136                                 c_rtcached_shadowmeshes++;
2137                                 c_rtcached_shadowtris += mesh->numtriangles;
2138                                 GL_LockArrays(0, 0);
2139                         }
2140                 }
2141                 else
2142                 {
2143                         Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
2144                         ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, numsurfaces, surfacelist);
2145                 }
2146                 if (r_drawentities.integer)
2147                 {
2148                         for (i = 0;i < r_refdef.numentities;i++)
2149                         {
2150                                 ent = r_refdef.entities[i];
2151                                 // rough checks
2152                                 if (r_shadow_cull.integer)
2153                                 {
2154                                         if (!BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs))
2155                                                 continue;
2156                                         if (cl.worldmodel != NULL && cl.worldmodel->brush.BoxTouchingPVS != NULL && !cl.worldmodel->brush.BoxTouchingPVS(cl.worldmodel, clusterpvs, ent->mins, ent->maxs))
2157                                                 continue;
2158                                 }
2159                                 if (!(ent->flags & RENDER_SHADOW) || !ent->model || !ent->model->DrawShadowVolume)
2160                                         continue;
2161                                 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
2162                                 // light emitting entities should not cast their own shadow
2163                                 if (VectorLength2(relativelightorigin) < 0.1)
2164                                         continue;
2165                                 ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->nummodelsurfaces, ent->model->surfacelist);
2166                         }
2167                 }
2168         }
2169
2170         if (!visiblevolumes)
2171         {
2172                 R_Shadow_Stage_Light(shadow && gl_stencil);
2173
2174                 ent = &cl_entities[0].render;
2175                 if (ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT))
2176                 {
2177                         Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
2178                         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
2179                         Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
2180                         Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
2181                         Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
2182                         if (r_shadow_staticworldlights.integer && rtlight->compiled)
2183                         {
2184                                 R_Mesh_Matrix(&ent->matrix);
2185                                 for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
2186                                         R_Shadow_RenderLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
2187                         }
2188                         else
2189                                 ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, numsurfaces, surfacelist);
2190                 }
2191                 if (r_drawentities.integer)
2192                 {
2193                         for (i = 0;i < r_refdef.numentities;i++)
2194                         {
2195                                 ent = r_refdef.entities[i];
2196                                 // can't draw transparent entity lighting here because
2197                                 // transparent meshes are deferred for later
2198                                 if (ent->visframe == r_framecount && BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) && ent->model && ent->model->DrawLight && (ent->flags & (RENDER_LIGHT | RENDER_TRANSPARENT)) == RENDER_LIGHT)
2199                                 {
2200                                         VectorScale(lightcolor, ent->alpha, lightcolor2);
2201                                         Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
2202                                         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
2203                                         Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
2204                                         Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
2205                                         Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
2206                                         ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, ent->model->nummodelsurfaces, ent->model->surfacelist);
2207                                 }
2208                         }
2209                 }
2210         }
2211 }
2212
2213 void R_ShadowVolumeLighting(int visiblevolumes)
2214 {
2215         int lnum;
2216         dlight_t *light;
2217         rmeshstate_t m;
2218
2219         if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2220                 R_Shadow_EditLights_Reload_f();
2221
2222         if (visiblevolumes)
2223         {
2224                 memset(&m, 0, sizeof(m));
2225                 R_Mesh_State(&m);
2226
2227                 GL_BlendFunc(GL_ONE, GL_ONE);
2228                 GL_DepthMask(false);
2229                 GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
2230                 qglDisable(GL_CULL_FACE);
2231                 GL_Color(0.0, 0.0125, 0.1, 1);
2232         }
2233         else
2234                 R_Shadow_Stage_Begin();
2235         if (r_rtworld)
2236         {
2237                 if (r_shadow_debuglight.integer >= 0)
2238                 {
2239                         for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2240                                 if (lnum == r_shadow_debuglight.integer)
2241                                         R_DrawRTLight(&light->rtlight, visiblevolumes);
2242                 }
2243                 else
2244                         for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2245                                 R_DrawRTLight(&light->rtlight, visiblevolumes);
2246         }
2247         if (r_rtdlight)
2248                 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
2249                         R_DrawRTLight(&light->rtlight, visiblevolumes);
2250
2251         if (visiblevolumes)
2252         {
2253                 qglEnable(GL_CULL_FACE);
2254                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
2255         }
2256         else
2257                 R_Shadow_Stage_End();
2258 }
2259
2260 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2261 typedef struct suffixinfo_s
2262 {
2263         char *suffix;
2264         qboolean flipx, flipy, flipdiagonal;
2265 }
2266 suffixinfo_t;
2267 static suffixinfo_t suffix[3][6] =
2268 {
2269         {
2270                 {"px",   false, false, false},
2271                 {"nx",   false, false, false},
2272                 {"py",   false, false, false},
2273                 {"ny",   false, false, false},
2274                 {"pz",   false, false, false},
2275                 {"nz",   false, false, false}
2276         },
2277         {
2278                 {"posx", false, false, false},
2279                 {"negx", false, false, false},
2280                 {"posy", false, false, false},
2281                 {"negy", false, false, false},
2282                 {"posz", false, false, false},
2283                 {"negz", false, false, false}
2284         },
2285         {
2286                 {"rt",    true, false,  true},
2287                 {"lf",   false,  true,  true},
2288                 {"ft",    true,  true, false},
2289                 {"bk",   false, false, false},
2290                 {"up",    true, false,  true},
2291                 {"dn",    true, false,  true}
2292         }
2293 };
2294
2295 static int componentorder[4] = {0, 1, 2, 3};
2296
2297 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2298 {
2299         int i, j, cubemapsize;
2300         qbyte *cubemappixels, *image_rgba;
2301         rtexture_t *cubemaptexture;
2302         char name[256];
2303         // must start 0 so the first loadimagepixels has no requested width/height
2304         cubemapsize = 0;
2305         cubemappixels = NULL;
2306         cubemaptexture = NULL;
2307         // keep trying different suffix groups (posx, px, rt) until one loads
2308         for (j = 0;j < 3 && !cubemappixels;j++)
2309         {
2310                 // load the 6 images in the suffix group
2311                 for (i = 0;i < 6;i++)
2312                 {
2313                         // generate an image name based on the base and and suffix
2314                         snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2315                         // load it
2316                         if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2317                         {
2318                                 // an image loaded, make sure width and height are equal
2319                                 if (image_width == image_height)
2320                                 {
2321                                         // if this is the first image to load successfully, allocate the cubemap memory
2322                                         if (!cubemappixels && image_width >= 1)
2323                                         {
2324                                                 cubemapsize = image_width;
2325                                                 // note this clears to black, so unavailable sides are black
2326                                                 cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2327                                         }
2328                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2329                                         if (cubemappixels)
2330                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2331                                 }
2332                                 else
2333                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2334                                 // free the image
2335                                 Mem_Free(image_rgba);
2336                         }
2337                 }
2338         }
2339         // if a cubemap loaded, upload it
2340         if (cubemappixels)
2341         {
2342                 if (!r_shadow_filters_texturepool)
2343                         r_shadow_filters_texturepool = R_AllocTexturePool();
2344                 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
2345                 Mem_Free(cubemappixels);
2346         }
2347         else
2348         {
2349                 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
2350                 for (j = 0;j < 3;j++)
2351                         for (i = 0;i < 6;i++)
2352                                 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2353                 Con_Print(" and was unable to find any of them.\n");
2354         }
2355         return cubemaptexture;
2356 }
2357
2358 rtexture_t *R_Shadow_Cubemap(const char *basename)
2359 {
2360         int i;
2361         for (i = 0;i < numcubemaps;i++)
2362                 if (!strcasecmp(cubemaps[i].basename, basename))
2363                         return cubemaps[i].texture;
2364         if (i >= MAX_CUBEMAPS)
2365                 return NULL;
2366         numcubemaps++;
2367         strcpy(cubemaps[i].basename, basename);
2368         cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
2369         return cubemaps[i].texture;
2370 }
2371
2372 void R_Shadow_FreeCubemaps(void)
2373 {
2374         numcubemaps = 0;
2375         R_FreeTexturePool(&r_shadow_filters_texturepool);
2376 }
2377
2378 dlight_t *R_Shadow_NewWorldLight(void)
2379 {
2380         dlight_t *light;
2381         light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
2382         light->next = r_shadow_worldlightchain;
2383         r_shadow_worldlightchain = light;
2384         return light;
2385 }
2386
2387 void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname)
2388 {
2389         VectorCopy(origin, light->origin);
2390         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
2391         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
2392         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
2393         light->color[0] = max(color[0], 0);
2394         light->color[1] = max(color[1], 0);
2395         light->color[2] = max(color[2], 0);
2396         light->radius = max(radius, 0);
2397         light->style = style;
2398         if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
2399         {
2400                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
2401                 light->style = 0;
2402         }
2403         light->shadow = shadowenable;
2404         light->corona = corona;
2405         if (!cubemapname)
2406                 cubemapname = "";
2407         strlcpy(light->cubemapname, cubemapname, strlen(light->cubemapname));
2408         Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
2409
2410         R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
2411 }
2412
2413 void R_Shadow_FreeWorldLight(dlight_t *light)
2414 {
2415         dlight_t **lightpointer;
2416         R_RTLight_Uncompile(&light->rtlight);
2417         for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
2418         if (*lightpointer != light)
2419                 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
2420         *lightpointer = light->next;
2421         Mem_Free(light);
2422 }
2423
2424 void R_Shadow_ClearWorldLights(void)
2425 {
2426         while (r_shadow_worldlightchain)
2427                 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
2428         r_shadow_selectedlight = NULL;
2429         R_Shadow_FreeCubemaps();
2430 }
2431
2432 void R_Shadow_SelectLight(dlight_t *light)
2433 {
2434         if (r_shadow_selectedlight)
2435                 r_shadow_selectedlight->selected = false;
2436         r_shadow_selectedlight = light;
2437         if (r_shadow_selectedlight)
2438                 r_shadow_selectedlight->selected = true;
2439 }
2440
2441 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
2442 {
2443         float scale = r_editlights_cursorgrid.value * 0.5f;
2444         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
2445 }
2446
2447 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
2448 {
2449         float intensity;
2450         const dlight_t *light;
2451         light = calldata1;
2452         intensity = 0.5;
2453         if (light->selected)
2454                 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
2455         if (!light->shadow)
2456                 intensity *= 0.5f;
2457         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
2458 }
2459
2460 void R_Shadow_DrawLightSprites(void)
2461 {
2462         int i;
2463         cachepic_t *pic;
2464         dlight_t *light;
2465
2466         for (i = 0;i < 5;i++)
2467         {
2468                 lighttextures[i] = NULL;
2469                 if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1))))
2470                         lighttextures[i] = pic->tex;
2471         }
2472
2473         for (light = r_shadow_worldlightchain;light;light = light->next)
2474                 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, ((int) light) % 5);
2475         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
2476 }
2477
2478 void R_Shadow_SelectLightInView(void)
2479 {
2480         float bestrating, rating, temp[3];
2481         dlight_t *best, *light;
2482         best = NULL;
2483         bestrating = 0;
2484         for (light = r_shadow_worldlightchain;light;light = light->next)
2485         {
2486                 VectorSubtract(light->origin, r_vieworigin, temp);
2487                 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
2488                 if (rating >= 0.95)
2489                 {
2490                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
2491                         if (bestrating < rating && CL_TraceLine(light->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1.0f)
2492                         {
2493                                 bestrating = rating;
2494                                 best = light;
2495                         }
2496                 }
2497         }
2498         R_Shadow_SelectLight(best);
2499 }
2500
2501 void R_Shadow_LoadWorldLights(void)
2502 {
2503         int n, a, style, shadow;
2504         char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
2505         float origin[3], radius, color[3], angles[3], corona;
2506         if (cl.worldmodel == NULL)
2507         {
2508                 Con_Print("No map loaded.\n");
2509                 return;
2510         }
2511         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
2512         strlcat (name, ".rtlights", sizeof (name));
2513         lightsstring = FS_LoadFile(name, tempmempool, false);
2514         if (lightsstring)
2515         {
2516                 s = lightsstring;
2517                 n = 0;
2518                 while (*s)
2519                 {
2520                         t = s;
2521                         /*
2522                         shadow = true;
2523                         for (;COM_Parse(t, true) && strcmp(
2524                         if (COM_Parse(t, true))
2525                         {
2526                                 if (com_token[0] == '!')
2527                                 {
2528                                         shadow = false;
2529                                         origin[0] = atof(com_token+1);
2530                                 }
2531                                 else
2532                                         origin[0] = atof(com_token);
2533                                 if (Com_Parse(t
2534                         }
2535                         */
2536                         t = s;
2537                         while (*s && *s != '\n')
2538                                 s++;
2539                         if (!*s)
2540                                 break;
2541                         *s = 0;
2542                         shadow = true;
2543                         // check for modifier flags
2544                         if (*t == '!')
2545                         {
2546                                 shadow = false;
2547                                 t++;
2548                         }
2549                         a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2]);
2550                         if (a < 13)
2551                                 VectorClear(angles);
2552                         if (a < 10)
2553                                 corona = 0;
2554                         if (a < 9 || !strcmp(cubemapname, "\"\""))
2555                                 cubemapname[0] = 0;
2556                         *s = '\n';
2557                         if (a < 8)
2558                         {
2559                                 Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2])\n", a, n + 1);
2560                                 break;
2561                         }
2562                         VectorScale(color, r_editlights_rtlightscolorscale.value, color);
2563                         radius *= r_editlights_rtlightssizescale.value;
2564                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname);
2565                         s++;
2566                         n++;
2567                 }
2568                 if (*s)
2569                         Con_Printf("invalid rtlights file \"%s\"\n", name);
2570                 Mem_Free(lightsstring);
2571         }
2572 }
2573
2574 void R_Shadow_SaveWorldLights(void)
2575 {
2576         dlight_t *light;
2577         int bufchars, bufmaxchars;
2578         char *buf, *oldbuf;
2579         char name[MAX_QPATH];
2580         char line[1024];
2581         if (!r_shadow_worldlightchain)
2582                 return;
2583         if (cl.worldmodel == NULL)
2584         {
2585                 Con_Print("No map loaded.\n");
2586                 return;
2587         }
2588         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
2589         strlcat (name, ".rtlights", sizeof (name));
2590         bufchars = bufmaxchars = 0;
2591         buf = NULL;
2592         for (light = r_shadow_worldlightchain;light;light = light->next)
2593         {
2594                 sprintf(line, "%s%f %f %f %f %f %f %f %d %s %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname[0] ? light->cubemapname : "\"\"", light->corona, light->angles[0], light->angles[1], light->angles[2]);
2595                 if (bufchars + (int) strlen(line) > bufmaxchars)
2596                 {
2597                         bufmaxchars = bufchars + strlen(line) + 2048;
2598                         oldbuf = buf;
2599                         buf = Mem_Alloc(r_shadow_mempool, bufmaxchars);
2600                         if (oldbuf)
2601                         {
2602                                 if (bufchars)
2603                                         memcpy(buf, oldbuf, bufchars);
2604                                 Mem_Free(oldbuf);
2605                         }
2606                 }
2607                 if (strlen(line))
2608                 {
2609                         memcpy(buf + bufchars, line, strlen(line));
2610                         bufchars += strlen(line);
2611                 }
2612         }
2613         if (bufchars)
2614                 FS_WriteFile(name, buf, bufchars);
2615         if (buf)
2616                 Mem_Free(buf);
2617 }
2618
2619 void R_Shadow_LoadLightsFile(void)
2620 {
2621         int n, a, style;
2622         char name[MAX_QPATH], *lightsstring, *s, *t;
2623         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
2624         if (cl.worldmodel == NULL)
2625         {
2626                 Con_Print("No map loaded.\n");
2627                 return;
2628         }
2629         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
2630         strlcat (name, ".lights", sizeof (name));
2631         lightsstring = FS_LoadFile(name, tempmempool, false);
2632         if (lightsstring)
2633         {
2634                 s = lightsstring;
2635                 n = 0;
2636                 while (*s)
2637                 {
2638                         t = s;
2639                         while (*s && *s != '\n')
2640                                 s++;
2641                         if (!*s)
2642                                 break;
2643                         *s = 0;
2644                         a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style);
2645                         *s = '\n';
2646                         if (a < 14)
2647                         {
2648                                 Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1);
2649                                 break;
2650                         }
2651                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
2652                         radius = bound(15, radius, 4096);
2653                         VectorScale(color, (2.0f / (8388608.0f)), color);
2654                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL);
2655                         s++;
2656                         n++;
2657                 }
2658                 if (*s)
2659                         Con_Printf("invalid lights file \"%s\"\n", name);
2660                 Mem_Free(lightsstring);
2661         }
2662 }
2663
2664 // tyrlite/hmap2 light types in the delay field
2665 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
2666
2667 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
2668 {
2669         int entnum, style, islight, skin, pflags, effects, type, n;
2670         char key[256], value[1024];
2671         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
2672         const char *data;
2673
2674         if (cl.worldmodel == NULL)
2675         {
2676                 Con_Print("No map loaded.\n");
2677                 return;
2678         }
2679         data = cl.worldmodel->brush.entities;
2680         if (!data)
2681                 return;
2682         for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
2683         {
2684                 type = LIGHTTYPE_MINUSX;
2685                 origin[0] = origin[1] = origin[2] = 0;
2686                 originhack[0] = originhack[1] = originhack[2] = 0;
2687                 angles[0] = angles[1] = angles[2] = 0;
2688                 color[0] = color[1] = color[2] = 1;
2689                 light[0] = light[1] = light[2] = 1;light[3] = 300;
2690                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
2691                 fadescale = 1;
2692                 lightscale = 1;
2693                 style = 0;
2694                 skin = 0;
2695                 pflags = 0;
2696                 effects = 0;
2697                 islight = false;
2698                 while (1)
2699                 {
2700                         if (!COM_ParseToken(&data, false))
2701                                 break; // error
2702                         if (com_token[0] == '}')
2703                                 break; // end of entity
2704                         if (com_token[0] == '_')
2705                                 strcpy(key, com_token + 1);
2706                         else
2707                                 strcpy(key, com_token);
2708                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
2709                                 key[strlen(key)-1] = 0;
2710                         if (!COM_ParseToken(&data, false))
2711                                 break; // error
2712                         strcpy(value, com_token);
2713
2714                         // now that we have the key pair worked out...
2715                         if (!strcmp("light", key))
2716                         {
2717                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
2718                                 if (n == 1)
2719                                 {
2720                                         // quake
2721                                         light[0] = vec[0] * (1.0f / 256.0f);
2722                                         light[1] = vec[0] * (1.0f / 256.0f);
2723                                         light[2] = vec[0] * (1.0f / 256.0f);
2724                                         light[3] = vec[0];
2725                                 }
2726                                 else if (n == 4)
2727                                 {
2728                                         // halflife
2729                                         light[0] = vec[0] * (1.0f / 255.0f);
2730                                         light[1] = vec[1] * (1.0f / 255.0f);
2731                                         light[2] = vec[2] * (1.0f / 255.0f);
2732                                         light[3] = vec[3];
2733                                 }
2734                         }
2735                         else if (!strcmp("delay", key))
2736                                 type = atoi(value);
2737                         else if (!strcmp("origin", key))
2738                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
2739                         else if (!strcmp("angle", key))
2740                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
2741                         else if (!strcmp("angles", key))
2742                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
2743                         else if (!strcmp("color", key))
2744                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
2745                         else if (!strcmp("wait", key))
2746                                 fadescale = atof(value);
2747                         else if (!strcmp("classname", key))
2748                         {
2749                                 if (!strncmp(value, "light", 5))
2750                                 {
2751                                         islight = true;
2752                                         if (!strcmp(value, "light_fluoro"))
2753                                         {
2754                                                 originhack[0] = 0;
2755                                                 originhack[1] = 0;
2756                                                 originhack[2] = 0;
2757                                                 overridecolor[0] = 1;
2758                                                 overridecolor[1] = 1;
2759                                                 overridecolor[2] = 1;
2760                                         }
2761                                         if (!strcmp(value, "light_fluorospark"))
2762                                         {
2763                                                 originhack[0] = 0;
2764                                                 originhack[1] = 0;
2765                                                 originhack[2] = 0;
2766                                                 overridecolor[0] = 1;
2767                                                 overridecolor[1] = 1;
2768                                                 overridecolor[2] = 1;
2769                                         }
2770                                         if (!strcmp(value, "light_globe"))
2771                                         {
2772                                                 originhack[0] = 0;
2773                                                 originhack[1] = 0;
2774                                                 originhack[2] = 0;
2775                                                 overridecolor[0] = 1;
2776                                                 overridecolor[1] = 0.8;
2777                                                 overridecolor[2] = 0.4;
2778                                         }
2779                                         if (!strcmp(value, "light_flame_large_yellow"))
2780                                         {
2781                                                 originhack[0] = 0;
2782                                                 originhack[1] = 0;
2783                                                 originhack[2] = 48;
2784                                                 overridecolor[0] = 1;
2785                                                 overridecolor[1] = 0.5;
2786                                                 overridecolor[2] = 0.1;
2787                                         }
2788                                         if (!strcmp(value, "light_flame_small_yellow"))
2789                                         {
2790                                                 originhack[0] = 0;
2791                                                 originhack[1] = 0;
2792                                                 originhack[2] = 40;
2793                                                 overridecolor[0] = 1;
2794                                                 overridecolor[1] = 0.5;
2795                                                 overridecolor[2] = 0.1;
2796                                         }
2797                                         if (!strcmp(value, "light_torch_small_white"))
2798                                         {
2799                                                 originhack[0] = 0;
2800                                                 originhack[1] = 0;
2801                                                 originhack[2] = 40;
2802                                                 overridecolor[0] = 1;
2803                                                 overridecolor[1] = 0.5;
2804                                                 overridecolor[2] = 0.1;
2805                                         }
2806                                         if (!strcmp(value, "light_torch_small_walltorch"))
2807                                         {
2808                                                 originhack[0] = 0;
2809                                                 originhack[1] = 0;
2810                                                 originhack[2] = 40;
2811                                                 overridecolor[0] = 1;
2812                                                 overridecolor[1] = 0.5;
2813                                                 overridecolor[2] = 0.1;
2814                                         }
2815                                 }
2816                         }
2817                         else if (!strcmp("style", key))
2818                                 style = atoi(value);
2819                         else if (cl.worldmodel->type == mod_brushq3)
2820                         {
2821                                 if (!strcmp("scale", key))
2822                                         lightscale = atof(value);
2823                                 if (!strcmp("fade", key))
2824                                         fadescale = atof(value);
2825                         }
2826                         else if (!strcmp("skin", key))
2827                                 skin = (int)atof(value);
2828                         else if (!strcmp("pflags", key))
2829                                 pflags = (int)atof(value);
2830                         else if (!strcmp("effects", key))
2831                                 effects = (int)atof(value);
2832                 }
2833                 if (!islight)
2834                         continue;
2835                 if (lightscale <= 0)
2836                         lightscale = 1;
2837                 if (fadescale <= 0)
2838                         fadescale = 1;
2839                 if (color[0] == color[1] && color[0] == color[2])
2840                 {
2841                         color[0] *= overridecolor[0];
2842                         color[1] *= overridecolor[1];
2843                         color[2] *= overridecolor[2];
2844                 }
2845                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
2846                 color[0] = color[0] * light[0];
2847                 color[1] = color[1] * light[1];
2848                 color[2] = color[2] * light[2];
2849                 switch (type)
2850                 {
2851                 case LIGHTTYPE_MINUSX:
2852                         break;
2853                 case LIGHTTYPE_RECIPX:
2854                         radius *= 2;
2855                         VectorScale(color, (1.0f / 16.0f), color);
2856                         break;
2857                 case LIGHTTYPE_RECIPXX:
2858                         radius *= 2;
2859                         VectorScale(color, (1.0f / 16.0f), color);
2860                         break;
2861                 default:
2862                 case LIGHTTYPE_NONE:
2863                         break;
2864                 case LIGHTTYPE_SUN:
2865                         break;
2866                 case LIGHTTYPE_MINUSXX:
2867                         break;
2868                 }
2869                 VectorAdd(origin, originhack, origin);
2870                 if (radius >= 1)
2871                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL);
2872         }
2873 }
2874
2875
2876 void R_Shadow_SetCursorLocationForView(void)
2877 {
2878         vec_t dist, push, frac;
2879         vec3_t dest, endpos, normal;
2880         VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
2881         frac = CL_TraceLine(r_vieworigin, dest, endpos, normal, true, NULL, SUPERCONTENTS_SOLID);
2882         if (frac < 1)
2883         {
2884                 dist = frac * r_editlights_cursordistance.value;
2885                 push = r_editlights_cursorpushback.value;
2886                 if (push > dist)
2887                         push = dist;
2888                 push = -push;
2889                 VectorMA(endpos, push, r_viewforward, endpos);
2890                 VectorMA(endpos, r_editlights_cursorpushoff.value, normal, endpos);
2891         }
2892         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
2893         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
2894         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
2895 }
2896
2897 void R_Shadow_UpdateWorldLightSelection(void)
2898 {
2899         if (r_editlights.integer)
2900         {
2901                 R_Shadow_SetCursorLocationForView();
2902                 R_Shadow_SelectLightInView();
2903                 R_Shadow_DrawLightSprites();
2904         }
2905         else
2906                 R_Shadow_SelectLight(NULL);
2907 }
2908
2909 void R_Shadow_EditLights_Clear_f(void)
2910 {
2911         R_Shadow_ClearWorldLights();
2912 }
2913
2914 void R_Shadow_EditLights_Reload_f(void)
2915 {
2916         if (!cl.worldmodel)
2917                 return;
2918         strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
2919         R_Shadow_ClearWorldLights();
2920         R_Shadow_LoadWorldLights();
2921         if (r_shadow_worldlightchain == NULL)
2922         {
2923                 R_Shadow_LoadLightsFile();
2924                 if (r_shadow_worldlightchain == NULL)
2925                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
2926         }
2927 }
2928
2929 void R_Shadow_EditLights_Save_f(void)
2930 {
2931         if (!cl.worldmodel)
2932                 return;
2933         R_Shadow_SaveWorldLights();
2934 }
2935
2936 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
2937 {
2938         R_Shadow_ClearWorldLights();
2939         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
2940 }
2941
2942 void R_Shadow_EditLights_ImportLightsFile_f(void)
2943 {
2944         R_Shadow_ClearWorldLights();
2945         R_Shadow_LoadLightsFile();
2946 }
2947
2948 void R_Shadow_EditLights_Spawn_f(void)
2949 {
2950         vec3_t color;
2951         if (!r_editlights.integer)
2952         {
2953                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
2954                 return;
2955         }
2956         if (Cmd_Argc() != 1)
2957         {
2958                 Con_Print("r_editlights_spawn does not take parameters\n");
2959                 return;
2960         }
2961         color[0] = color[1] = color[2] = 1;
2962         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL);
2963 }
2964
2965 void R_Shadow_EditLights_Edit_f(void)
2966 {
2967         vec3_t origin, angles, color;
2968         vec_t radius, corona;
2969         int style, shadows;
2970         char cubemapname[1024];
2971         if (!r_editlights.integer)
2972         {
2973                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
2974                 return;
2975         }
2976         if (!r_shadow_selectedlight)
2977         {
2978                 Con_Print("No selected light.\n");
2979                 return;
2980         }
2981         VectorCopy(r_shadow_selectedlight->origin, origin);
2982         VectorCopy(r_shadow_selectedlight->angles, angles);
2983         VectorCopy(r_shadow_selectedlight->color, color);
2984         radius = r_shadow_selectedlight->radius;
2985         style = r_shadow_selectedlight->style;
2986         if (r_shadow_selectedlight->cubemapname)
2987                 strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
2988         else
2989                 cubemapname[0] = 0;
2990         shadows = r_shadow_selectedlight->shadow;
2991         corona = r_shadow_selectedlight->corona;
2992         if (!strcmp(Cmd_Argv(1), "origin"))
2993         {
2994                 if (Cmd_Argc() != 5)
2995                 {
2996                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
2997                         return;
2998                 }
2999                 origin[0] = atof(Cmd_Argv(2));
3000                 origin[1] = atof(Cmd_Argv(3));
3001                 origin[2] = atof(Cmd_Argv(4));
3002         }
3003         else if (!strcmp(Cmd_Argv(1), "originx"))
3004         {
3005                 if (Cmd_Argc() != 3)
3006                 {
3007                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3008                         return;
3009                 }
3010                 origin[0] = atof(Cmd_Argv(2));
3011         }
3012         else if (!strcmp(Cmd_Argv(1), "originy"))
3013         {
3014                 if (Cmd_Argc() != 3)
3015                 {
3016                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3017                         return;
3018                 }
3019                 origin[1] = atof(Cmd_Argv(2));
3020         }
3021         else if (!strcmp(Cmd_Argv(1), "originz"))
3022         {
3023                 if (Cmd_Argc() != 3)
3024                 {
3025                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3026                         return;
3027                 }
3028                 origin[2] = atof(Cmd_Argv(2));
3029         }
3030         else if (!strcmp(Cmd_Argv(1), "move"))
3031         {
3032                 if (Cmd_Argc() != 5)
3033                 {
3034                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3035                         return;
3036                 }
3037                 origin[0] += atof(Cmd_Argv(2));
3038                 origin[1] += atof(Cmd_Argv(3));
3039                 origin[2] += atof(Cmd_Argv(4));
3040         }
3041         else if (!strcmp(Cmd_Argv(1), "movex"))
3042         {
3043                 if (Cmd_Argc() != 3)
3044                 {
3045                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3046                         return;
3047                 }
3048                 origin[0] += atof(Cmd_Argv(2));
3049         }
3050         else if (!strcmp(Cmd_Argv(1), "movey"))
3051         {
3052                 if (Cmd_Argc() != 3)
3053                 {
3054                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3055                         return;
3056                 }
3057                 origin[1] += atof(Cmd_Argv(2));
3058         }
3059         else if (!strcmp(Cmd_Argv(1), "movez"))
3060         {
3061                 if (Cmd_Argc() != 3)
3062                 {
3063                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3064                         return;
3065                 }
3066                 origin[2] += atof(Cmd_Argv(2));
3067         }
3068         else if (!strcmp(Cmd_Argv(1), "angles"))
3069         {
3070                 if (Cmd_Argc() != 5)
3071                 {
3072                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3073                         return;
3074                 }
3075                 angles[0] = atof(Cmd_Argv(2));
3076                 angles[1] = atof(Cmd_Argv(3));
3077                 angles[2] = atof(Cmd_Argv(4));
3078         }
3079         else if (!strcmp(Cmd_Argv(1), "anglesx"))
3080         {
3081                 if (Cmd_Argc() != 3)
3082                 {
3083                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3084                         return;
3085                 }
3086                 angles[0] = atof(Cmd_Argv(2));
3087         }
3088         else if (!strcmp(Cmd_Argv(1), "anglesy"))
3089         {
3090                 if (Cmd_Argc() != 3)
3091                 {
3092                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3093                         return;
3094                 }
3095                 angles[1] = atof(Cmd_Argv(2));
3096         }
3097         else if (!strcmp(Cmd_Argv(1), "anglesz"))
3098         {
3099                 if (Cmd_Argc() != 3)
3100                 {
3101                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3102                         return;
3103                 }
3104                 angles[2] = atof(Cmd_Argv(2));
3105         }
3106         else if (!strcmp(Cmd_Argv(1), "color"))
3107         {
3108                 if (Cmd_Argc() != 5)
3109                 {
3110                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3111                         return;
3112                 }
3113                 color[0] = atof(Cmd_Argv(2));
3114                 color[1] = atof(Cmd_Argv(3));
3115                 color[2] = atof(Cmd_Argv(4));
3116         }
3117         else if (!strcmp(Cmd_Argv(1), "radius"))
3118         {
3119                 if (Cmd_Argc() != 3)
3120                 {
3121                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3122                         return;
3123                 }
3124                 radius = atof(Cmd_Argv(2));
3125         }
3126         else if (!strcmp(Cmd_Argv(1), "style"))
3127         {
3128                 if (Cmd_Argc() != 3)
3129                 {
3130                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3131                         return;
3132                 }
3133                 style = atoi(Cmd_Argv(2));
3134         }
3135         else if (!strcmp(Cmd_Argv(1), "cubemap"))
3136         {
3137                 if (Cmd_Argc() > 3)
3138                 {
3139                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3140                         return;
3141                 }
3142                 if (Cmd_Argc() == 3)
3143                         strcpy(cubemapname, Cmd_Argv(2));
3144                 else
3145                         cubemapname[0] = 0;
3146         }
3147         else if (!strcmp(Cmd_Argv(1), "shadows"))
3148         {
3149                 if (Cmd_Argc() != 3)
3150                 {
3151                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3152                         return;
3153                 }
3154                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3155         }
3156         else if (!strcmp(Cmd_Argv(1), "corona"))
3157         {
3158                 if (Cmd_Argc() != 3)
3159                 {
3160                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3161                         return;
3162                 }
3163                 corona = atof(Cmd_Argv(2));
3164         }
3165         else
3166         {
3167                 Con_Print("usage: r_editlights_edit [property] [value]\n");
3168                 Con_Print("Selected light's properties:\n");
3169                 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3170                 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3171                 Con_Printf("Color  : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3172                 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
3173                 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
3174                 Con_Printf("Style  : %i\n", r_shadow_selectedlight->style);
3175                 Con_Printf("Shadows: %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3176                 Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
3177                 return;
3178         }
3179         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname);
3180 }
3181
3182 void R_Shadow_EditLights_EditAll_f(void)
3183 {
3184         dlight_t *light;
3185
3186         if (!r_editlights.integer)
3187         {
3188                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
3189                 return;
3190         }
3191
3192         for (light = r_shadow_worldlightchain;light;light = light->next)
3193         {
3194                 R_Shadow_SelectLight(light);
3195                 R_Shadow_EditLights_Edit_f();
3196         }
3197 }
3198
3199 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
3200 {
3201         float x, y;
3202         char temp[256];
3203         if (!r_editlights.integer)
3204                 return;
3205         x = 0;
3206         y = con_vislines;
3207         sprintf(temp, "Cursor  %f %f %f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3208         if (r_shadow_selectedlight == NULL)
3209                 return;
3210         sprintf(temp, "Light properties");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3211         sprintf(temp, "Origin  %f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3212         sprintf(temp, "Angles  %f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3213         sprintf(temp, "Color   %f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3214         sprintf(temp, "Radius  %f", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3215         sprintf(temp, "Corona  %f", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3216         sprintf(temp, "Style   %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3217         sprintf(temp, "Shadows %s", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3218         sprintf(temp, "Cubemap %s", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3219 }
3220
3221 void R_Shadow_EditLights_ToggleShadow_f(void)
3222 {
3223         if (!r_editlights.integer)
3224         {
3225                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3226                 return;
3227         }
3228         if (!r_shadow_selectedlight)
3229         {
3230                 Con_Print("No selected light.\n");
3231                 return;
3232         }
3233         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
3234 }
3235
3236 void R_Shadow_EditLights_ToggleCorona_f(void)
3237 {
3238         if (!r_editlights.integer)
3239         {
3240                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3241                 return;
3242         }
3243         if (!r_shadow_selectedlight)
3244         {
3245                 Con_Print("No selected light.\n");
3246                 return;
3247         }
3248         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
3249 }
3250
3251 void R_Shadow_EditLights_Remove_f(void)
3252 {
3253         if (!r_editlights.integer)
3254         {
3255                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
3256                 return;
3257         }
3258         if (!r_shadow_selectedlight)
3259         {
3260                 Con_Print("No selected light.\n");
3261                 return;
3262         }
3263         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
3264         r_shadow_selectedlight = NULL;
3265 }
3266
3267 void R_Shadow_EditLights_Help_f(void)
3268 {
3269         Con_Print(
3270 "Documentation on r_editlights system:\n"
3271 "Settings:\n"
3272 "r_editlights : enable/disable editing mode\n"
3273 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
3274 "r_editlights_cursorpushback : push back cursor this far from surface\n"
3275 "r_editlights_cursorpushoff : push cursor off surface this far\n"
3276 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
3277 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
3278 "r_editlights_rtlightssizescale : imported rtlight size scaling\n"
3279 "r_editlights_rtlightscolorscale : imported rtlight color scaling\n"
3280 "Commands:\n"
3281 "r_editlights_help : this help\n"
3282 "r_editlights_clear : remove all lights\n"
3283 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
3284 "r_editlights_save : save to .rtlights file\n"
3285 "r_editlights_spawn : create a light with default settings\n"
3286 "r_editlights_edit command : edit selected light - more documentation below\n"
3287 "r_editlights_remove : remove selected light\n"
3288 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
3289 "r_editlights_importlightentitiesfrommap : reload light entities\n"
3290 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
3291 "Edit commands:\n"
3292 "origin x y z : set light location\n"
3293 "originx x: set x component of light location\n"
3294 "originy y: set y component of light location\n"
3295 "originz z: set z component of light location\n"
3296 "move x y z : adjust light location\n"
3297 "movex x: adjust x component of light location\n"
3298 "movey y: adjust y component of light location\n"
3299 "movez z: adjust z component of light location\n"
3300 "angles x y z : set light angles\n"
3301 "anglesx x: set x component of light angles\n"
3302 "anglesy y: set y component of light angles\n"
3303 "anglesz z: set z component of light angles\n"
3304 "color r g b : set color of light (can be brighter than 1 1 1)\n"
3305 "radius radius : set radius (size) of light\n"
3306 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
3307 "cubemap basename : set filter cubemap of light (not yet supported)\n"
3308 "shadows 1/0 : turn on/off shadows\n"
3309 "corona n : set corona intensity\n"
3310 "<nothing> : print light properties to console\n"
3311         );
3312 }
3313
3314 void R_Shadow_EditLights_CopyInfo_f(void)
3315 {
3316         if (!r_editlights.integer)
3317         {
3318                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
3319                 return;
3320         }
3321         if (!r_shadow_selectedlight)
3322         {
3323                 Con_Print("No selected light.\n");
3324                 return;
3325         }
3326         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
3327         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
3328         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
3329         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
3330         if (r_shadow_selectedlight->cubemapname)
3331                 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
3332         else
3333                 r_shadow_bufferlight.cubemapname[0] = 0;
3334         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
3335         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
3336 }
3337
3338 void R_Shadow_EditLights_PasteInfo_f(void)
3339 {
3340         if (!r_editlights.integer)
3341         {
3342                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
3343                 return;
3344         }
3345         if (!r_shadow_selectedlight)
3346         {
3347                 Con_Print("No selected light.\n");
3348                 return;
3349         }
3350         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname);
3351 }
3352
3353 void R_Shadow_EditLights_Init(void)
3354 {
3355         Cvar_RegisterVariable(&r_editlights);
3356         Cvar_RegisterVariable(&r_editlights_cursordistance);
3357         Cvar_RegisterVariable(&r_editlights_cursorpushback);
3358         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
3359         Cvar_RegisterVariable(&r_editlights_cursorgrid);
3360         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
3361         Cvar_RegisterVariable(&r_editlights_rtlightssizescale);
3362         Cvar_RegisterVariable(&r_editlights_rtlightscolorscale);
3363         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f);
3364         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
3365         Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
3366         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
3367         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
3368         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
3369         Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f);
3370         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
3371         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
3372         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
3373         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
3374         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
3375         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f);
3376         Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f);
3377 }
3378