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1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142 #include "dpsoftrast.h"
143
144 #ifdef SUPPORTD3D
145 #include <d3d9.h>
146 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
147 #endif
148
149 extern void R_Shadow_EditLights_Init(void);
150
151 typedef enum r_shadow_rendermode_e
152 {
153         R_SHADOW_RENDERMODE_NONE,
154         R_SHADOW_RENDERMODE_ZPASS_STENCIL,
155         R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
156         R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
157         R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
158         R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
159         R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
160         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
161         R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
162         R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
163         R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
164         R_SHADOW_RENDERMODE_LIGHT_GLSL,
165         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
166         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
167         R_SHADOW_RENDERMODE_SHADOWMAP2D
168 }
169 r_shadow_rendermode_t;
170
171 typedef enum r_shadow_shadowmode_e
172 {
173     R_SHADOW_SHADOWMODE_STENCIL,
174     R_SHADOW_SHADOWMODE_SHADOWMAP2D
175 }
176 r_shadow_shadowmode_t;
177
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmap2d;
183 qboolean r_shadow_usingshadowmaportho;
184 int r_shadow_shadowmapside;
185 float r_shadow_shadowmap_texturescale[2];
186 float r_shadow_shadowmap_parameters[4];
187 #if 0
188 int r_shadow_drawbuffer;
189 int r_shadow_readbuffer;
190 #endif
191 int r_shadow_cullface_front, r_shadow_cullface_back;
192 GLuint r_shadow_fbo2d;
193 r_shadow_shadowmode_t r_shadow_shadowmode;
194 int r_shadow_shadowmapfilterquality;
195 int r_shadow_shadowmapdepthbits;
196 int r_shadow_shadowmapmaxsize;
197 qboolean r_shadow_shadowmapvsdct;
198 qboolean r_shadow_shadowmapsampler;
199 int r_shadow_shadowmappcf;
200 int r_shadow_shadowmapborder;
201 matrix4x4_t r_shadow_shadowmapmatrix;
202 int r_shadow_lightscissor[4];
203 qboolean r_shadow_usingdeferredprepass;
204
205 int maxshadowtriangles;
206 int *shadowelements;
207
208 int maxshadowvertices;
209 float *shadowvertex3f;
210
211 int maxshadowmark;
212 int numshadowmark;
213 int *shadowmark;
214 int *shadowmarklist;
215 int shadowmarkcount;
216
217 int maxshadowsides;
218 int numshadowsides;
219 unsigned char *shadowsides;
220 int *shadowsideslist;
221
222 int maxvertexupdate;
223 int *vertexupdate;
224 int *vertexremap;
225 int vertexupdatenum;
226
227 int r_shadow_buffer_numleafpvsbytes;
228 unsigned char *r_shadow_buffer_visitingleafpvs;
229 unsigned char *r_shadow_buffer_leafpvs;
230 int *r_shadow_buffer_leaflist;
231
232 int r_shadow_buffer_numsurfacepvsbytes;
233 unsigned char *r_shadow_buffer_surfacepvs;
234 int *r_shadow_buffer_surfacelist;
235 unsigned char *r_shadow_buffer_surfacesides;
236
237 int r_shadow_buffer_numshadowtrispvsbytes;
238 unsigned char *r_shadow_buffer_shadowtrispvs;
239 int r_shadow_buffer_numlighttrispvsbytes;
240 unsigned char *r_shadow_buffer_lighttrispvs;
241
242 rtexturepool_t *r_shadow_texturepool;
243 rtexture_t *r_shadow_attenuationgradienttexture;
244 rtexture_t *r_shadow_attenuation2dtexture;
245 rtexture_t *r_shadow_attenuation3dtexture;
246 skinframe_t *r_shadow_lightcorona;
247 rtexture_t *r_shadow_shadowmap2dtexture;
248 rtexture_t *r_shadow_shadowmap2dcolortexture;
249 rtexture_t *r_shadow_shadowmapvsdcttexture;
250 int r_shadow_shadowmapsize; // changes for each light based on distance
251 int r_shadow_shadowmaplod; // changes for each light based on distance
252
253 GLuint r_shadow_prepassgeometryfbo;
254 GLuint r_shadow_prepasslightingdiffusespecularfbo;
255 GLuint r_shadow_prepasslightingdiffusefbo;
256 int r_shadow_prepass_width;
257 int r_shadow_prepass_height;
258 rtexture_t *r_shadow_prepassgeometrydepthtexture;
259 rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
263
264 // lights are reloaded when this changes
265 char r_shadow_mapname[MAX_QPATH];
266
267 // used only for light filters (cubemaps)
268 rtexturepool_t *r_shadow_filters_texturepool;
269
270 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
271
272 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
273 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
274 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
275 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
276 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "4", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
277 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
278 cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
279 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
280 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
281 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
282 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
283 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
284 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
285 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
286 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
287 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
289 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
290 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
291 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
292 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
293 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
294 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
295 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
296 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
297 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
298 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
299 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
300 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
301 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
302 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
303 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
304 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
305 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
306 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
307 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
308 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
309 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
310 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
311 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
312 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
313 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
314 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
315 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
316 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
317 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
318 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
319 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
320 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
321 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
322 cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
323 cvar_t r_shadow_bouncegrid_airstepmax = {CVAR_SAVE, "r_shadow_bouncegrid_airstepmax", "1024", "maximum number of photon accumulation contributions for one photon"};
324 cvar_t r_shadow_bouncegrid_airstepsize = {CVAR_SAVE, "r_shadow_bouncegrid_airstepsize", "64", "maximum spacing of photon accumulation through the air"};
325 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
326 cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
327 cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
328 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
329 cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
330 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
331 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1)"};
332 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "5", "maximum number of bounces for a particle (minimum is 1)"};
333 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
334 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
335 cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
336 cvar_t r_shadow_bouncegrid_spacingx = {CVAR_SAVE, "r_shadow_bouncegrid_spacingx", "64", "unit size of bouncegrid pixel on X axis"};
337 cvar_t r_shadow_bouncegrid_spacingy = {CVAR_SAVE, "r_shadow_bouncegrid_spacingy", "64", "unit size of bouncegrid pixel on Y axis"};
338 cvar_t r_shadow_bouncegrid_spacingz = {CVAR_SAVE, "r_shadow_bouncegrid_spacingz", "64", "unit size of bouncegrid pixel on Z axis"};
339 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
340 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
341 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
342 cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
343 cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
344 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
345 cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
346 cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
347 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
348 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
349 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
350 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
351 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
352 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
353 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
354 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
355 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
356 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
357 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
358 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
359
360 typedef struct r_shadow_bouncegrid_settings_s
361 {
362         qboolean staticmode;
363         qboolean bounceanglediffuse;
364         qboolean directionalshading;
365         qboolean includedirectlighting;
366         float dlightparticlemultiplier;
367         qboolean hitmodels;
368         float lightradiusscale;
369         int maxbounce;
370         float particlebounceintensity;
371         float particleintensity;
372         int photons;
373         float spacing[3];
374         int stablerandom;
375         float airstepmax;
376         float airstepsize;
377 }
378 r_shadow_bouncegrid_settings_t;
379
380 r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
381 rtexture_t *r_shadow_bouncegridtexture;
382 matrix4x4_t r_shadow_bouncegridmatrix;
383 vec_t r_shadow_bouncegridintensity;
384 qboolean r_shadow_bouncegriddirectional;
385 static double r_shadow_bouncegridtime;
386 static int r_shadow_bouncegridresolution[3];
387 static int r_shadow_bouncegridnumpixels;
388 static unsigned char *r_shadow_bouncegridpixels;
389 static float *r_shadow_bouncegridhighpixels;
390
391 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
392 #define ATTENTABLESIZE 256
393 // 1D gradient, 2D circle and 3D sphere attenuation textures
394 #define ATTEN1DSIZE 32
395 #define ATTEN2DSIZE 64
396 #define ATTEN3DSIZE 32
397
398 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
399 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
400 static float r_shadow_attentable[ATTENTABLESIZE+1];
401
402 rtlight_t *r_shadow_compilingrtlight;
403 static memexpandablearray_t r_shadow_worldlightsarray;
404 dlight_t *r_shadow_selectedlight;
405 dlight_t r_shadow_bufferlight;
406 vec3_t r_editlights_cursorlocation;
407 qboolean r_editlights_lockcursor;
408
409 extern int con_vislines;
410
411 void R_Shadow_UncompileWorldLights(void);
412 void R_Shadow_ClearWorldLights(void);
413 void R_Shadow_SaveWorldLights(void);
414 void R_Shadow_LoadWorldLights(void);
415 void R_Shadow_LoadLightsFile(void);
416 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
417 void R_Shadow_EditLights_Reload_f(void);
418 void R_Shadow_ValidateCvars(void);
419 static void R_Shadow_MakeTextures(void);
420
421 #define EDLIGHTSPRSIZE                  8
422 skinframe_t *r_editlights_sprcursor;
423 skinframe_t *r_editlights_sprlight;
424 skinframe_t *r_editlights_sprnoshadowlight;
425 skinframe_t *r_editlights_sprcubemaplight;
426 skinframe_t *r_editlights_sprcubemapnoshadowlight;
427 skinframe_t *r_editlights_sprselection;
428
429 void R_Shadow_SetShadowMode(void)
430 {
431         r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
432         r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
433         r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
434         r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
435         r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
436         r_shadow_shadowmaplod = -1;
437         r_shadow_shadowmapsize = 0;
438         r_shadow_shadowmapsampler = false;
439         r_shadow_shadowmappcf = 0;
440         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
441         if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
442         {
443                 switch(vid.renderpath)
444                 {
445                 case RENDERPATH_GL20:
446                         if(r_shadow_shadowmapfilterquality < 0)
447                         {
448                                 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
449                                         r_shadow_shadowmappcf = 1;
450                                 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) 
451                                 {
452                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
453                                         r_shadow_shadowmappcf = 1;
454                                 }
455                                 else if(strstr(gl_vendor, "ATI")) 
456                                         r_shadow_shadowmappcf = 1;
457                                 else 
458                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
459                         }
460                         else 
461                         {
462                                 switch (r_shadow_shadowmapfilterquality)
463                                 {
464                                 case 1:
465                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
466                                         break;
467                                 case 2:
468                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
469                                         r_shadow_shadowmappcf = 1;
470                                         break;
471                                 case 3:
472                                         r_shadow_shadowmappcf = 1;
473                                         break;
474                                 case 4:
475                                         r_shadow_shadowmappcf = 2;
476                                         break;
477                                 }
478                         }
479                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
480                         break;
481                 case RENDERPATH_D3D9:
482                 case RENDERPATH_D3D10:
483                 case RENDERPATH_D3D11:
484                 case RENDERPATH_SOFT:
485                         r_shadow_shadowmapsampler = false;
486                         r_shadow_shadowmappcf = 1;
487                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
488                         break;
489                 case RENDERPATH_GL11:
490                 case RENDERPATH_GL13:
491                 case RENDERPATH_GLES1:
492                 case RENDERPATH_GLES2:
493                         break;
494                 }
495         }
496 }
497
498 qboolean R_Shadow_ShadowMappingEnabled(void)
499 {
500         switch (r_shadow_shadowmode)
501         {
502         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
503                 return true;
504         default:
505                 return false;
506         }
507 }
508
509 void R_Shadow_FreeShadowMaps(void)
510 {
511         R_Shadow_SetShadowMode();
512
513         R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
514
515         r_shadow_fbo2d = 0;
516
517         if (r_shadow_shadowmap2dtexture)
518                 R_FreeTexture(r_shadow_shadowmap2dtexture);
519         r_shadow_shadowmap2dtexture = NULL;
520
521         if (r_shadow_shadowmap2dcolortexture)
522                 R_FreeTexture(r_shadow_shadowmap2dcolortexture);
523         r_shadow_shadowmap2dcolortexture = NULL;
524
525         if (r_shadow_shadowmapvsdcttexture)
526                 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
527         r_shadow_shadowmapvsdcttexture = NULL;
528 }
529
530 void r_shadow_start(void)
531 {
532         // allocate vertex processing arrays
533         r_shadow_bouncegridpixels = NULL;
534         r_shadow_bouncegridhighpixels = NULL;
535         r_shadow_bouncegridnumpixels = 0;
536         r_shadow_bouncegridtexture = NULL;
537         r_shadow_bouncegriddirectional = false;
538         r_shadow_attenuationgradienttexture = NULL;
539         r_shadow_attenuation2dtexture = NULL;
540         r_shadow_attenuation3dtexture = NULL;
541         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
542         r_shadow_shadowmap2dtexture = NULL;
543         r_shadow_shadowmap2dcolortexture = NULL;
544         r_shadow_shadowmapvsdcttexture = NULL;
545         r_shadow_shadowmapmaxsize = 0;
546         r_shadow_shadowmapsize = 0;
547         r_shadow_shadowmaplod = 0;
548         r_shadow_shadowmapfilterquality = -1;
549         r_shadow_shadowmapdepthbits = 0;
550         r_shadow_shadowmapvsdct = false;
551         r_shadow_shadowmapsampler = false;
552         r_shadow_shadowmappcf = 0;
553         r_shadow_fbo2d = 0;
554
555         R_Shadow_FreeShadowMaps();
556
557         r_shadow_texturepool = NULL;
558         r_shadow_filters_texturepool = NULL;
559         R_Shadow_ValidateCvars();
560         R_Shadow_MakeTextures();
561         maxshadowtriangles = 0;
562         shadowelements = NULL;
563         maxshadowvertices = 0;
564         shadowvertex3f = NULL;
565         maxvertexupdate = 0;
566         vertexupdate = NULL;
567         vertexremap = NULL;
568         vertexupdatenum = 0;
569         maxshadowmark = 0;
570         numshadowmark = 0;
571         shadowmark = NULL;
572         shadowmarklist = NULL;
573         shadowmarkcount = 0;
574         maxshadowsides = 0;
575         numshadowsides = 0;
576         shadowsides = NULL;
577         shadowsideslist = NULL;
578         r_shadow_buffer_numleafpvsbytes = 0;
579         r_shadow_buffer_visitingleafpvs = NULL;
580         r_shadow_buffer_leafpvs = NULL;
581         r_shadow_buffer_leaflist = NULL;
582         r_shadow_buffer_numsurfacepvsbytes = 0;
583         r_shadow_buffer_surfacepvs = NULL;
584         r_shadow_buffer_surfacelist = NULL;
585         r_shadow_buffer_surfacesides = NULL;
586         r_shadow_buffer_numshadowtrispvsbytes = 0;
587         r_shadow_buffer_shadowtrispvs = NULL;
588         r_shadow_buffer_numlighttrispvsbytes = 0;
589         r_shadow_buffer_lighttrispvs = NULL;
590
591         r_shadow_usingdeferredprepass = false;
592         r_shadow_prepass_width = r_shadow_prepass_height = 0;
593 }
594
595 static void R_Shadow_FreeDeferred(void);
596 void r_shadow_shutdown(void)
597 {
598         CHECKGLERROR
599         R_Shadow_UncompileWorldLights();
600
601         R_Shadow_FreeShadowMaps();
602
603         r_shadow_usingdeferredprepass = false;
604         if (r_shadow_prepass_width)
605                 R_Shadow_FreeDeferred();
606         r_shadow_prepass_width = r_shadow_prepass_height = 0;
607
608         CHECKGLERROR
609         r_shadow_bouncegridtexture = NULL;
610         r_shadow_bouncegridpixels = NULL;
611         r_shadow_bouncegridhighpixels = NULL;
612         r_shadow_bouncegridnumpixels = 0;
613         r_shadow_bouncegriddirectional = false;
614         r_shadow_attenuationgradienttexture = NULL;
615         r_shadow_attenuation2dtexture = NULL;
616         r_shadow_attenuation3dtexture = NULL;
617         R_FreeTexturePool(&r_shadow_texturepool);
618         R_FreeTexturePool(&r_shadow_filters_texturepool);
619         maxshadowtriangles = 0;
620         if (shadowelements)
621                 Mem_Free(shadowelements);
622         shadowelements = NULL;
623         if (shadowvertex3f)
624                 Mem_Free(shadowvertex3f);
625         shadowvertex3f = NULL;
626         maxvertexupdate = 0;
627         if (vertexupdate)
628                 Mem_Free(vertexupdate);
629         vertexupdate = NULL;
630         if (vertexremap)
631                 Mem_Free(vertexremap);
632         vertexremap = NULL;
633         vertexupdatenum = 0;
634         maxshadowmark = 0;
635         numshadowmark = 0;
636         if (shadowmark)
637                 Mem_Free(shadowmark);
638         shadowmark = NULL;
639         if (shadowmarklist)
640                 Mem_Free(shadowmarklist);
641         shadowmarklist = NULL;
642         shadowmarkcount = 0;
643         maxshadowsides = 0;
644         numshadowsides = 0;
645         if (shadowsides)
646                 Mem_Free(shadowsides);
647         shadowsides = NULL;
648         if (shadowsideslist)
649                 Mem_Free(shadowsideslist);
650         shadowsideslist = NULL;
651         r_shadow_buffer_numleafpvsbytes = 0;
652         if (r_shadow_buffer_visitingleafpvs)
653                 Mem_Free(r_shadow_buffer_visitingleafpvs);
654         r_shadow_buffer_visitingleafpvs = NULL;
655         if (r_shadow_buffer_leafpvs)
656                 Mem_Free(r_shadow_buffer_leafpvs);
657         r_shadow_buffer_leafpvs = NULL;
658         if (r_shadow_buffer_leaflist)
659                 Mem_Free(r_shadow_buffer_leaflist);
660         r_shadow_buffer_leaflist = NULL;
661         r_shadow_buffer_numsurfacepvsbytes = 0;
662         if (r_shadow_buffer_surfacepvs)
663                 Mem_Free(r_shadow_buffer_surfacepvs);
664         r_shadow_buffer_surfacepvs = NULL;
665         if (r_shadow_buffer_surfacelist)
666                 Mem_Free(r_shadow_buffer_surfacelist);
667         r_shadow_buffer_surfacelist = NULL;
668         if (r_shadow_buffer_surfacesides)
669                 Mem_Free(r_shadow_buffer_surfacesides);
670         r_shadow_buffer_surfacesides = NULL;
671         r_shadow_buffer_numshadowtrispvsbytes = 0;
672         if (r_shadow_buffer_shadowtrispvs)
673                 Mem_Free(r_shadow_buffer_shadowtrispvs);
674         r_shadow_buffer_numlighttrispvsbytes = 0;
675         if (r_shadow_buffer_lighttrispvs)
676                 Mem_Free(r_shadow_buffer_lighttrispvs);
677 }
678
679 void r_shadow_newmap(void)
680 {
681         if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
682         if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
683         if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
684         if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
685         if (r_editlights_sprnoshadowlight)        R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
686         if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
687         if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
688         if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
689         if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
690                 R_Shadow_EditLights_Reload_f();
691 }
692
693 void R_Shadow_Init(void)
694 {
695         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
696         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
697         Cvar_RegisterVariable(&r_shadow_usebihculling);
698         Cvar_RegisterVariable(&r_shadow_usenormalmap);
699         Cvar_RegisterVariable(&r_shadow_debuglight);
700         Cvar_RegisterVariable(&r_shadow_deferred);
701         Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
702 //      Cvar_RegisterVariable(&r_shadow_deferred_fp);
703         Cvar_RegisterVariable(&r_shadow_gloss);
704         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
705         Cvar_RegisterVariable(&r_shadow_glossintensity);
706         Cvar_RegisterVariable(&r_shadow_glossexponent);
707         Cvar_RegisterVariable(&r_shadow_gloss2exponent);
708         Cvar_RegisterVariable(&r_shadow_glossexact);
709         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
710         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
711         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
712         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
713         Cvar_RegisterVariable(&r_shadow_projectdistance);
714         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
715         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
716         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
717         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
718         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
719         Cvar_RegisterVariable(&r_shadow_realtime_world);
720         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
721         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
722         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
723         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
724         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
725         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
726         Cvar_RegisterVariable(&r_shadow_scissor);
727         Cvar_RegisterVariable(&r_shadow_shadowmapping);
728         Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
729         Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
730         Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
731         Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
732         Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
733         Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
734 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
735 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
736         Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
737         Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
738         Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
739         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
740         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
741         Cvar_RegisterVariable(&r_shadow_sortsurfaces);
742         Cvar_RegisterVariable(&r_shadow_polygonfactor);
743         Cvar_RegisterVariable(&r_shadow_polygonoffset);
744         Cvar_RegisterVariable(&r_shadow_texture3d);
745         Cvar_RegisterVariable(&r_shadow_bouncegrid);
746         Cvar_RegisterVariable(&r_shadow_bouncegrid_airstepmax);
747         Cvar_RegisterVariable(&r_shadow_bouncegrid_airstepsize);
748         Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
749         Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
750         Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
751         Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
752         Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
753         Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
754         Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
755         Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
756         Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
757         Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
758         Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
759         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx);
760         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy);
761         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz);
762         Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
763         Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
764         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
765         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
766         Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
767         Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
768         Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
769         Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
770         Cvar_RegisterVariable(&r_coronas);
771         Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
772         Cvar_RegisterVariable(&r_coronas_occlusionquery);
773         Cvar_RegisterVariable(&gl_flashblend);
774         Cvar_RegisterVariable(&gl_ext_separatestencil);
775         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
776         R_Shadow_EditLights_Init();
777         Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
778         maxshadowtriangles = 0;
779         shadowelements = NULL;
780         maxshadowvertices = 0;
781         shadowvertex3f = NULL;
782         maxvertexupdate = 0;
783         vertexupdate = NULL;
784         vertexremap = NULL;
785         vertexupdatenum = 0;
786         maxshadowmark = 0;
787         numshadowmark = 0;
788         shadowmark = NULL;
789         shadowmarklist = NULL;
790         shadowmarkcount = 0;
791         maxshadowsides = 0;
792         numshadowsides = 0;
793         shadowsides = NULL;
794         shadowsideslist = NULL;
795         r_shadow_buffer_numleafpvsbytes = 0;
796         r_shadow_buffer_visitingleafpvs = NULL;
797         r_shadow_buffer_leafpvs = NULL;
798         r_shadow_buffer_leaflist = NULL;
799         r_shadow_buffer_numsurfacepvsbytes = 0;
800         r_shadow_buffer_surfacepvs = NULL;
801         r_shadow_buffer_surfacelist = NULL;
802         r_shadow_buffer_surfacesides = NULL;
803         r_shadow_buffer_shadowtrispvs = NULL;
804         r_shadow_buffer_lighttrispvs = NULL;
805         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
806 }
807
808 matrix4x4_t matrix_attenuationxyz =
809 {
810         {
811                 {0.5, 0.0, 0.0, 0.5},
812                 {0.0, 0.5, 0.0, 0.5},
813                 {0.0, 0.0, 0.5, 0.5},
814                 {0.0, 0.0, 0.0, 1.0}
815         }
816 };
817
818 matrix4x4_t matrix_attenuationz =
819 {
820         {
821                 {0.0, 0.0, 0.5, 0.5},
822                 {0.0, 0.0, 0.0, 0.5},
823                 {0.0, 0.0, 0.0, 0.5},
824                 {0.0, 0.0, 0.0, 1.0}
825         }
826 };
827
828 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
829 {
830         numvertices = ((numvertices + 255) & ~255) * vertscale;
831         numtriangles = ((numtriangles + 255) & ~255) * triscale;
832         // make sure shadowelements is big enough for this volume
833         if (maxshadowtriangles < numtriangles)
834         {
835                 maxshadowtriangles = numtriangles;
836                 if (shadowelements)
837                         Mem_Free(shadowelements);
838                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
839         }
840         // make sure shadowvertex3f is big enough for this volume
841         if (maxshadowvertices < numvertices)
842         {
843                 maxshadowvertices = numvertices;
844                 if (shadowvertex3f)
845                         Mem_Free(shadowvertex3f);
846                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
847         }
848 }
849
850 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
851 {
852         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
853         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
854         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
855         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
856         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
857         {
858                 if (r_shadow_buffer_visitingleafpvs)
859                         Mem_Free(r_shadow_buffer_visitingleafpvs);
860                 if (r_shadow_buffer_leafpvs)
861                         Mem_Free(r_shadow_buffer_leafpvs);
862                 if (r_shadow_buffer_leaflist)
863                         Mem_Free(r_shadow_buffer_leaflist);
864                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
865                 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
866                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
867                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
868         }
869         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
870         {
871                 if (r_shadow_buffer_surfacepvs)
872                         Mem_Free(r_shadow_buffer_surfacepvs);
873                 if (r_shadow_buffer_surfacelist)
874                         Mem_Free(r_shadow_buffer_surfacelist);
875                 if (r_shadow_buffer_surfacesides)
876                         Mem_Free(r_shadow_buffer_surfacesides);
877                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
878                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
879                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
880                 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
881         }
882         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
883         {
884                 if (r_shadow_buffer_shadowtrispvs)
885                         Mem_Free(r_shadow_buffer_shadowtrispvs);
886                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
887                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
888         }
889         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
890         {
891                 if (r_shadow_buffer_lighttrispvs)
892                         Mem_Free(r_shadow_buffer_lighttrispvs);
893                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
894                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
895         }
896 }
897
898 void R_Shadow_PrepareShadowMark(int numtris)
899 {
900         // make sure shadowmark is big enough for this volume
901         if (maxshadowmark < numtris)
902         {
903                 maxshadowmark = numtris;
904                 if (shadowmark)
905                         Mem_Free(shadowmark);
906                 if (shadowmarklist)
907                         Mem_Free(shadowmarklist);
908                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
909                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
910                 shadowmarkcount = 0;
911         }
912         shadowmarkcount++;
913         // if shadowmarkcount wrapped we clear the array and adjust accordingly
914         if (shadowmarkcount == 0)
915         {
916                 shadowmarkcount = 1;
917                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
918         }
919         numshadowmark = 0;
920 }
921
922 void R_Shadow_PrepareShadowSides(int numtris)
923 {
924     if (maxshadowsides < numtris)
925     {
926         maxshadowsides = numtris;
927         if (shadowsides)
928                         Mem_Free(shadowsides);
929                 if (shadowsideslist)
930                         Mem_Free(shadowsideslist);
931                 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
932                 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
933         }
934         numshadowsides = 0;
935 }
936
937 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
938 {
939         int i, j;
940         int outtriangles = 0, outvertices = 0;
941         const int *element;
942         const float *vertex;
943         float ratio, direction[3], projectvector[3];
944
945         if (projectdirection)
946                 VectorScale(projectdirection, projectdistance, projectvector);
947         else
948                 VectorClear(projectvector);
949
950         // create the vertices
951         if (projectdirection)
952         {
953                 for (i = 0;i < numshadowmarktris;i++)
954                 {
955                         element = inelement3i + shadowmarktris[i] * 3;
956                         for (j = 0;j < 3;j++)
957                         {
958                                 if (vertexupdate[element[j]] != vertexupdatenum)
959                                 {
960                                         vertexupdate[element[j]] = vertexupdatenum;
961                                         vertexremap[element[j]] = outvertices;
962                                         vertex = invertex3f + element[j] * 3;
963                                         // project one copy of the vertex according to projectvector
964                                         VectorCopy(vertex, outvertex3f);
965                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
966                                         outvertex3f += 6;
967                                         outvertices += 2;
968                                 }
969                         }
970                 }
971         }
972         else
973         {
974                 for (i = 0;i < numshadowmarktris;i++)
975                 {
976                         element = inelement3i + shadowmarktris[i] * 3;
977                         for (j = 0;j < 3;j++)
978                         {
979                                 if (vertexupdate[element[j]] != vertexupdatenum)
980                                 {
981                                         vertexupdate[element[j]] = vertexupdatenum;
982                                         vertexremap[element[j]] = outvertices;
983                                         vertex = invertex3f + element[j] * 3;
984                                         // project one copy of the vertex to the sphere radius of the light
985                                         // (FIXME: would projecting it to the light box be better?)
986                                         VectorSubtract(vertex, projectorigin, direction);
987                                         ratio = projectdistance / VectorLength(direction);
988                                         VectorCopy(vertex, outvertex3f);
989                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
990                                         outvertex3f += 6;
991                                         outvertices += 2;
992                                 }
993                         }
994                 }
995         }
996
997         if (r_shadow_frontsidecasting.integer)
998         {
999                 for (i = 0;i < numshadowmarktris;i++)
1000                 {
1001                         int remappedelement[3];
1002                         int markindex;
1003                         const int *neighbortriangle;
1004
1005                         markindex = shadowmarktris[i] * 3;
1006                         element = inelement3i + markindex;
1007                         neighbortriangle = inneighbor3i + markindex;
1008                         // output the front and back triangles
1009                         outelement3i[0] = vertexremap[element[0]];
1010                         outelement3i[1] = vertexremap[element[1]];
1011                         outelement3i[2] = vertexremap[element[2]];
1012                         outelement3i[3] = vertexremap[element[2]] + 1;
1013                         outelement3i[4] = vertexremap[element[1]] + 1;
1014                         outelement3i[5] = vertexremap[element[0]] + 1;
1015
1016                         outelement3i += 6;
1017                         outtriangles += 2;
1018                         // output the sides (facing outward from this triangle)
1019                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1020                         {
1021                                 remappedelement[0] = vertexremap[element[0]];
1022                                 remappedelement[1] = vertexremap[element[1]];
1023                                 outelement3i[0] = remappedelement[1];
1024                                 outelement3i[1] = remappedelement[0];
1025                                 outelement3i[2] = remappedelement[0] + 1;
1026                                 outelement3i[3] = remappedelement[1];
1027                                 outelement3i[4] = remappedelement[0] + 1;
1028                                 outelement3i[5] = remappedelement[1] + 1;
1029
1030                                 outelement3i += 6;
1031                                 outtriangles += 2;
1032                         }
1033                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1034                         {
1035                                 remappedelement[1] = vertexremap[element[1]];
1036                                 remappedelement[2] = vertexremap[element[2]];
1037                                 outelement3i[0] = remappedelement[2];
1038                                 outelement3i[1] = remappedelement[1];
1039                                 outelement3i[2] = remappedelement[1] + 1;
1040                                 outelement3i[3] = remappedelement[2];
1041                                 outelement3i[4] = remappedelement[1] + 1;
1042                                 outelement3i[5] = remappedelement[2] + 1;
1043
1044                                 outelement3i += 6;
1045                                 outtriangles += 2;
1046                         }
1047                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1048                         {
1049                                 remappedelement[0] = vertexremap[element[0]];
1050                                 remappedelement[2] = vertexremap[element[2]];
1051                                 outelement3i[0] = remappedelement[0];
1052                                 outelement3i[1] = remappedelement[2];
1053                                 outelement3i[2] = remappedelement[2] + 1;
1054                                 outelement3i[3] = remappedelement[0];
1055                                 outelement3i[4] = remappedelement[2] + 1;
1056                                 outelement3i[5] = remappedelement[0] + 1;
1057
1058                                 outelement3i += 6;
1059                                 outtriangles += 2;
1060                         }
1061                 }
1062         }
1063         else
1064         {
1065                 for (i = 0;i < numshadowmarktris;i++)
1066                 {
1067                         int remappedelement[3];
1068                         int markindex;
1069                         const int *neighbortriangle;
1070
1071                         markindex = shadowmarktris[i] * 3;
1072                         element = inelement3i + markindex;
1073                         neighbortriangle = inneighbor3i + markindex;
1074                         // output the front and back triangles
1075                         outelement3i[0] = vertexremap[element[2]];
1076                         outelement3i[1] = vertexremap[element[1]];
1077                         outelement3i[2] = vertexremap[element[0]];
1078                         outelement3i[3] = vertexremap[element[0]] + 1;
1079                         outelement3i[4] = vertexremap[element[1]] + 1;
1080                         outelement3i[5] = vertexremap[element[2]] + 1;
1081
1082                         outelement3i += 6;
1083                         outtriangles += 2;
1084                         // output the sides (facing outward from this triangle)
1085                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1086                         {
1087                                 remappedelement[0] = vertexremap[element[0]];
1088                                 remappedelement[1] = vertexremap[element[1]];
1089                                 outelement3i[0] = remappedelement[0];
1090                                 outelement3i[1] = remappedelement[1];
1091                                 outelement3i[2] = remappedelement[1] + 1;
1092                                 outelement3i[3] = remappedelement[0];
1093                                 outelement3i[4] = remappedelement[1] + 1;
1094                                 outelement3i[5] = remappedelement[0] + 1;
1095
1096                                 outelement3i += 6;
1097                                 outtriangles += 2;
1098                         }
1099                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1100                         {
1101                                 remappedelement[1] = vertexremap[element[1]];
1102                                 remappedelement[2] = vertexremap[element[2]];
1103                                 outelement3i[0] = remappedelement[1];
1104                                 outelement3i[1] = remappedelement[2];
1105                                 outelement3i[2] = remappedelement[2] + 1;
1106                                 outelement3i[3] = remappedelement[1];
1107                                 outelement3i[4] = remappedelement[2] + 1;
1108                                 outelement3i[5] = remappedelement[1] + 1;
1109
1110                                 outelement3i += 6;
1111                                 outtriangles += 2;
1112                         }
1113                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1114                         {
1115                                 remappedelement[0] = vertexremap[element[0]];
1116                                 remappedelement[2] = vertexremap[element[2]];
1117                                 outelement3i[0] = remappedelement[2];
1118                                 outelement3i[1] = remappedelement[0];
1119                                 outelement3i[2] = remappedelement[0] + 1;
1120                                 outelement3i[3] = remappedelement[2];
1121                                 outelement3i[4] = remappedelement[0] + 1;
1122                                 outelement3i[5] = remappedelement[2] + 1;
1123
1124                                 outelement3i += 6;
1125                                 outtriangles += 2;
1126                         }
1127                 }
1128         }
1129         if (outnumvertices)
1130                 *outnumvertices = outvertices;
1131         return outtriangles;
1132 }
1133
1134 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1135 {
1136         int i, j, k;
1137         int outtriangles = 0, outvertices = 0;
1138         const int *element;
1139         const float *vertex;
1140         float ratio, direction[3], projectvector[3];
1141         qboolean side[4];
1142
1143         if (projectdirection)
1144                 VectorScale(projectdirection, projectdistance, projectvector);
1145         else
1146                 VectorClear(projectvector);
1147
1148         for (i = 0;i < numshadowmarktris;i++)
1149         {
1150                 int remappedelement[3];
1151                 int markindex;
1152                 const int *neighbortriangle;
1153
1154                 markindex = shadowmarktris[i] * 3;
1155                 neighbortriangle = inneighbor3i + markindex;
1156                 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1157                 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1158                 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1159                 if (side[0] + side[1] + side[2] == 0)
1160                         continue;
1161
1162                 side[3] = side[0];
1163                 element = inelement3i + markindex;
1164
1165                 // create the vertices
1166                 for (j = 0;j < 3;j++)
1167                 {
1168                         if (side[j] + side[j+1] == 0)
1169                                 continue;
1170                         k = element[j];
1171                         if (vertexupdate[k] != vertexupdatenum)
1172                         {
1173                                 vertexupdate[k] = vertexupdatenum;
1174                                 vertexremap[k] = outvertices;
1175                                 vertex = invertex3f + k * 3;
1176                                 VectorCopy(vertex, outvertex3f);
1177                                 if (projectdirection)
1178                                 {
1179                                         // project one copy of the vertex according to projectvector
1180                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
1181                                 }
1182                                 else
1183                                 {
1184                                         // project one copy of the vertex to the sphere radius of the light
1185                                         // (FIXME: would projecting it to the light box be better?)
1186                                         VectorSubtract(vertex, projectorigin, direction);
1187                                         ratio = projectdistance / VectorLength(direction);
1188                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1189                                 }
1190                                 outvertex3f += 6;
1191                                 outvertices += 2;
1192                         }
1193                 }
1194
1195                 // output the sides (facing outward from this triangle)
1196                 if (!side[0])
1197                 {
1198                         remappedelement[0] = vertexremap[element[0]];
1199                         remappedelement[1] = vertexremap[element[1]];
1200                         outelement3i[0] = remappedelement[1];
1201                         outelement3i[1] = remappedelement[0];
1202                         outelement3i[2] = remappedelement[0] + 1;
1203                         outelement3i[3] = remappedelement[1];
1204                         outelement3i[4] = remappedelement[0] + 1;
1205                         outelement3i[5] = remappedelement[1] + 1;
1206
1207                         outelement3i += 6;
1208                         outtriangles += 2;
1209                 }
1210                 if (!side[1])
1211                 {
1212                         remappedelement[1] = vertexremap[element[1]];
1213                         remappedelement[2] = vertexremap[element[2]];
1214                         outelement3i[0] = remappedelement[2];
1215                         outelement3i[1] = remappedelement[1];
1216                         outelement3i[2] = remappedelement[1] + 1;
1217                         outelement3i[3] = remappedelement[2];
1218                         outelement3i[4] = remappedelement[1] + 1;
1219                         outelement3i[5] = remappedelement[2] + 1;
1220
1221                         outelement3i += 6;
1222                         outtriangles += 2;
1223                 }
1224                 if (!side[2])
1225                 {
1226                         remappedelement[0] = vertexremap[element[0]];
1227                         remappedelement[2] = vertexremap[element[2]];
1228                         outelement3i[0] = remappedelement[0];
1229                         outelement3i[1] = remappedelement[2];
1230                         outelement3i[2] = remappedelement[2] + 1;
1231                         outelement3i[3] = remappedelement[0];
1232                         outelement3i[4] = remappedelement[2] + 1;
1233                         outelement3i[5] = remappedelement[0] + 1;
1234
1235                         outelement3i += 6;
1236                         outtriangles += 2;
1237                 }
1238         }
1239         if (outnumvertices)
1240                 *outnumvertices = outvertices;
1241         return outtriangles;
1242 }
1243
1244 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1245 {
1246         int t, tend;
1247         const int *e;
1248         const float *v[3];
1249         float normal[3];
1250         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1251                 return;
1252         tend = firsttriangle + numtris;
1253         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1254         {
1255                 // surface box entirely inside light box, no box cull
1256                 if (projectdirection)
1257                 {
1258                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1259                         {
1260                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1261                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1262                                         shadowmarklist[numshadowmark++] = t;
1263                         }
1264                 }
1265                 else
1266                 {
1267                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1268                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1269                                         shadowmarklist[numshadowmark++] = t;
1270                 }
1271         }
1272         else
1273         {
1274                 // surface box not entirely inside light box, cull each triangle
1275                 if (projectdirection)
1276                 {
1277                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1278                         {
1279                                 v[0] = invertex3f + e[0] * 3;
1280                                 v[1] = invertex3f + e[1] * 3;
1281                                 v[2] = invertex3f + e[2] * 3;
1282                                 TriangleNormal(v[0], v[1], v[2], normal);
1283                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1284                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1285                                         shadowmarklist[numshadowmark++] = t;
1286                         }
1287                 }
1288                 else
1289                 {
1290                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1291                         {
1292                                 v[0] = invertex3f + e[0] * 3;
1293                                 v[1] = invertex3f + e[1] * 3;
1294                                 v[2] = invertex3f + e[2] * 3;
1295                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1296                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1297                                         shadowmarklist[numshadowmark++] = t;
1298                         }
1299                 }
1300         }
1301 }
1302
1303 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1304 {
1305 #if 1
1306         return false;
1307 #else
1308         if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1309                 return false;
1310         // check if the shadow volume intersects the near plane
1311         //
1312         // a ray between the eye and light origin may intersect the caster,
1313         // indicating that the shadow may touch the eye location, however we must
1314         // test the near plane (a polygon), not merely the eye location, so it is
1315         // easiest to enlarge the caster bounding shape slightly for this.
1316         // TODO
1317         return true;
1318 #endif
1319 }
1320
1321 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1322 {
1323         int i, tris, outverts;
1324         if (projectdistance < 0.1)
1325         {
1326                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1327                 return;
1328         }
1329         if (!numverts || !nummarktris)
1330                 return;
1331         // make sure shadowelements is big enough for this volume
1332         if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1333                 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1334
1335         if (maxvertexupdate < numverts)
1336         {
1337                 maxvertexupdate = numverts;
1338                 if (vertexupdate)
1339                         Mem_Free(vertexupdate);
1340                 if (vertexremap)
1341                         Mem_Free(vertexremap);
1342                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1343                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1344                 vertexupdatenum = 0;
1345         }
1346         vertexupdatenum++;
1347         if (vertexupdatenum == 0)
1348         {
1349                 vertexupdatenum = 1;
1350                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1351                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1352         }
1353
1354         for (i = 0;i < nummarktris;i++)
1355                 shadowmark[marktris[i]] = shadowmarkcount;
1356
1357         if (r_shadow_compilingrtlight)
1358         {
1359                 // if we're compiling an rtlight, capture the mesh
1360                 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1361                 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1362                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1363                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1364         }
1365         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1366         {
1367                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1368                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1369                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1370         }
1371         else
1372         {
1373                 // decide which type of shadow to generate and set stencil mode
1374                 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1375                 // generate the sides or a solid volume, depending on type
1376                 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1377                         tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1378                 else
1379                         tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1380                 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1381                 r_refdef.stats.lights_shadowtriangles += tris;
1382                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1383                 {
1384                         // increment stencil if frontface is infront of depthbuffer
1385                         GL_CullFace(r_refdef.view.cullface_front);
1386                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1387                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1388                         // decrement stencil if backface is infront of depthbuffer
1389                         GL_CullFace(r_refdef.view.cullface_back);
1390                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1391                 }
1392                 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1393                 {
1394                         // decrement stencil if backface is behind depthbuffer
1395                         GL_CullFace(r_refdef.view.cullface_front);
1396                         R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1397                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1398                         // increment stencil if frontface is behind depthbuffer
1399                         GL_CullFace(r_refdef.view.cullface_back);
1400                         R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1401                 }
1402                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1403                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1404         }
1405 }
1406
1407 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1408 {
1409     // p1, p2, p3 are in the cubemap's local coordinate system
1410     // bias = border/(size - border)
1411         int mask = 0x3F;
1412
1413     float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1414           dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1415           dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1416         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1417         mask &= (3<<4)
1418                         | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1419                         | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1420                         | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1421     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1422         mask &= (3<<4)
1423             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1424             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))            
1425             | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1426
1427     dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1428     dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1429     dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1430     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1431         mask &= (3<<0)
1432             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1433             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))            
1434             | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1435     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1436         mask &= (3<<0)
1437             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1438             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1439             | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1440
1441     dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1442     dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1443     dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1444     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1445         mask &= (3<<2)
1446             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1447             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1448             | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1449     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1450         mask &= (3<<2)
1451             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1452             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1453             | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1454
1455         return mask;
1456 }
1457
1458 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1459 {
1460         vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1461         float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1462         int mask = 0x3F;
1463
1464         VectorSubtract(maxs, mins, radius);
1465     VectorScale(radius, 0.5f, radius);
1466     VectorAdd(mins, radius, center);
1467     Matrix4x4_Transform(worldtolight, center, lightcenter);
1468         Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1469         VectorSubtract(lightcenter, lightradius, pmin);
1470         VectorAdd(lightcenter, lightradius, pmax);
1471
1472     dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1473     dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1474     if(ap1 > bias*an1 && ap2 > bias*an2)
1475         mask &= (3<<4)
1476             | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1477             | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1478     if(an1 > bias*ap1 && an2 > bias*ap2)
1479         mask &= (3<<4)
1480             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1481             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1482
1483     dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1484     dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1485     if(ap1 > bias*an1 && ap2 > bias*an2)
1486         mask &= (3<<0)
1487             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1488             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1489     if(an1 > bias*ap1 && an2 > bias*ap2)
1490         mask &= (3<<0)
1491             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1492             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1493
1494     dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1495     dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1496     if(ap1 > bias*an1 && ap2 > bias*an2)
1497         mask &= (3<<2)
1498             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1499             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1500     if(an1 > bias*ap1 && an2 > bias*ap2)
1501         mask &= (3<<2)
1502             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1503             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1504
1505     return mask;
1506 }
1507
1508 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1509
1510 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1511 {
1512     // p is in the cubemap's local coordinate system
1513     // bias = border/(size - border)
1514     float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1515     float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1516     float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1517     int mask = 0x3F;
1518     if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1519     if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1520     if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1521     if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1522     if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1523     if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1524     return mask;
1525 }
1526
1527 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1528 {
1529         int i;
1530         vec3_t p, n;
1531         int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1532         float scale = (size - 2*border)/size, len;
1533         float bias = border / (float)(size - border), dp, dn, ap, an;
1534         // check if cone enclosing side would cross frustum plane 
1535         scale = 2 / (scale*scale + 2);
1536         for (i = 0;i < 5;i++)
1537         {
1538                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1539                         continue;
1540                 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1541                 len = scale*VectorLength2(n);
1542                 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1543                 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1544                 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1545         }
1546         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1547         {
1548         Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1549         len = scale*VectorLength(n);
1550                 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1551                 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1552                 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1553         }
1554         // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1555         // check if frustum corners/origin cross plane sides
1556 #if 1
1557     // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1558     Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1559     dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1560     masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1561     masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1562     dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1563     masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1564     masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1565     dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1566     masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1567     masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1568     for (i = 0;i < 4;i++)
1569     {
1570         Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1571         VectorSubtract(n, p, n);
1572         dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1573         if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1574         if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1575         dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1576         if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1577         if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1578         dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1579         if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1580         if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1581     }
1582 #else
1583     // finite version, assumes corners are a finite distance from origin dependent on far plane
1584         for (i = 0;i < 5;i++)
1585         {
1586                 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1587                 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1588                 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1589                 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1590                 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1591                 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1592                 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1593                 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1594                 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1595                 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1596         }
1597 #endif
1598         return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1599 }
1600
1601 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1602 {
1603         int t, tend;
1604         const int *e;
1605         const float *v[3];
1606         float normal[3];
1607         vec3_t p[3];
1608         float bias;
1609         int mask, surfacemask = 0;
1610         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1611                 return 0;
1612         bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1613         tend = firsttriangle + numtris;
1614         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1615         {
1616                 // surface box entirely inside light box, no box cull
1617                 if (projectdirection)
1618                 {
1619                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1620                         {
1621                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1622                                 TriangleNormal(v[0], v[1], v[2], normal);
1623                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1624                                 {
1625                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1626                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1627                                         surfacemask |= mask;
1628                                         if(totals)
1629                                         {
1630                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1631                                                 shadowsides[numshadowsides] = mask;
1632                                                 shadowsideslist[numshadowsides++] = t;
1633                                         }
1634                                 }
1635                         }
1636                 }
1637                 else
1638                 {
1639                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1640                         {
1641                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1642                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1643                                 {
1644                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1645                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1646                                         surfacemask |= mask;
1647                                         if(totals)
1648                                         {
1649                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1650                                                 shadowsides[numshadowsides] = mask;
1651                                                 shadowsideslist[numshadowsides++] = t;
1652                                         }
1653                                 }
1654                         }
1655                 }
1656         }
1657         else
1658         {
1659                 // surface box not entirely inside light box, cull each triangle
1660                 if (projectdirection)
1661                 {
1662                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1663                         {
1664                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1665                                 TriangleNormal(v[0], v[1], v[2], normal);
1666                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1667                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1668                                 {
1669                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1670                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1671                                         surfacemask |= mask;
1672                                         if(totals)
1673                                         {
1674                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1675                                                 shadowsides[numshadowsides] = mask;
1676                                                 shadowsideslist[numshadowsides++] = t;
1677                                         }
1678                                 }
1679                         }
1680                 }
1681                 else
1682                 {
1683                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1684                         {
1685                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1686                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1687                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1688                                 {
1689                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1690                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1691                                         surfacemask |= mask;
1692                                         if(totals)
1693                                         {
1694                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1695                                                 shadowsides[numshadowsides] = mask;
1696                                                 shadowsideslist[numshadowsides++] = t;
1697                                         }
1698                                 }
1699                         }
1700                 }
1701         }
1702         return surfacemask;
1703 }
1704
1705 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1706 {
1707         int i, j, outtriangles = 0;
1708         int *outelement3i[6];
1709         if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1710                 return;
1711         outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1712         // make sure shadowelements is big enough for this mesh
1713         if (maxshadowtriangles < outtriangles)
1714                 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1715
1716         // compute the offset and size of the separate index lists for each cubemap side
1717         outtriangles = 0;
1718         for (i = 0;i < 6;i++)
1719         {
1720                 outelement3i[i] = shadowelements + outtriangles * 3;
1721                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1722                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1723                 outtriangles += sidetotals[i];
1724         }
1725
1726         // gather up the (sparse) triangles into separate index lists for each cubemap side
1727         for (i = 0;i < numsidetris;i++)
1728         {
1729                 const int *element = elements + sidetris[i] * 3;
1730                 for (j = 0;j < 6;j++)
1731                 {
1732                         if (sides[i] & (1 << j))
1733                         {
1734                                 outelement3i[j][0] = element[0];
1735                                 outelement3i[j][1] = element[1];
1736                                 outelement3i[j][2] = element[2];
1737                                 outelement3i[j] += 3;
1738                         }
1739                 }
1740         }
1741                         
1742         Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1743 }
1744
1745 static void R_Shadow_MakeTextures_MakeCorona(void)
1746 {
1747         float dx, dy;
1748         int x, y, a;
1749         unsigned char pixels[32][32][4];
1750         for (y = 0;y < 32;y++)
1751         {
1752                 dy = (y - 15.5f) * (1.0f / 16.0f);
1753                 for (x = 0;x < 32;x++)
1754                 {
1755                         dx = (x - 15.5f) * (1.0f / 16.0f);
1756                         a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1757                         a = bound(0, a, 255);
1758                         pixels[y][x][0] = a;
1759                         pixels[y][x][1] = a;
1760                         pixels[y][x][2] = a;
1761                         pixels[y][x][3] = 255;
1762                 }
1763         }
1764         r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
1765 }
1766
1767 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1768 {
1769         float dist = sqrt(x*x+y*y+z*z);
1770         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1771         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1772         return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1773 }
1774
1775 static void R_Shadow_MakeTextures(void)
1776 {
1777         int x, y, z;
1778         float intensity, dist;
1779         unsigned int *data;
1780         R_Shadow_FreeShadowMaps();
1781         R_FreeTexturePool(&r_shadow_texturepool);
1782         r_shadow_texturepool = R_AllocTexturePool();
1783         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1784         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1785         data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1786         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1787         for (x = 0;x <= ATTENTABLESIZE;x++)
1788         {
1789                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1790                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1791                 r_shadow_attentable[x] = bound(0, intensity, 1);
1792         }
1793         // 1D gradient texture
1794         for (x = 0;x < ATTEN1DSIZE;x++)
1795                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1796         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1797         // 2D circle texture
1798         for (y = 0;y < ATTEN2DSIZE;y++)
1799                 for (x = 0;x < ATTEN2DSIZE;x++)
1800                         data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1801         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1802         // 3D sphere texture
1803         if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1804         {
1805                 for (z = 0;z < ATTEN3DSIZE;z++)
1806                         for (y = 0;y < ATTEN3DSIZE;y++)
1807                                 for (x = 0;x < ATTEN3DSIZE;x++)
1808                                         data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1809                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1810         }
1811         else
1812                 r_shadow_attenuation3dtexture = NULL;
1813         Mem_Free(data);
1814
1815         R_Shadow_MakeTextures_MakeCorona();
1816
1817         // Editor light sprites
1818         r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1819         "................"
1820         ".3............3."
1821         "..5...2332...5.."
1822         "...7.3....3.7..."
1823         "....7......7...."
1824         "...3.7....7.3..."
1825         "..2...7..7...2.."
1826         "..3..........3.."
1827         "..3..........3.."
1828         "..2...7..7...2.."
1829         "...3.7....7.3..."
1830         "....7......7...."
1831         "...7.3....3.7..."
1832         "..5...2332...5.."
1833         ".3............3."
1834         "................"
1835         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1836         r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1837         "................"
1838         "................"
1839         "......1111......"
1840         "....11233211...."
1841         "...1234554321..."
1842         "...1356776531..."
1843         "..124677776421.."
1844         "..135777777531.."
1845         "..135777777531.."
1846         "..124677776421.."
1847         "...1356776531..."
1848         "...1234554321..."
1849         "....11233211...."
1850         "......1111......"
1851         "................"
1852         "................"
1853         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1854         r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1855         "................"
1856         "................"
1857         "......1111......"
1858         "....11233211...."
1859         "...1234554321..."
1860         "...1356226531..."
1861         "..12462..26421.."
1862         "..1352....2531.."
1863         "..1352....2531.."
1864         "..12462..26421.."
1865         "...1356226531..."
1866         "...1234554321..."
1867         "....11233211...."
1868         "......1111......"
1869         "................"
1870         "................"
1871         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1872         r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1873         "................"
1874         "................"
1875         "......2772......"
1876         "....27755772...."
1877         "..277533335772.."
1878         "..753333333357.."
1879         "..777533335777.."
1880         "..735775577537.."
1881         "..733357753337.."
1882         "..733337733337.."
1883         "..753337733357.."
1884         "..277537735772.."
1885         "....27777772...."
1886         "......2772......"
1887         "................"
1888         "................"
1889         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1890         r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1891         "................"
1892         "................"
1893         "......2772......"
1894         "....27722772...."
1895         "..2772....2772.."
1896         "..72........27.."
1897         "..7772....2777.."
1898         "..7.27722772.7.."
1899         "..7...2772...7.."
1900         "..7....77....7.."
1901         "..72...77...27.."
1902         "..2772.77.2772.."
1903         "....27777772...."
1904         "......2772......"
1905         "................"
1906         "................"
1907         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1908         r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1909         "................"
1910         ".777752..257777."
1911         ".742........247."
1912         ".72..........27."
1913         ".7............7."
1914         ".5............5."
1915         ".2............2."
1916         "................"
1917         "................"
1918         ".2............2."
1919         ".5............5."
1920         ".7............7."
1921         ".72..........27."
1922         ".742........247."
1923         ".777752..257777."
1924         "................"
1925         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1926 }
1927
1928 void R_Shadow_ValidateCvars(void)
1929 {
1930         if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1931                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1932         if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1933                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1934         if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1935                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1936 }
1937
1938 void R_Shadow_RenderMode_Begin(void)
1939 {
1940 #if 0
1941         GLint drawbuffer;
1942         GLint readbuffer;
1943 #endif
1944         R_Shadow_ValidateCvars();
1945
1946         if (!r_shadow_attenuation2dtexture
1947          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1948          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1949          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1950                 R_Shadow_MakeTextures();
1951
1952         CHECKGLERROR
1953         R_Mesh_ResetTextureState();
1954         GL_BlendFunc(GL_ONE, GL_ZERO);
1955         GL_DepthRange(0, 1);
1956         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1957         GL_DepthTest(true);
1958         GL_DepthMask(false);
1959         GL_Color(0, 0, 0, 1);
1960         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1961         
1962         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1963
1964         if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1965         {
1966                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1967                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1968         }
1969         else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1970         {
1971                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1972                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1973         }
1974         else
1975         {
1976                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1977                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1978         }
1979
1980         switch(vid.renderpath)
1981         {
1982         case RENDERPATH_GL20:
1983         case RENDERPATH_D3D9:
1984         case RENDERPATH_D3D10:
1985         case RENDERPATH_D3D11:
1986         case RENDERPATH_SOFT:
1987         case RENDERPATH_GLES2:
1988                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1989                 break;
1990         case RENDERPATH_GL11:
1991         case RENDERPATH_GL13:
1992         case RENDERPATH_GLES1:
1993                 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1994                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1995                 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1996                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1997                 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1998                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1999                 else
2000                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
2001                 break;
2002         }
2003
2004         CHECKGLERROR
2005 #if 0
2006         qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
2007         qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
2008         r_shadow_drawbuffer = drawbuffer;
2009         r_shadow_readbuffer = readbuffer;
2010 #endif
2011         r_shadow_cullface_front = r_refdef.view.cullface_front;
2012         r_shadow_cullface_back = r_refdef.view.cullface_back;
2013 }
2014
2015 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
2016 {
2017         rsurface.rtlight = rtlight;
2018 }
2019
2020 void R_Shadow_RenderMode_Reset(void)
2021 {
2022         R_Mesh_SetMainRenderTargets();
2023         R_SetViewport(&r_refdef.view.viewport);
2024         GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
2025         R_Mesh_ResetTextureState();
2026         GL_DepthRange(0, 1);
2027         GL_DepthTest(true);
2028         GL_DepthMask(false);
2029         GL_DepthFunc(GL_LEQUAL);
2030         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2031         r_refdef.view.cullface_front = r_shadow_cullface_front;
2032         r_refdef.view.cullface_back = r_shadow_cullface_back;
2033         GL_CullFace(r_refdef.view.cullface_back);
2034         GL_Color(1, 1, 1, 1);
2035         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2036         GL_BlendFunc(GL_ONE, GL_ZERO);
2037         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
2038         r_shadow_usingshadowmap2d = false;
2039         r_shadow_usingshadowmaportho = false;
2040         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2041 }
2042
2043 void R_Shadow_ClearStencil(void)
2044 {
2045         GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2046         r_refdef.stats.lights_clears++;
2047 }
2048
2049 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2050 {
2051         r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2052         if (r_shadow_rendermode == mode)
2053                 return;
2054         R_Shadow_RenderMode_Reset();
2055         GL_DepthFunc(GL_LESS);
2056         GL_ColorMask(0, 0, 0, 0);
2057         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2058         GL_CullFace(GL_NONE);
2059         R_SetupShader_DepthOrShadow(false);
2060         r_shadow_rendermode = mode;
2061         switch(mode)
2062         {
2063         default:
2064                 break;
2065         case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2066         case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2067                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2068                 break;
2069         case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2070         case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2071                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2072                 break;
2073         }
2074 }
2075
2076 static void R_Shadow_MakeVSDCT(void)
2077 {
2078         // maps to a 2x3 texture rectangle with normalized coordinates
2079         // +-
2080         // XX
2081         // YY
2082         // ZZ
2083         // stores abs(dir.xy), offset.xy/2.5
2084         unsigned char data[4*6] =
2085         {
2086                 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2087                 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2088                 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2089                 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2090                 0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2091                 0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2092         };
2093         r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2094 }
2095
2096 static void R_Shadow_MakeShadowMap(int side, int size)
2097 {
2098         switch (r_shadow_shadowmode)
2099         {
2100         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2101                 if (r_shadow_shadowmap2dtexture) return;
2102                 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2103                 r_shadow_shadowmap2dcolortexture = NULL;
2104                 switch(vid.renderpath)
2105                 {
2106 #ifdef SUPPORTD3D
2107                 case RENDERPATH_D3D9:
2108                         r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2109                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2110                         break;
2111 #endif
2112                 default:
2113                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
2114                         break;
2115                 }
2116                 break;
2117         default:
2118                 return;
2119         }
2120
2121         // render depth into the fbo, do not render color at all
2122         // validate the fbo now
2123         if (qglDrawBuffer)
2124         {
2125                 int status;
2126                 qglDrawBuffer(GL_NONE);CHECKGLERROR
2127                 qglReadBuffer(GL_NONE);CHECKGLERROR
2128                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2129                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2130                 {
2131                         Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2132                         Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2133                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
2134                 }
2135         }
2136 }
2137
2138 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2139 {
2140         float nearclip, farclip, bias;
2141         r_viewport_t viewport;
2142         int flipped;
2143         GLuint fbo = 0;
2144         float clearcolor[4];
2145         nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2146         farclip = 1.0f;
2147         bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2148         r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2149         r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2150         r_shadow_shadowmapside = side;
2151         r_shadow_shadowmapsize = size;
2152
2153         r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2154         r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2155         R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2156         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2157
2158         // complex unrolled cube approach (more flexible)
2159         if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2160                 R_Shadow_MakeVSDCT();
2161         if (!r_shadow_shadowmap2dtexture)
2162                 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2163         if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2164         r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2165         r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2166         r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2167
2168         R_Mesh_ResetTextureState();
2169         R_Shadow_RenderMode_Reset();
2170         R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2171         R_SetupShader_DepthOrShadow(true);
2172         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2173         GL_DepthMask(true);
2174         GL_DepthTest(true);
2175
2176 init_done:
2177         R_SetViewport(&viewport);
2178         flipped = (side & 1) ^ (side >> 2);
2179         r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2180         r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2181         switch(vid.renderpath)
2182         {
2183         case RENDERPATH_GL11:
2184         case RENDERPATH_GL13:
2185         case RENDERPATH_GL20:
2186         case RENDERPATH_SOFT:
2187         case RENDERPATH_GLES1:
2188         case RENDERPATH_GLES2:
2189                 GL_CullFace(r_refdef.view.cullface_back);
2190                 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2191                 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2192                 {
2193                         // get tightest scissor rectangle that encloses all viewports in the clear mask
2194                         int x1 = clear & 0x15 ? 0 : size;
2195                         int x2 = clear & 0x2A ? 2 * size : size;
2196                         int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2197                         int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2198                         GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2199                         GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2200                 }
2201                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2202                 break;
2203         case RENDERPATH_D3D9:
2204         case RENDERPATH_D3D10:
2205         case RENDERPATH_D3D11:
2206                 Vector4Set(clearcolor, 1,1,1,1);
2207                 // completely different meaning than in OpenGL path
2208                 r_shadow_shadowmap_parameters[1] = 0;
2209                 r_shadow_shadowmap_parameters[3] = -bias;
2210                 // we invert the cull mode because we flip the projection matrix
2211                 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2212                 GL_CullFace(r_refdef.view.cullface_front);
2213                 // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
2214                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2215                 if (r_shadow_shadowmapsampler)
2216                 {
2217                         GL_ColorMask(0,0,0,0);
2218                         if (clear)
2219                                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2220                 }
2221                 else
2222                 {
2223                         GL_ColorMask(1,1,1,1);
2224                         if (clear)
2225                                 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2226                 }
2227                 break;
2228         }
2229 }
2230
2231 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2232 {
2233         R_Mesh_ResetTextureState();
2234         R_Mesh_SetMainRenderTargets();
2235         if (transparent)
2236         {
2237                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2238                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2239                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2240                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2241         }
2242         R_Shadow_RenderMode_Reset();
2243         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2244         if (!transparent)
2245                 GL_DepthFunc(GL_EQUAL);
2246         // do global setup needed for the chosen lighting mode
2247         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2248                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2249         r_shadow_usingshadowmap2d = shadowmapping;
2250         r_shadow_rendermode = r_shadow_lightingrendermode;
2251         // only draw light where this geometry was already rendered AND the
2252         // stencil is 128 (values other than this mean shadow)
2253         if (stenciltest)
2254                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2255         else
2256                 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2257 }
2258
2259 static const unsigned short bboxelements[36] =
2260 {
2261         5, 1, 3, 5, 3, 7,
2262         6, 2, 0, 6, 0, 4,
2263         7, 3, 2, 7, 2, 6,
2264         4, 0, 1, 4, 1, 5,
2265         4, 5, 7, 4, 7, 6,
2266         1, 0, 2, 1, 2, 3,
2267 };
2268
2269 static const float bboxpoints[8][3] =
2270 {
2271         {-1,-1,-1},
2272         { 1,-1,-1},
2273         {-1, 1,-1},
2274         { 1, 1,-1},
2275         {-1,-1, 1},
2276         { 1,-1, 1},
2277         {-1, 1, 1},
2278         { 1, 1, 1},
2279 };
2280
2281 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2282 {
2283         int i;
2284         float vertex3f[8*3];
2285         const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2286 // do global setup needed for the chosen lighting mode
2287         R_Shadow_RenderMode_Reset();
2288         r_shadow_rendermode = r_shadow_lightingrendermode;
2289         R_EntityMatrix(&identitymatrix);
2290         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2291         // only draw light where this geometry was already rendered AND the
2292         // stencil is 128 (values other than this mean shadow)
2293         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2294         if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
2295                 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2296         else
2297                 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
2298
2299         r_shadow_usingshadowmap2d = shadowmapping;
2300
2301         // render the lighting
2302         R_SetupShader_DeferredLight(rsurface.rtlight);
2303         for (i = 0;i < 8;i++)
2304                 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2305         GL_ColorMask(1,1,1,1);
2306         GL_DepthMask(false);
2307         GL_DepthRange(0, 1);
2308         GL_PolygonOffset(0, 0);
2309         GL_DepthTest(true);
2310         GL_DepthFunc(GL_GREATER);
2311         GL_CullFace(r_refdef.view.cullface_back);
2312         R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
2313         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2314 }
2315
2316 static void R_Shadow_UpdateBounceGridTexture(void)
2317 {
2318 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2319         dlight_t *light;
2320         int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2321         int bouncecount;
2322         int hitsupercontentsmask;
2323         int maxbounce;
2324         int numpixels;
2325         int resolution[3];
2326         int shootparticles;
2327         int shotparticles;
2328         int photoncount;
2329         int tex[3];
2330         trace_t cliptrace;
2331         //trace_t cliptrace2;
2332         //trace_t cliptrace3;
2333         unsigned char *pixel;
2334         unsigned char *pixels;
2335         float *highpixel;
2336         float *highpixels;
2337         unsigned int lightindex;
2338         unsigned int range;
2339         unsigned int range1;
2340         unsigned int range2;
2341         unsigned int seed = (unsigned int)(realtime * 1000.0f);
2342         vec3_t shotcolor;
2343         vec3_t baseshotcolor;
2344         vec3_t surfcolor;
2345         vec3_t clipend;
2346         vec3_t clipstart;
2347         vec3_t clipdiff;
2348         vec3_t ispacing;
2349         vec3_t maxs;
2350         vec3_t mins;
2351         vec3_t size;
2352         vec3_t spacing;
2353         vec3_t lightcolor;
2354         vec3_t steppos;
2355         vec3_t stepdelta;
2356         vec_t radius;
2357         vec_t s;
2358         vec_t lightintensity;
2359         vec_t photonscaling;
2360         vec_t photonresidual;
2361         float m[16];
2362         float texlerp[2][3];
2363         float splatcolor[32];
2364         float pixelweight[8];
2365         float w;
2366         int c[4];
2367         int pixelindex[8];
2368         int corner;
2369         int pixelsperband;
2370         int pixelband;
2371         int pixelbands;
2372         int numsteps;
2373         int step;
2374         int x, y, z;
2375         rtlight_t *rtlight;
2376         r_shadow_bouncegrid_settings_t settings;
2377         qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
2378         qboolean allowdirectionalshading = false;
2379         switch(vid.renderpath)
2380         {
2381         case RENDERPATH_GL20:
2382                 allowdirectionalshading = true;
2383                 if (!vid.support.ext_texture_3d)
2384                         return;
2385                 break;
2386         case RENDERPATH_GLES2:
2387                 // for performance reasons, do not use directional shading on GLES devices
2388                 if (!vid.support.ext_texture_3d)
2389                         return;
2390                 break;
2391                 // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
2392         case RENDERPATH_GL11:
2393         case RENDERPATH_GL13:
2394         case RENDERPATH_GLES1:
2395         case RENDERPATH_SOFT:
2396         case RENDERPATH_D3D9:
2397         case RENDERPATH_D3D10:
2398         case RENDERPATH_D3D11:
2399                 return;
2400         }
2401
2402         r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2403
2404         // see if there are really any lights to render...
2405         if (enable && r_shadow_bouncegrid_static.integer)
2406         {
2407                 enable = false;
2408                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2409                 for (lightindex = 0;lightindex < range;lightindex++)
2410                 {
2411                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2412                         if (!light || !(light->flags & flag))
2413                                 continue;
2414                         rtlight = &light->rtlight;
2415                         // when static, we skip styled lights because they tend to change...
2416                         if (rtlight->style > 0)
2417                                 continue;
2418                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
2419                         if (!VectorLength2(lightcolor))
2420                                 continue;
2421                         enable = true;
2422                         break;
2423                 }
2424         }
2425
2426         if (!enable)
2427         {
2428                 if (r_shadow_bouncegridtexture)
2429                 {
2430                         R_FreeTexture(r_shadow_bouncegridtexture);
2431                         r_shadow_bouncegridtexture = NULL;
2432                 }
2433                 if (r_shadow_bouncegridpixels)
2434                         Mem_Free(r_shadow_bouncegridpixels);
2435                 r_shadow_bouncegridpixels = NULL;
2436                 if (r_shadow_bouncegridhighpixels)
2437                         Mem_Free(r_shadow_bouncegridhighpixels);
2438                 r_shadow_bouncegridhighpixels = NULL;
2439                 r_shadow_bouncegridnumpixels = 0;
2440                 r_shadow_bouncegriddirectional = false;
2441                 return;
2442         }
2443
2444         // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
2445         memset(&settings, 0, sizeof(settings));
2446         settings.staticmode                    = r_shadow_bouncegrid_static.integer != 0;
2447         settings.airstepmax                    = bound(1, r_shadow_bouncegrid_airstepmax.integer, 1048576);
2448         settings.airstepsize                   = bound(1.0f, r_shadow_bouncegrid_airstepsize.value, 1024.0f);
2449         settings.bounceanglediffuse            = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
2450         settings.directionalshading            = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
2451         settings.dlightparticlemultiplier      = r_shadow_bouncegrid_dlightparticlemultiplier.value;
2452         settings.hitmodels                     = r_shadow_bouncegrid_hitmodels.integer != 0;
2453         settings.includedirectlighting         = r_shadow_bouncegrid_includedirectlighting.integer != 0;
2454         settings.lightradiusscale              = r_shadow_bouncegrid_lightradiusscale.value;
2455         settings.maxbounce                     = r_shadow_bouncegrid_maxbounce.integer;
2456         settings.particlebounceintensity       = r_shadow_bouncegrid_particlebounceintensity.value;
2457         settings.particleintensity             = r_shadow_bouncegrid_particleintensity.value;
2458         settings.photons                       = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
2459         settings.spacing[0]                    = r_shadow_bouncegrid_spacingx.value;
2460         settings.spacing[1]                    = r_shadow_bouncegrid_spacingy.value;
2461         settings.spacing[2]                    = r_shadow_bouncegrid_spacingz.value;
2462         settings.stablerandom                  = r_shadow_bouncegrid_stablerandom.integer;
2463
2464         // bound the values for sanity
2465         settings.photons = bound(1, settings.photons, 1048576);
2466         settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
2467         settings.maxbounce = bound(0, settings.maxbounce, 16);
2468         settings.spacing[0] = bound(1, settings.spacing[0], 512);
2469         settings.spacing[1] = bound(1, settings.spacing[1], 512);
2470         settings.spacing[2] = bound(1, settings.spacing[2], 512);
2471
2472         // get the spacing values
2473         spacing[0] = settings.spacing[0];
2474         spacing[1] = settings.spacing[1];
2475         spacing[2] = settings.spacing[2];
2476         ispacing[0] = 1.0f / spacing[0];
2477         ispacing[1] = 1.0f / spacing[1];
2478         ispacing[2] = 1.0f / spacing[2];
2479
2480         // calculate texture size enclosing entire world bounds at the spacing
2481         VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2482         VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2483         VectorSubtract(maxs, mins, size);
2484         // now we can calculate the resolution we want
2485         c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2486         c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2487         c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2488         // figure out the exact texture size (honoring power of 2 if required)
2489         c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2490         c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2491         c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2492         if (vid.support.arb_texture_non_power_of_two)
2493         {
2494                 resolution[0] = c[0];
2495                 resolution[1] = c[1];
2496                 resolution[2] = c[2];
2497         }
2498         else
2499         {
2500                 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2501                 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2502                 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2503         }
2504         size[0] = spacing[0] * resolution[0];
2505         size[1] = spacing[1] * resolution[1];
2506         size[2] = spacing[2] * resolution[2];
2507
2508         // if dynamic we may or may not want to use the world bounds
2509         // if the dynamic size is smaller than the world bounds, use it instead
2510         if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
2511         {
2512                 // we know the resolution we want
2513                 c[0] = r_shadow_bouncegrid_x.integer;
2514                 c[1] = r_shadow_bouncegrid_y.integer;
2515                 c[2] = r_shadow_bouncegrid_z.integer;
2516                 // now we can calculate the texture size (power of 2 if required)
2517                 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2518                 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2519                 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2520                 if (vid.support.arb_texture_non_power_of_two)
2521                 {
2522                         resolution[0] = c[0];
2523                         resolution[1] = c[1];
2524                         resolution[2] = c[2];
2525                 }
2526                 else
2527                 {
2528                         for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2529                         for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2530                         for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2531                 }
2532                 size[0] = spacing[0] * resolution[0];
2533                 size[1] = spacing[1] * resolution[1];
2534                 size[2] = spacing[2] * resolution[2];
2535                 // center the rendering on the view
2536                 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2537                 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2538                 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2539         }
2540
2541         // recalculate the maxs in case the resolution was not satisfactory
2542         VectorAdd(mins, size, maxs);
2543
2544         // if all the settings seem identical to the previous update, return
2545         if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
2546                 return;
2547
2548         // store the new settings
2549         r_shadow_bouncegridsettings = settings;
2550
2551         pixelbands = settings.directionalshading ? 8 : 1;
2552         pixelsperband = resolution[0]*resolution[1]*resolution[2];
2553         numpixels = pixelsperband*pixelbands;
2554
2555         // we're going to update the bouncegrid, update the matrix...
2556         memset(m, 0, sizeof(m));
2557         m[0] = 1.0f / size[0];
2558         m[3] = -mins[0] * m[0];
2559         m[5] = 1.0f / size[1];
2560         m[7] = -mins[1] * m[5];
2561         m[10] = 1.0f / size[2];
2562         m[11] = -mins[2] * m[10];
2563         m[15] = 1.0f;
2564         Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2565         // reallocate pixels for this update if needed...
2566         if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2567         {
2568                 if (r_shadow_bouncegridtexture)
2569                 {
2570                         R_FreeTexture(r_shadow_bouncegridtexture);
2571                         r_shadow_bouncegridtexture = NULL;
2572                 }
2573                 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2574                 r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
2575         }
2576         r_shadow_bouncegridnumpixels = numpixels;
2577         pixels = r_shadow_bouncegridpixels;
2578         highpixels = r_shadow_bouncegridhighpixels;
2579         x = pixelsperband*4;
2580         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2581         {
2582                 if (pixelband == 1)
2583                         memset(pixels + pixelband * x, 128, x);
2584                 else
2585                         memset(pixels + pixelband * x, 0, x);
2586         }
2587         memset(highpixels, 0, numpixels * sizeof(float[4]));
2588         // figure out what we want to interact with
2589         if (settings.hitmodels)
2590                 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
2591         else
2592                 hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
2593         maxbounce = settings.maxbounce;
2594         // clear variables that produce warnings otherwise
2595         memset(splatcolor, 0, sizeof(splatcolor));
2596         // iterate world rtlights
2597         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2598         range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
2599         range2 = range + range1;
2600         photoncount = 0;
2601         for (lightindex = 0;lightindex < range2;lightindex++)
2602         {
2603                 if (settings.staticmode)
2604                 {
2605                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2606                         if (!light || !(light->flags & flag))
2607                                 continue;
2608                         rtlight = &light->rtlight;
2609                         // when static, we skip styled lights because they tend to change...
2610                         if (rtlight->style > 0)
2611                                 continue;
2612                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2613                 }
2614                 else
2615                 {
2616                         if (lightindex < range)
2617                         {
2618                                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2619                                 rtlight = &light->rtlight;
2620                         }
2621                         else
2622                                 rtlight = r_refdef.scene.lights[lightindex - range];
2623                         // draw only visible lights (major speedup)
2624                         if (!rtlight->draw)
2625                                 continue;
2626                         VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2627                 }
2628                 if (!VectorLength2(lightcolor))
2629                         continue;
2630                 // shoot particles from this light
2631                 // use a calculation for the number of particles that will not
2632                 // vary with lightstyle, otherwise we get randomized particle
2633                 // distribution, the seeded random is only consistent for a
2634                 // consistent number of particles on this light...
2635                 radius = rtlight->radius * settings.lightradiusscale;
2636                 s = rtlight->radius;
2637                 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2638                 if (lightindex >= range)
2639                         lightintensity *= settings.dlightparticlemultiplier;
2640                 photoncount += max(0.0f, lightintensity * s * s);
2641         }
2642         photonscaling = (float)settings.photons / max(1, photoncount);
2643         photonresidual = 0.0f;
2644         for (lightindex = 0;lightindex < range2;lightindex++)
2645         {
2646                 if (settings.staticmode)
2647                 {
2648                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2649                         if (!light || !(light->flags & flag))
2650                                 continue;
2651                         rtlight = &light->rtlight;
2652                         // when static, we skip styled lights because they tend to change...
2653                         if (rtlight->style > 0)
2654                                 continue;
2655                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2656                 }
2657                 else
2658                 {
2659                         if (lightindex < range)
2660                         {
2661                                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2662                                 rtlight = &light->rtlight;
2663                         }
2664                         else
2665                                 rtlight = r_refdef.scene.lights[lightindex - range];
2666                         // draw only visible lights (major speedup)
2667                         if (!rtlight->draw)
2668                                 continue;
2669                         VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2670                 }
2671                 if (!VectorLength2(lightcolor))
2672                         continue;
2673                 // shoot particles from this light
2674                 // use a calculation for the number of particles that will not
2675                 // vary with lightstyle, otherwise we get randomized particle
2676                 // distribution, the seeded random is only consistent for a
2677                 // consistent number of particles on this light...
2678                 radius = rtlight->radius * settings.lightradiusscale;
2679                 s = rtlight->radius;
2680                 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2681                 if (lightindex >= range)
2682                         lightintensity *= settings.dlightparticlemultiplier;
2683                 photonresidual += lightintensity * s * s * photonscaling;
2684                 shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2685                 if (!shootparticles)
2686                         continue;
2687                 photonresidual -= shootparticles;
2688                 s = settings.particleintensity / shootparticles;
2689                 VectorScale(lightcolor, s, baseshotcolor);
2690                 if (VectorLength2(baseshotcolor) == 0.0f)
2691                         break;
2692                 r_refdef.stats.bouncegrid_lights++;
2693                 r_refdef.stats.bouncegrid_particles += shootparticles;
2694                 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2695                 {
2696                         if (settings.stablerandom > 0)
2697                                 seed = lightindex * 11937 + shotparticles;
2698                         VectorCopy(baseshotcolor, shotcolor);
2699                         VectorCopy(rtlight->shadoworigin, clipstart);
2700                         if (settings.stablerandom < 0)
2701                                 VectorRandom(clipend);
2702                         else
2703                                 VectorCheeseRandom(clipend);
2704                         VectorMA(clipstart, radius, clipend, clipend);
2705                         for (bouncecount = 0;;bouncecount++)
2706                         {
2707                                 r_refdef.stats.bouncegrid_traces++;
2708                                 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2709                                 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2710                                 if (settings.staticmode)
2711                                         Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true);
2712                                 else
2713                                         cliptrace = CL_TraceLine(clipstart, clipend, settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true);
2714                                 if (bouncecount > 0 || settings.includedirectlighting)
2715                                 {
2716                                         // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
2717                                         // accumulate average shotcolor
2718                                         w = VectorLength(shotcolor);
2719                                         splatcolor[ 0] = shotcolor[0];
2720                                         splatcolor[ 1] = shotcolor[1];
2721                                         splatcolor[ 2] = shotcolor[2];
2722                                         splatcolor[ 3] = 0.0f;
2723                                         if (pixelbands > 1)
2724                                         {
2725                                                 VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
2726                                                 VectorNormalize(clipdiff);
2727                                                 // store bentnormal in case the shader has a use for it
2728                                                 splatcolor[ 4] = clipdiff[0] * w;
2729                                                 splatcolor[ 5] = clipdiff[1] * w;
2730                                                 splatcolor[ 6] = clipdiff[2] * w;
2731                                                 splatcolor[ 7] = w;
2732                                                 // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z)
2733                                                 splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]);
2734                                                 splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]);
2735                                                 splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]);
2736                                                 splatcolor[11] = 0.0f;
2737                                                 splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]);
2738                                                 splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]);
2739                                                 splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]);
2740                                                 splatcolor[15] = 0.0f;
2741                                                 splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]);
2742                                                 splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]);
2743                                                 splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]);
2744                                                 splatcolor[19] = 0.0f;
2745                                                 splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]);
2746                                                 splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]);
2747                                                 splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]);
2748                                                 splatcolor[23] = 0.0f;
2749                                                 splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]);
2750                                                 splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]);
2751                                                 splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]);
2752                                                 splatcolor[27] = 0.0f;
2753                                                 splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]);
2754                                                 splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]);
2755                                                 splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]);
2756                                                 splatcolor[31] = 0.0f;
2757                                         }
2758                                         // calculate the number of steps we need to traverse this distance
2759                                         VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
2760                                         numsteps = (int)(VectorLength(stepdelta) / settings.airstepsize);
2761                                         numsteps = bound(1, numsteps, settings.airstepmax);
2762                                         w = 1.0f / numsteps;
2763                                         VectorScale(stepdelta, w, stepdelta);
2764                                         VectorMA(clipstart, 0.5f, stepdelta, steppos);
2765                                         if (settings.airstepmax == 1)
2766                                                 VectorCopy(cliptrace.endpos, steppos);
2767                                         for (step = 0;step < numsteps;step++)
2768                                         {
2769                                                 r_refdef.stats.bouncegrid_splats++;
2770                                                 // figure out which texture pixel this is in
2771                                                 texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]);
2772                                                 texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]);
2773                                                 texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]);
2774                                                 tex[0] = (int)floor(texlerp[1][0]);
2775                                                 tex[1] = (int)floor(texlerp[1][1]);
2776                                                 tex[2] = (int)floor(texlerp[1][2]);
2777                                                 if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2)
2778                                                 {
2779                                                         // it is within bounds...  do the real work now
2780                                                         // calculate the lerp factors
2781                                                         texlerp[1][0] -= tex[0];
2782                                                         texlerp[1][1] -= tex[1];
2783                                                         texlerp[1][2] -= tex[2];
2784                                                         texlerp[0][0] = 1.0f - texlerp[1][0];
2785                                                         texlerp[0][1] = 1.0f - texlerp[1][1];
2786                                                         texlerp[0][2] = 1.0f - texlerp[1][2];
2787                                                         // calculate individual pixel indexes and weights
2788                                                         pixelindex[0] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
2789                                                         pixelindex[1] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
2790                                                         pixelindex[2] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
2791                                                         pixelindex[3] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]);
2792                                                         pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
2793                                                         pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]);
2794                                                         pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]);
2795                                                         pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]);
2796                                                         // update the 8 pixels...
2797                                                         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2798                                                         {
2799                                                                 for (corner = 0;corner < 8;corner++)
2800                                                                 {
2801                                                                         // calculate address for pixel
2802                                                                         w = pixelweight[corner];
2803                                                                         pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2804                                                                         highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2805                                                                         // add to the high precision pixel color
2806                                                                         highpixel[0] += (splatcolor[pixelband*4+0]*w);
2807                                                                         highpixel[1] += (splatcolor[pixelband*4+1]*w);
2808                                                                         highpixel[2] += (splatcolor[pixelband*4+2]*w);
2809                                                                         highpixel[3] += (splatcolor[pixelband*4+3]*w);
2810                                                                         // flag the low precision pixel as needing to be updated
2811                                                                         pixel[3] = 255;
2812                                                                         // advance to next band of coefficients
2813                                                                         //pixel += pixelsperband*4;
2814                                                                         //highpixel += pixelsperband*4;
2815                                                                 }
2816                                                         }
2817                                                 }
2818                                                 VectorAdd(steppos, stepdelta, steppos);
2819                                         }
2820                                 }
2821                                 if (cliptrace.fraction >= 1.0f)
2822                                         break;
2823                                 r_refdef.stats.bouncegrid_hits++;
2824                                 if (bouncecount >= maxbounce)
2825                                         break;
2826                                 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2827                                 // also clamp the resulting color to never add energy, even if the user requests extreme values
2828                                 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2829                                         VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2830                                 else
2831                                         VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2832                                 VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
2833                                 surfcolor[0] = min(surfcolor[0], 1.0f);
2834                                 surfcolor[1] = min(surfcolor[1], 1.0f);
2835                                 surfcolor[2] = min(surfcolor[2], 1.0f);
2836                                 VectorMultiply(shotcolor, surfcolor, shotcolor);
2837                                 if (VectorLength2(baseshotcolor) == 0.0f)
2838                                         break;
2839                                 r_refdef.stats.bouncegrid_bounces++;
2840                                 if (settings.bounceanglediffuse)
2841                                 {
2842                                         // random direction, primarily along plane normal
2843                                         s = VectorDistance(cliptrace.endpos, clipend);
2844                                         if (settings.stablerandom < 0)
2845                                                 VectorRandom(clipend);
2846                                         else
2847                                                 VectorCheeseRandom(clipend);
2848                                         VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2849                                         VectorNormalize(clipend);
2850                                         VectorScale(clipend, s, clipend);
2851                                 }
2852                                 else
2853                                 {
2854                                         // reflect the remaining portion of the line across plane normal
2855                                         VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2856                                         VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2857                                 }
2858                                 // calculate the new line start and end
2859                                 VectorCopy(cliptrace.endpos, clipstart);
2860                                 VectorAdd(clipstart, clipend, clipend);
2861                         }
2862                 }
2863         }
2864         // generate pixels array from highpixels array
2865         // skip first and last columns, rows, and layers as these are blank
2866         // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
2867         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2868         {
2869                 for (z = 1;z < resolution[2]-1;z++)
2870                 {
2871                         for (y = 1;y < resolution[1]-1;y++)
2872                         {
2873                                 for (x = 1, pixelindex[0] = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4)
2874                                 {
2875                                         // only convert pixels that were hit by photons
2876                                         if (pixel[3] == 255)
2877                                         {
2878                                                 // normalize the bentnormal...
2879                                                 if (pixelband == 1)
2880                                                 {
2881                                                         VectorNormalize(highpixel);
2882                                                         c[0] = (int)(highpixel[0]*128.0f+128.0f);
2883                                                         c[1] = (int)(highpixel[1]*128.0f+128.0f);
2884                                                         c[2] = (int)(highpixel[2]*128.0f+128.0f);
2885                                                         c[3] = (int)(highpixel[3]*128.0f+128.0f);
2886                                                 }
2887                                                 else
2888                                                 {
2889                                                         c[0] = (int)(highpixel[0]*256.0f);
2890                                                         c[1] = (int)(highpixel[1]*256.0f);
2891                                                         c[2] = (int)(highpixel[2]*256.0f);
2892                                                         c[3] = (int)(highpixel[3]*256.0f);
2893                                                 }
2894                                                 pixel[2] = (unsigned char)bound(0, c[0], 255);
2895                                                 pixel[1] = (unsigned char)bound(0, c[1], 255);
2896                                                 pixel[0] = (unsigned char)bound(0, c[2], 255);
2897                                                 pixel[3] = (unsigned char)bound(0, c[3], 255);
2898                                         }
2899                                 }
2900                         }
2901                 }
2902         }
2903         if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2] && r_shadow_bouncegriddirectional == settings.directionalshading)
2904                 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
2905         else
2906         {
2907                 VectorCopy(resolution, r_shadow_bouncegridresolution);
2908                 r_shadow_bouncegriddirectional = settings.directionalshading;
2909                 if (r_shadow_bouncegridtexture)
2910                         R_FreeTexture(r_shadow_bouncegridtexture);
2911                 r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
2912         }
2913         r_shadow_bouncegridtime = realtime;
2914 }
2915
2916 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2917 {
2918         R_Shadow_RenderMode_Reset();
2919         GL_BlendFunc(GL_ONE, GL_ONE);
2920         GL_DepthRange(0, 1);
2921         GL_DepthTest(r_showshadowvolumes.integer < 2);
2922         GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2923         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2924         GL_CullFace(GL_NONE);
2925         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2926 }
2927
2928 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2929 {
2930         R_Shadow_RenderMode_Reset();
2931         GL_BlendFunc(GL_ONE, GL_ONE);
2932         GL_DepthRange(0, 1);
2933         GL_DepthTest(r_showlighting.integer < 2);
2934         GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2935         if (!transparent)
2936                 GL_DepthFunc(GL_EQUAL);
2937         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2938         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2939 }
2940
2941 void R_Shadow_RenderMode_End(void)
2942 {
2943         R_Shadow_RenderMode_Reset();
2944         R_Shadow_RenderMode_ActiveLight(NULL);
2945         GL_DepthMask(true);
2946         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2947         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2948 }
2949
2950 int bboxedges[12][2] =
2951 {
2952         // top
2953         {0, 1}, // +X
2954         {0, 2}, // +Y
2955         {1, 3}, // Y, +X
2956         {2, 3}, // X, +Y
2957         // bottom
2958         {4, 5}, // +X
2959         {4, 6}, // +Y
2960         {5, 7}, // Y, +X
2961         {6, 7}, // X, +Y
2962         // verticals
2963         {0, 4}, // +Z
2964         {1, 5}, // X, +Z
2965         {2, 6}, // Y, +Z
2966         {3, 7}, // XY, +Z
2967 };
2968
2969 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2970 {
2971         if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer)
2972         {
2973                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2974                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2975                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2976                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2977                 return false;
2978         }
2979         if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2980                 return true; // invisible
2981         if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2982         || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2983         || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2984         || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2985                 r_refdef.stats.lights_scissored++;
2986         return false;
2987 }
2988
2989 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2990 {
2991         int i;
2992         const float *vertex3f;
2993         const float *normal3f;
2994         float *color4f;
2995         float dist, dot, distintensity, shadeintensity, v[3], n[3];
2996         switch (r_shadow_rendermode)
2997         {
2998         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2999         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3000                 if (VectorLength2(diffusecolor) > 0)
3001                 {
3002                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3003                         {
3004                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3005                                 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3006                                 if ((dot = DotProduct(n, v)) < 0)
3007                                 {
3008                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3009                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
3010                                 }
3011                                 else
3012                                         VectorCopy(ambientcolor, color4f);
3013                                 if (r_refdef.fogenabled)
3014                                 {
3015                                         float f;
3016                                         f = RSurf_FogVertex(vertex3f);
3017                                         VectorScale(color4f, f, color4f);
3018                                 }
3019                                 color4f[3] = 1;
3020                         }
3021                 }
3022                 else
3023                 {
3024                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3025                         {
3026                                 VectorCopy(ambientcolor, color4f);
3027                                 if (r_refdef.fogenabled)
3028                                 {
3029                                         float f;
3030                                         Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3031                                         f = RSurf_FogVertex(vertex3f);
3032                                         VectorScale(color4f + 4*i, f, color4f);
3033                                 }
3034                                 color4f[3] = 1;
3035                         }
3036                 }
3037                 break;
3038         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3039                 if (VectorLength2(diffusecolor) > 0)
3040                 {
3041                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3042                         {
3043                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3044                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3045                                 {
3046                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3047                                         if ((dot = DotProduct(n, v)) < 0)
3048                                         {
3049                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3050                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3051                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3052                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3053                                         }
3054                                         else
3055                                         {
3056                                                 color4f[0] = ambientcolor[0] * distintensity;
3057                                                 color4f[1] = ambientcolor[1] * distintensity;
3058                                                 color4f[2] = ambientcolor[2] * distintensity;
3059                                         }
3060                                         if (r_refdef.fogenabled)
3061                                         {
3062                                                 float f;
3063                                                 f = RSurf_FogVertex(vertex3f);
3064                                                 VectorScale(color4f, f, color4f);
3065                                         }
3066                                 }
3067                                 else
3068                                         VectorClear(color4f);
3069                                 color4f[3] = 1;
3070                         }
3071                 }
3072                 else
3073                 {
3074                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3075                         {
3076                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3077                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3078                                 {
3079                                         color4f[0] = ambientcolor[0] * distintensity;
3080                                         color4f[1] = ambientcolor[1] * distintensity;
3081                                         color4f[2] = ambientcolor[2] * distintensity;
3082                                         if (r_refdef.fogenabled)
3083                                         {
3084                                                 float f;
3085                                                 f = RSurf_FogVertex(vertex3f);
3086                                                 VectorScale(color4f, f, color4f);
3087                                         }
3088                                 }
3089                                 else
3090                                         VectorClear(color4f);
3091                                 color4f[3] = 1;
3092                         }
3093                 }
3094                 break;
3095         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3096                 if (VectorLength2(diffusecolor) > 0)
3097                 {
3098                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3099                         {
3100                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3101                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3102                                 {
3103                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3104                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3105                                         if ((dot = DotProduct(n, v)) < 0)
3106                                         {
3107                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3108                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3109                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3110                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3111                                         }
3112                                         else
3113                                         {
3114                                                 color4f[0] = ambientcolor[0] * distintensity;
3115                                                 color4f[1] = ambientcolor[1] * distintensity;
3116                                                 color4f[2] = ambientcolor[2] * distintensity;
3117                                         }
3118                                         if (r_refdef.fogenabled)
3119                                         {
3120                                                 float f;
3121                                                 f = RSurf_FogVertex(vertex3f);
3122                                                 VectorScale(color4f, f, color4f);
3123                                         }
3124                                 }
3125                                 else
3126                                         VectorClear(color4f);
3127                                 color4f[3] = 1;
3128                         }
3129                 }
3130                 else
3131                 {
3132                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3133                         {
3134                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3135                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3136                                 {
3137                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3138                                         color4f[0] = ambientcolor[0] * distintensity;
3139                                         color4f[1] = ambientcolor[1] * distintensity;
3140                                         color4f[2] = ambientcolor[2] * distintensity;
3141                                         if (r_refdef.fogenabled)
3142                                         {
3143                                                 float f;
3144                                                 f = RSurf_FogVertex(vertex3f);
3145                                                 VectorScale(color4f, f, color4f);
3146                                         }
3147                                 }
3148                                 else
3149                                         VectorClear(color4f);
3150                                 color4f[3] = 1;
3151                         }
3152                 }
3153                 break;
3154         default:
3155                 break;
3156         }
3157 }
3158
3159 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3160 {
3161         // used to display how many times a surface is lit for level design purposes
3162         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3163         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
3164         RSurf_DrawBatch();
3165 }
3166
3167 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
3168 {
3169         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
3170         R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
3171         RSurf_DrawBatch();
3172 }
3173
3174 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3175 {
3176         int renders;
3177         int i;
3178         int stop;
3179         int newfirstvertex;
3180         int newlastvertex;
3181         int newnumtriangles;
3182         int *newe;
3183         const int *e;
3184         float *c;
3185         int maxtriangles = 4096;
3186         static int newelements[4096*3];
3187         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
3188         for (renders = 0;renders < 4;renders++)
3189         {
3190                 stop = true;
3191                 newfirstvertex = 0;
3192                 newlastvertex = 0;
3193                 newnumtriangles = 0;
3194                 newe = newelements;
3195                 // due to low fillrate on the cards this vertex lighting path is
3196                 // designed for, we manually cull all triangles that do not
3197                 // contain a lit vertex
3198                 // this builds batches of triangles from multiple surfaces and
3199                 // renders them at once
3200                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3201                 {
3202                         if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
3203                         {
3204                                 if (newnumtriangles)
3205                                 {
3206                                         newfirstvertex = min(newfirstvertex, e[0]);
3207                                         newlastvertex  = max(newlastvertex, e[0]);
3208                                 }
3209                                 else
3210                                 {
3211                                         newfirstvertex = e[0];
3212                                         newlastvertex = e[0];
3213                                 }
3214                                 newfirstvertex = min(newfirstvertex, e[1]);
3215                                 newlastvertex  = max(newlastvertex, e[1]);
3216                                 newfirstvertex = min(newfirstvertex, e[2]);
3217                                 newlastvertex  = max(newlastvertex, e[2]);
3218                                 newe[0] = e[0];
3219                                 newe[1] = e[1];
3220                                 newe[2] = e[2];
3221                                 newnumtriangles++;
3222                                 newe += 3;
3223                                 if (newnumtriangles >= maxtriangles)
3224                                 {
3225                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3226                                         newnumtriangles = 0;
3227                                         newe = newelements;
3228                                         stop = false;
3229                                 }
3230                         }
3231                 }
3232                 if (newnumtriangles >= 1)
3233                 {
3234                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3235                         stop = false;
3236                 }
3237                 // if we couldn't find any lit triangles, exit early
3238                 if (stop)
3239                         break;
3240                 // now reduce the intensity for the next overbright pass
3241                 // we have to clamp to 0 here incase the drivers have improper
3242                 // handling of negative colors
3243                 // (some old drivers even have improper handling of >1 color)
3244                 stop = true;
3245                 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3246                 {
3247                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3248                         {
3249                                 c[0] = max(0, c[0] - 1);
3250                                 c[1] = max(0, c[1] - 1);
3251                                 c[2] = max(0, c[2] - 1);
3252                                 stop = false;
3253                         }
3254                         else
3255                                 VectorClear(c);
3256                 }
3257                 // another check...
3258                 if (stop)
3259                         break;
3260         }
3261 }
3262
3263 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
3264 {
3265         // OpenGL 1.1 path (anything)
3266         float ambientcolorbase[3], diffusecolorbase[3];
3267         float ambientcolorpants[3], diffusecolorpants[3];
3268         float ambientcolorshirt[3], diffusecolorshirt[3];
3269         const float *surfacecolor = rsurface.texture->dlightcolor;
3270         const float *surfacepants = rsurface.colormap_pantscolor;
3271         const float *surfaceshirt = rsurface.colormap_shirtcolor;
3272         rtexture_t *basetexture = rsurface.texture->basetexture;
3273         rtexture_t *pantstexture = rsurface.texture->pantstexture;
3274         rtexture_t *shirttexture = rsurface.texture->shirttexture;
3275         qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
3276         qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
3277         ambientscale *= 2 * r_refdef.view.colorscale;
3278         diffusescale *= 2 * r_refdef.view.colorscale;
3279         ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
3280         diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
3281         ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
3282         diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
3283         ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
3284         diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
3285         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3286         rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
3287         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3288         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
3289         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
3290         R_Mesh_TexBind(0, basetexture);
3291         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
3292         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
3293         switch(r_shadow_rendermode)
3294         {
3295         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3296                 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
3297                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3298                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3299                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3300                 break;
3301         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3302                 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
3303                 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
3304                 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
3305                 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3306                 // fall through
3307         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3308                 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
3309                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3310                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3311                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3312                 break;
3313         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3314                 break;
3315         default:
3316                 break;
3317         }
3318         //R_Mesh_TexBind(0, basetexture);
3319         R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3320         if (dopants)
3321         {
3322                 R_Mesh_TexBind(0, pantstexture);
3323                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3324         }
3325         if (doshirt)
3326         {
3327                 R_Mesh_TexBind(0, shirttexture);
3328                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3329         }
3330 }
3331
3332 extern cvar_t gl_lightmaps;
3333 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3334 {
3335         float ambientscale, diffusescale, specularscale;
3336         qboolean negated;
3337         float lightcolor[3];
3338         VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3339         ambientscale = rsurface.rtlight->ambientscale;
3340         diffusescale = rsurface.rtlight->diffusescale;
3341         specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3342         if (!r_shadow_usenormalmap.integer)
3343         {
3344                 ambientscale += 1.0f * diffusescale;
3345                 diffusescale = 0;
3346                 specularscale = 0;
3347         }
3348         if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3349                 return;
3350         negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3351         if(negated)
3352         {
3353                 VectorNegate(lightcolor, lightcolor);
3354                 GL_BlendEquationSubtract(true);
3355         }
3356         RSurf_SetupDepthAndCulling();
3357         switch (r_shadow_rendermode)
3358         {
3359         case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3360                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3361                 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3362                 break;
3363         case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3364                 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3365                 break;
3366         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3367         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3368         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3369         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3370                 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3371                 break;
3372         default:
3373                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3374                 break;
3375         }
3376         if(negated)
3377                 GL_BlendEquationSubtract(false);
3378 }
3379
3380 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
3381 {
3382         matrix4x4_t tempmatrix = *matrix;
3383         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3384
3385         // if this light has been compiled before, free the associated data
3386         R_RTLight_Uncompile(rtlight);
3387
3388         // clear it completely to avoid any lingering data
3389         memset(rtlight, 0, sizeof(*rtlight));
3390
3391         // copy the properties
3392         rtlight->matrix_lighttoworld = tempmatrix;
3393         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3394         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3395         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3396         VectorCopy(color, rtlight->color);
3397         rtlight->cubemapname[0] = 0;
3398         if (cubemapname && cubemapname[0])
3399                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3400         rtlight->shadow = shadow;
3401         rtlight->corona = corona;
3402         rtlight->style = style;
3403         rtlight->isstatic = isstatic;
3404         rtlight->coronasizescale = coronasizescale;
3405         rtlight->ambientscale = ambientscale;
3406         rtlight->diffusescale = diffusescale;
3407         rtlight->specularscale = specularscale;
3408         rtlight->flags = flags;
3409
3410         // compute derived data
3411         //rtlight->cullradius = rtlight->radius;
3412         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3413         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3414         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3415         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3416         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3417         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3418         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3419 }
3420
3421 // compiles rtlight geometry
3422 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3423 void R_RTLight_Compile(rtlight_t *rtlight)
3424 {
3425         int i;
3426         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3427         int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3428         entity_render_t *ent = r_refdef.scene.worldentity;
3429         dp_model_t *model = r_refdef.scene.worldmodel;
3430         unsigned char *data;
3431         shadowmesh_t *mesh;
3432
3433         // compile the light
3434         rtlight->compiled = true;
3435         rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3436         rtlight->static_numleafs = 0;
3437         rtlight->static_numleafpvsbytes = 0;
3438         rtlight->static_leaflist = NULL;
3439         rtlight->static_leafpvs = NULL;
3440         rtlight->static_numsurfaces = 0;
3441         rtlight->static_surfacelist = NULL;
3442         rtlight->static_shadowmap_receivers = 0x3F;
3443         rtlight->static_shadowmap_casters = 0x3F;
3444         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3445         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3446         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3447         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3448         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3449         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3450
3451         if (model && model->GetLightInfo)
3452         {
3453                 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3454                 r_shadow_compilingrtlight = rtlight;
3455                 R_FrameData_SetMark();
3456                 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
3457                 R_FrameData_ReturnToMark();
3458                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3459                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3460                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3461                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3462                 rtlight->static_numsurfaces = numsurfaces;
3463                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3464                 rtlight->static_numleafs = numleafs;
3465                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3466                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3467                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3468                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3469                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3470                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3471                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3472                 if (rtlight->static_numsurfaces)
3473                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3474                 if (rtlight->static_numleafs)
3475                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3476                 if (rtlight->static_numleafpvsbytes)
3477                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3478                 if (rtlight->static_numshadowtrispvsbytes)
3479                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3480                 if (rtlight->static_numlighttrispvsbytes)
3481                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3482                 R_FrameData_SetMark();
3483                 switch (rtlight->shadowmode)
3484                 {
3485                 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3486                         if (model->CompileShadowMap && rtlight->shadow)
3487                                 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3488                         break;
3489                 default:
3490                         if (model->CompileShadowVolume && rtlight->shadow)
3491                                 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3492                         break;
3493                 }
3494                 R_FrameData_ReturnToMark();
3495                 // now we're done compiling the rtlight
3496                 r_shadow_compilingrtlight = NULL;
3497         }
3498
3499
3500         // use smallest available cullradius - box radius or light radius
3501         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3502         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3503
3504         shadowzpasstris = 0;
3505         if (rtlight->static_meshchain_shadow_zpass)
3506                 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3507                         shadowzpasstris += mesh->numtriangles;
3508
3509         shadowzfailtris = 0;
3510         if (rtlight->static_meshchain_shadow_zfail)
3511                 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3512                         shadowzfailtris += mesh->numtriangles;
3513
3514         lighttris = 0;
3515         if (rtlight->static_numlighttrispvsbytes)
3516                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3517                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3518                                 lighttris++;
3519
3520         shadowtris = 0;
3521         if (rtlight->static_numlighttrispvsbytes)
3522                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3523                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3524                                 shadowtris++;
3525
3526         if (developer_extra.integer)
3527                 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
3528 }
3529
3530 void R_RTLight_Uncompile(rtlight_t *rtlight)
3531 {
3532         if (rtlight->compiled)
3533         {
3534                 if (rtlight->static_meshchain_shadow_zpass)
3535                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3536                 rtlight->static_meshchain_shadow_zpass = NULL;
3537                 if (rtlight->static_meshchain_shadow_zfail)
3538                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3539                 rtlight->static_meshchain_shadow_zfail = NULL;
3540                 if (rtlight->static_meshchain_shadow_shadowmap)
3541                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3542                 rtlight->static_meshchain_shadow_shadowmap = NULL;
3543                 // these allocations are grouped
3544                 if (rtlight->static_surfacelist)
3545                         Mem_Free(rtlight->static_surfacelist);
3546                 rtlight->static_numleafs = 0;
3547                 rtlight->static_numleafpvsbytes = 0;
3548                 rtlight->static_leaflist = NULL;
3549                 rtlight->static_leafpvs = NULL;
3550                 rtlight->static_numsurfaces = 0;
3551                 rtlight->static_surfacelist = NULL;
3552                 rtlight->static_numshadowtrispvsbytes = 0;
3553                 rtlight->static_shadowtrispvs = NULL;
3554                 rtlight->static_numlighttrispvsbytes = 0;
3555                 rtlight->static_lighttrispvs = NULL;
3556                 rtlight->compiled = false;
3557         }
3558 }
3559
3560 void R_Shadow_UncompileWorldLights(void)
3561 {
3562         size_t lightindex;
3563         dlight_t *light;
3564         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3565         for (lightindex = 0;lightindex < range;lightindex++)
3566         {
3567                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3568                 if (!light)
3569                         continue;
3570                 R_RTLight_Uncompile(&light->rtlight);
3571         }
3572 }
3573
3574 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3575 {
3576         int i, j;
3577         mplane_t plane;
3578         // reset the count of frustum planes
3579         // see rtlight->cached_frustumplanes definition for how much this array
3580         // can hold
3581         rtlight->cached_numfrustumplanes = 0;
3582
3583         if (r_trippy.integer)
3584                 return;
3585
3586         // haven't implemented a culling path for ortho rendering
3587         if (!r_refdef.view.useperspective)
3588         {
3589                 // check if the light is on screen and copy the 4 planes if it is
3590                 for (i = 0;i < 4;i++)
3591                         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3592                                 break;
3593                 if (i == 4)
3594                         for (i = 0;i < 4;i++)
3595                                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3596                 return;
3597         }
3598
3599 #if 1
3600         // generate a deformed frustum that includes the light origin, this is
3601         // used to cull shadow casting surfaces that can not possibly cast a
3602         // shadow onto the visible light-receiving surfaces, which can be a
3603         // performance gain
3604         //
3605         // if the light origin is onscreen the result will be 4 planes exactly
3606         // if the light origin is offscreen on only one axis the result will
3607         // be exactly 5 planes (split-side case)
3608         // if the light origin is offscreen on two axes the result will be
3609         // exactly 4 planes (stretched corner case)
3610         for (i = 0;i < 4;i++)
3611         {
3612                 // quickly reject standard frustum planes that put the light
3613                 // origin outside the frustum
3614                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3615                         continue;
3616                 // copy the plane
3617                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3618         }
3619         // if all the standard frustum planes were accepted, the light is onscreen
3620         // otherwise we need to generate some more planes below...
3621         if (rtlight->cached_numfrustumplanes < 4)
3622         {
3623                 // at least one of the stock frustum planes failed, so we need to
3624                 // create one or two custom planes to enclose the light origin
3625                 for (i = 0;i < 4;i++)
3626                 {
3627                         // create a plane using the view origin and light origin, and a
3628                         // single point from the frustum corner set
3629                         TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3630                         VectorNormalize(plane.normal);
3631                         plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3632                         // see if this plane is backwards and flip it if so
3633                         for (j = 0;j < 4;j++)
3634                                 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3635                                         break;
3636                         if (j < 4)
3637                         {
3638                                 VectorNegate(plane.normal, plane.normal);
3639                                 plane.dist *= -1;
3640                                 // flipped plane, test again to see if it is now valid
3641                                 for (j = 0;j < 4;j++)
3642                                         if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3643                                                 break;
3644                                 // if the plane is still not valid, then it is dividing the
3645                                 // frustum and has to be rejected
3646                                 if (j < 4)
3647                                         continue;
3648                         }
3649                         // we have created a valid plane, compute extra info
3650                         PlaneClassify(&plane);
3651                         // copy the plane
3652                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3653 #if 1
3654                         // if we've found 5 frustum planes then we have constructed a
3655                         // proper split-side case and do not need to keep searching for
3656                         // planes to enclose the light origin
3657                         if (rtlight->cached_numfrustumplanes == 5)
3658                                 break;
3659 #endif
3660                 }
3661         }
3662 #endif
3663
3664 #if 0
3665         for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3666         {
3667                 plane = rtlight->cached_frustumplanes[i];
3668                 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
3669         }
3670 #endif
3671
3672 #if 0
3673         // now add the light-space box planes if the light box is rotated, as any
3674         // caster outside the oriented light box is irrelevant (even if it passed
3675         // the worldspace light box, which is axial)
3676         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3677         {
3678                 for (i = 0;i < 6;i++)
3679                 {
3680                         vec3_t v;
3681                         VectorClear(v);
3682                         v[i >> 1] = (i & 1) ? -1 : 1;
3683                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3684                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3685                         plane.dist = VectorNormalizeLength(plane.normal);
3686                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3687                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3688                 }
3689         }
3690 #endif
3691
3692 #if 0
3693         // add the world-space reduced box planes
3694         for (i = 0;i < 6;i++)
3695         {
3696                 VectorClear(plane.normal);
3697                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3698                 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3699                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3700         }
3701 #endif
3702
3703 #if 0
3704         {
3705         int j, oldnum;
3706         vec3_t points[8];
3707         vec_t bestdist;
3708         // reduce all plane distances to tightly fit the rtlight cull box, which
3709         // is in worldspace
3710         VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3711         VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3712         VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3713         VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3714         VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3715         VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3716         VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3717         VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3718         oldnum = rtlight->cached_numfrustumplanes;
3719         rtlight->cached_numfrustumplanes = 0;
3720         for (j = 0;j < oldnum;j++)
3721         {
3722                 // find the nearest point on the box to this plane
3723                 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3724                 for (i = 1;i < 8;i++)
3725                 {
3726                         dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3727                         if (bestdist > dist)
3728                                 bestdist = dist;
3729                 }
3730                 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
3731                 // if the nearest point is near or behind the plane, we want this
3732                 // plane, otherwise the plane is useless as it won't cull anything
3733                 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3734                 {
3735                         PlaneClassify(&rtlight->cached_frustumplanes[j]);
3736                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3737                 }
3738         }
3739         }
3740 #endif
3741 }
3742
3743 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3744 {
3745         shadowmesh_t *mesh;
3746
3747         RSurf_ActiveWorldEntity();
3748
3749         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3750         {
3751                 CHECKGLERROR
3752                 GL_CullFace(GL_NONE);
3753                 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3754                 for (;mesh;mesh = mesh->next)
3755                 {
3756                         if (!mesh->sidetotals[r_shadow_shadowmapside])
3757                                 continue;
3758                         r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3759                         if (mesh->vertex3fbuffer)
3760                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3761                         else
3762                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3763                         R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3764                 }
3765                 CHECKGLERROR
3766         }
3767         else if (r_refdef.scene.worldentity->model)
3768                 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3769
3770         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3771 }
3772
3773 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3774 {
3775         qboolean zpass = false;
3776         shadowmesh_t *mesh;
3777         int t, tend;
3778         int surfacelistindex;
3779         msurface_t *surface;
3780
3781         // if triangle neighbors are disabled, shadowvolumes are disabled
3782         if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3783                 return;
3784
3785         RSurf_ActiveWorldEntity();
3786
3787         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3788         {
3789                 CHECKGLERROR
3790                 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3791                 {
3792                         zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3793                         R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3794                 }
3795                 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3796                 for (;mesh;mesh = mesh->next)
3797                 {
3798                         r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3799                         if (mesh->vertex3fbuffer)
3800                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3801                         else
3802                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3803                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3804                         {
3805                                 // increment stencil if frontface is infront of depthbuffer
3806                                 GL_CullFace(r_refdef.view.cullface_back);
3807                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3808                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3809                                 // decrement stencil if backface is infront of depthbuffer
3810                                 GL_CullFace(r_refdef.view.cullface_front);
3811                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3812                         }
3813                         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3814                         {
3815                                 // decrement stencil if backface is behind depthbuffer
3816                                 GL_CullFace(r_refdef.view.cullface_front);
3817                                 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3818                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3819                                 // increment stencil if frontface is behind depthbuffer
3820                                 GL_CullFace(r_refdef.view.cullface_back);
3821                                 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3822                         }
3823                         R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3824                 }
3825                 CHECKGLERROR
3826         }
3827         else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3828         {
3829                 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3830                 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3831                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3832                 {
3833                         surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3834                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3835                                 if (CHECKPVSBIT(trispvs, t))
3836                                         shadowmarklist[numshadowmark++] = t;
3837                 }
3838                 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3839         }
3840         else if (numsurfaces)
3841         {
3842                 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3843         }
3844
3845         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3846 }
3847
3848 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3849 {
3850         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3851         vec_t relativeshadowradius;
3852         RSurf_ActiveModelEntity(ent, false, false, false);
3853         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3854         // we need to re-init the shader for each entity because the matrix changed
3855         relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3856         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3857         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3858         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3859         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3860         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3861         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3862         switch (r_shadow_rendermode)
3863         {
3864         case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3865                 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3866                 break;
3867         default:
3868                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3869                 break;
3870         }
3871         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3872 }
3873
3874 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3875 {
3876         // set up properties for rendering light onto this entity
3877         RSurf_ActiveModelEntity(ent, true, true, false);
3878         Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3879         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3880         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3881         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3882 }
3883
3884 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3885 {
3886         if (!r_refdef.scene.worldmodel->DrawLight)
3887                 return;
3888
3889         // set up properties for rendering light onto this entity
3890         RSurf_ActiveWorldEntity();
3891         rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3892         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3893         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3894         VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3895
3896         r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3897
3898         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3899 }
3900
3901 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3902 {
3903         dp_model_t *model = ent->model;
3904         if (!model->DrawLight)
3905                 return;
3906
3907         R_Shadow_SetupEntityLight(ent);
3908
3909         model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3910
3911         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3912 }
3913
3914 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3915 {
3916         int i;
3917         float f;
3918         int numleafs, numsurfaces;
3919         int *leaflist, *surfacelist;
3920         unsigned char *leafpvs;
3921         unsigned char *shadowtrispvs;
3922         unsigned char *lighttrispvs;
3923         //unsigned char *surfacesides;
3924         int numlightentities;
3925         int numlightentities_noselfshadow;
3926         int numshadowentities;
3927         int numshadowentities_noselfshadow;
3928         static entity_render_t *lightentities[MAX_EDICTS];
3929         static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3930         static entity_render_t *shadowentities[MAX_EDICTS];
3931         static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3932         qboolean nolight;
3933
3934         rtlight->draw = false;
3935
3936         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3937         // skip lights that are basically invisible (color 0 0 0)
3938         nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3939
3940         // loading is done before visibility checks because loading should happen
3941         // all at once at the start of a level, not when it stalls gameplay.
3942         // (especially important to benchmarks)
3943         // compile light
3944         if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3945         {
3946                 if (rtlight->compiled)
3947                         R_RTLight_Uncompile(rtlight);
3948                 R_RTLight_Compile(rtlight);
3949         }
3950
3951         // load cubemap
3952         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3953
3954         // look up the light style value at this time
3955         f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3956         VectorScale(rtlight->color, f, rtlight->currentcolor);
3957         /*
3958         if (rtlight->selected)
3959         {
3960                 f = 2 + sin(realtime * M_PI * 4.0);
3961                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3962         }
3963         */
3964
3965         // if lightstyle is currently off, don't draw the light
3966         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3967                 return;
3968
3969         // skip processing on corona-only lights
3970         if (nolight)
3971                 return;
3972
3973         // if the light box is offscreen, skip it
3974         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3975                 return;
3976
3977         VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3978         VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3979
3980         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3981
3982         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3983         {
3984                 // compiled light, world available and can receive realtime lighting
3985                 // retrieve leaf information
3986                 numleafs = rtlight->static_numleafs;
3987                 leaflist = rtlight->static_leaflist;
3988                 leafpvs = rtlight->static_leafpvs;
3989                 numsurfaces = rtlight->static_numsurfaces;
3990                 surfacelist = rtlight->static_surfacelist;
3991                 //surfacesides = NULL;
3992                 shadowtrispvs = rtlight->static_shadowtrispvs;
3993                 lighttrispvs = rtlight->static_lighttrispvs;
3994         }
3995         else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3996         {
3997                 // dynamic light, world available and can receive realtime lighting
3998                 // calculate lit surfaces and leafs
3999                 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
4000                 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4001                 leaflist = r_shadow_buffer_leaflist;
4002                 leafpvs = r_shadow_buffer_leafpvs;
4003                 surfacelist = r_shadow_buffer_surfacelist;
4004                 //surfacesides = r_shadow_buffer_surfacesides;
4005                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
4006                 lighttrispvs = r_shadow_buffer_lighttrispvs;
4007                 // if the reduced leaf bounds are offscreen, skip it
4008                 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4009                         return;
4010         }
4011         else
4012         {
4013                 // no world
4014                 numleafs = 0;
4015                 leaflist = NULL;
4016                 leafpvs = NULL;
4017                 numsurfaces = 0;
4018                 surfacelist = NULL;
4019                 //surfacesides = NULL;
4020                 shadowtrispvs = NULL;
4021                 lighttrispvs = NULL;
4022         }
4023         // check if light is illuminating any visible leafs
4024         if (numleafs)
4025         {
4026                 for (i = 0;i < numleafs;i++)
4027                         if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4028                                 break;
4029                 if (i == numleafs)
4030                         return;
4031         }
4032
4033         // make a list of lit entities and shadow casting entities
4034         numlightentities = 0;
4035         numlightentities_noselfshadow = 0;
4036         numshadowentities = 0;
4037         numshadowentities_noselfshadow = 0;
4038
4039         // add dynamic entities that are lit by the light
4040         for (i = 0;i < r_refdef.scene.numentities;i++)
4041         {
4042                 dp_model_t *model;
4043                 entity_render_t *ent = r_refdef.scene.entities[i];
4044                 vec3_t org;
4045                 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4046                         continue;
4047                 // skip the object entirely if it is not within the valid
4048                 // shadow-casting region (which includes the lit region)
4049                 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4050                         continue;
4051                 if (!(model = ent->model))
4052                         continue;
4053                 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4054                 {
4055                         // this entity wants to receive light, is visible, and is
4056                         // inside the light box
4057                         // TODO: check if the surfaces in the model can receive light
4058                         // so now check if it's in a leaf seen by the light
4059                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
4060                                 continue;
4061                         if (ent->flags & RENDER_NOSELFSHADOW)
4062                                 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4063                         else
4064                                 lightentities[numlightentities++] = ent;
4065                         // since it is lit, it probably also casts a shadow...
4066                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
4067                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4068                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4069                         {
4070                                 // note: exterior models without the RENDER_NOSELFSHADOW
4071                                 // flag still create a RENDER_NOSELFSHADOW shadow but
4072                                 // are lit normally, this means that they are
4073                                 // self-shadowing but do not shadow other
4074                                 // RENDER_NOSELFSHADOW entities such as the gun
4075                                 // (very weird, but keeps the player shadow off the gun)
4076                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4077                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4078                                 else
4079                                         shadowentities[numshadowentities++] = ent;
4080                         }
4081                 }
4082                 else if (ent->flags & RENDER_SHADOW)
4083                 {
4084                         // this entity is not receiving light, but may still need to
4085                         // cast a shadow...
4086                         // TODO: check if the surfaces in the model can cast shadow
4087                         // now check if it is in a leaf seen by the light
4088                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
4089                                 continue;
4090                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
4091                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4092                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4093                         {
4094                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4095                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4096                                 else
4097                                         shadowentities[numshadowentities++] = ent;
4098                         }
4099                 }
4100         }
4101
4102         // return if there's nothing at all to light
4103         if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4104                 return;
4105
4106         // count this light in the r_speeds
4107         r_refdef.stats.lights++;
4108
4109         // flag it as worth drawing later
4110         rtlight->draw = true;
4111
4112         // cache all the animated entities that cast a shadow but are not visible
4113         for (i = 0;i < numshadowentities;i++)
4114                 if (!shadowentities[i]->animcache_vertex3f)
4115                         R_AnimCache_GetEntity(shadowentities[i], false, false);
4116         for (i = 0;i < numshadowentities_noselfshadow;i++)
4117                 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
4118                         R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4119
4120         // allocate some temporary memory for rendering this light later in the frame
4121         // reusable buffers need to be copied, static data can be used as-is
4122         rtlight->cached_numlightentities               = numlightentities;
4123         rtlight->cached_numlightentities_noselfshadow  = numlightentities_noselfshadow;
4124         rtlight->cached_numshadowentities              = numshadowentities;
4125         rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4126         rtlight->cached_numsurfaces                    = numsurfaces;
4127         rtlight->cached_lightentities                  = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4128         rtlight->cached_lightentities_noselfshadow     = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4129         rtlight->cached_shadowentities                 = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4130         rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4131         if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4132         {
4133                 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4134                 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4135                 rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4136                 rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4137                 rtlight->cached_surfacelist                    =              (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4138         }
4139         else
4140         {
4141                 // compiled light data
4142                 rtlight->cached_shadowtrispvs = shadowtrispvs;
4143                 rtlight->cached_lighttrispvs = lighttrispvs;
4144                 rtlight->cached_surfacelist = surfacelist;
4145         }
4146 }
4147
4148 void R_Shadow_DrawLight(rtlight_t *rtlight)
4149 {
4150         int i;
4151         int numsurfaces;
4152         unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4153         int numlightentities;
4154         int numlightentities_noselfshadow;
4155         int numshadowentities;
4156         int numshadowentities_noselfshadow;
4157         entity_render_t **lightentities;
4158         entity_render_t **lightentities_noselfshadow;
4159         entity_render_t **shadowentities;
4160         entity_render_t **shadowentities_noselfshadow;
4161         int *surfacelist;
4162         static unsigned char entitysides[MAX_EDICTS];
4163         static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4164         vec3_t nearestpoint;
4165         vec_t distance;
4166         qboolean castshadows;
4167         int lodlinear;
4168
4169         // check if we cached this light this frame (meaning it is worth drawing)
4170         if (!rtlight->draw)
4171                 return;
4172
4173         numlightentities = rtlight->cached_numlightentities;
4174         numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4175         numshadowentities = rtlight->cached_numshadowentities;
4176         numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4177         numsurfaces = rtlight->cached_numsurfaces;
4178         lightentities = rtlight->cached_lightentities;
4179         lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4180         shadowentities = rtlight->cached_shadowentities;
4181         shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4182         shadowtrispvs = rtlight->cached_shadowtrispvs;
4183         lighttrispvs = rtlight->cached_lighttrispvs;
4184         surfacelist = rtlight->cached_surfacelist;
4185
4186         // set up a scissor rectangle for this light
4187         if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4188                 return;
4189
4190         // don't let sound skip if going slow
4191         if (r_refdef.scene.extraupdate)
4192                 S_ExtraUpdate ();
4193
4194         // make this the active rtlight for rendering purposes
4195         R_Shadow_RenderMode_ActiveLight(rtlight);
4196
4197         if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4198         {
4199                 // optionally draw visible shape of the shadow volumes
4200                 // for performance analysis by level designers
4201                 R_Shadow_RenderMode_VisibleShadowVolumes();
4202                 if (numsurfaces)
4203                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4204                 for (i = 0;i < numshadowentities;i++)
4205                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4206                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4207                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4208                 R_Shadow_RenderMode_VisibleLighting(false, false);
4209         }
4210
4211         if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4212         {
4213                 // optionally draw the illuminated areas
4214                 // for performance analysis by level designers
4215                 R_Shadow_RenderMode_VisibleLighting(false, false);
4216                 if (numsurfaces)
4217                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4218                 for (i = 0;i < numlightentities;i++)
4219                         R_Shadow_DrawEntityLight(lightentities[i]);
4220                 for (i = 0;i < numlightentities_noselfshadow;i++)
4221                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4222         }
4223
4224         castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4225
4226         nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4227         nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4228         nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4229         distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4230
4231         lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4232         //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4233         lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4234
4235         if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4236         {
4237                 float borderbias;
4238                 int side;
4239                 int size;
4240                 int castermask = 0;
4241                 int receivermask = 0;
4242                 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4243                 Matrix4x4_Abs(&radiustolight);
4244
4245                 r_shadow_shadowmaplod = 0;
4246                 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4247                         if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4248                                 r_shadow_shadowmaplod = i;
4249
4250                 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4251                         
4252                 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4253
4254                 surfacesides = NULL;
4255                 if (numsurfaces)
4256                 {
4257                         if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4258                         {
4259                                 castermask = rtlight->static_shadowmap_casters;
4260                                 receivermask = rtlight->static_shadowmap_receivers;
4261                         }
4262                         else
4263                         {
4264                                 surfacesides = r_shadow_buffer_surfacesides;
4265                                 for(i = 0;i < numsurfaces;i++)
4266                                 {
4267                                         msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4268                                         surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);           
4269                                         castermask |= surfacesides[i];
4270                                         receivermask |= surfacesides[i];
4271                                 }
4272                         }
4273                 }
4274                 if (receivermask < 0x3F) 
4275                 {
4276                         for (i = 0;i < numlightentities;i++)
4277                                 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4278                         if (receivermask < 0x3F)
4279                                 for(i = 0; i < numlightentities_noselfshadow;i++)
4280                                         receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4281                 }
4282
4283                 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4284
4285                 if (receivermask)
4286                 {
4287                         for (i = 0;i < numshadowentities;i++)
4288                                 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4289                         for (i = 0;i < numshadowentities_noselfshadow;i++)
4290                                 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
4291                 }
4292
4293                 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4294
4295                 // render shadow casters into 6 sided depth texture
4296                 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4297                 {
4298                         R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4299                         if (! (castermask & (1 << side))) continue;
4300                         if (numsurfaces)
4301                                 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4302                         for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4303                                 R_Shadow_DrawEntityShadow(shadowentities[i]);
4304                 }
4305
4306                 if (numlightentities_noselfshadow)
4307                 {
4308                         // render lighting using the depth texture as shadowmap
4309                         // draw lighting in the unmasked areas
4310                         R_Shadow_RenderMode_Lighting(false, false, true);
4311                         for (i = 0;i < numlightentities_noselfshadow;i++)
4312                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4313                 }
4314
4315                 // render shadow casters into 6 sided depth texture
4316                 if (numshadowentities_noselfshadow)
4317                 {
4318                         for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4319                         {
4320                                 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4321                                 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4322                                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4323                         }
4324                 }
4325
4326                 // render lighting using the depth texture as shadowmap
4327                 // draw lighting in the unmasked areas
4328                 R_Shadow_RenderMode_Lighting(false, false, true);
4329                 // draw lighting in the unmasked areas
4330                 if (numsurfaces)
4331                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4332                 for (i = 0;i < numlightentities;i++)
4333                         R_Shadow_DrawEntityLight(lightentities[i]);
4334         }
4335         else if (castshadows && vid.stencil)
4336         {
4337                 // draw stencil shadow volumes to mask off pixels that are in shadow
4338                 // so that they won't receive lighting
4339                 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4340                 R_Shadow_ClearStencil();
4341
4342                 if (numsurfaces)
4343                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4344                 for (i = 0;i < numshadowentities;i++)
4345                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4346
4347                 // draw lighting in the unmasked areas
4348                 R_Shadow_RenderMode_Lighting(true, false, false);
4349                 for (i = 0;i < numlightentities_noselfshadow;i++)
4350                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4351
4352                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4353                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4354
4355                 // draw lighting in the unmasked areas
4356                 R_Shadow_RenderMode_Lighting(true, false, false);
4357                 if (numsurfaces)
4358                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4359                 for (i = 0;i < numlightentities;i++)
4360                         R_Shadow_DrawEntityLight(lightentities[i]);
4361         }
4362         else
4363         {
4364                 // draw lighting in the unmasked areas
4365                 R_Shadow_RenderMode_Lighting(false, false, false);
4366                 if (numsurfaces)
4367                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4368                 for (i = 0;i < numlightentities;i++)
4369                         R_Shadow_DrawEntityLight(lightentities[i]);
4370                 for (i = 0;i < numlightentities_noselfshadow;i++)
4371                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4372         }
4373
4374         if (r_shadow_usingdeferredprepass)
4375         {
4376                 // when rendering deferred lighting, we simply rasterize the box
4377                 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4378                         R_Shadow_RenderMode_DrawDeferredLight(false, true);
4379                 else if (castshadows && vid.stencil)
4380                         R_Shadow_RenderMode_DrawDeferredLight(true, false);
4381                 else
4382                         R_Shadow_RenderMode_DrawDeferredLight(false, false);
4383         }
4384 }
4385
4386 static void R_Shadow_FreeDeferred(void)
4387 {
4388         R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4389         r_shadow_prepassgeometryfbo = 0;
4390
4391         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4392         r_shadow_prepasslightingdiffusespecularfbo = 0;
4393
4394         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4395         r_shadow_prepasslightingdiffusefbo = 0;
4396
4397         if (r_shadow_prepassgeometrydepthtexture)
4398                 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
4399         r_shadow_prepassgeometrydepthtexture = NULL;
4400
4401         if (r_shadow_prepassgeometrydepthcolortexture)
4402                 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
4403         r_shadow_prepassgeometrydepthcolortexture = NULL;
4404
4405         if (r_shadow_prepassgeometrynormalmaptexture)
4406                 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4407         r_shadow_prepassgeometrynormalmaptexture = NULL;
4408
4409         if (r_shadow_prepasslightingdiffusetexture)
4410                 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4411         r_shadow_prepasslightingdiffusetexture = NULL;
4412
4413         if (r_shadow_prepasslightingspeculartexture)
4414                 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4415         r_shadow_prepasslightingspeculartexture = NULL;
4416 }
4417
4418 void R_Shadow_DrawPrepass(void)
4419 {
4420         int i;
4421         int flag;
4422         int lnum;
4423         size_t lightindex;
4424         dlight_t *light;
4425         size_t range;
4426         entity_render_t *ent;
4427         float clearcolor[4];
4428
4429         R_Mesh_ResetTextureState();
4430         GL_DepthMask(true);
4431         GL_ColorMask(1,1,1,1);
4432         GL_BlendFunc(GL_ONE, GL_ZERO);
4433         GL_Color(1,1,1,1);
4434         GL_DepthTest(true);
4435         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4436         Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4437         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4438         if (r_timereport_active)
4439                 R_TimeReport("prepasscleargeom");
4440
4441         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4442                 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4443         if (r_timereport_active)
4444                 R_TimeReport("prepassworld");
4445
4446         for (i = 0;i < r_refdef.scene.numentities;i++)
4447         {
4448                 if (!r_refdef.viewcache.entityvisible[i])
4449                         continue;
4450                 ent = r_refdef.scene.entities[i];
4451                 if (ent->model && ent->model->DrawPrepass != NULL)
4452                         ent->model->DrawPrepass(ent);
4453         }
4454
4455         if (r_timereport_active)
4456                 R_TimeReport("prepassmodels");
4457
4458         GL_DepthMask(false);
4459         GL_ColorMask(1,1,1,1);
4460         GL_Color(1,1,1,1);
4461         GL_DepthTest(true);
4462         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4463         Vector4Set(clearcolor, 0, 0, 0, 0);
4464         GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4465         if (r_timereport_active)
4466                 R_TimeReport("prepassclearlit");
4467
4468         R_Shadow_RenderMode_Begin();
4469
4470         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4471         if (r_shadow_debuglight.integer >= 0)
4472         {
4473                 lightindex = r_shadow_debuglight.integer;
4474                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4475                 if (light && (light->flags & flag) && light->rtlight.draw)
4476                         R_Shadow_DrawLight(&light->rtlight);
4477         }
4478         else
4479         {
4480                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4481                 for (lightindex = 0;lightindex < range;lightindex++)
4482                 {
4483                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4484                         if (light && (light->flags & flag) && light->rtlight.draw)
4485                                 R_Shadow_DrawLight(&light->rtlight);
4486                 }
4487         }
4488         if (r_refdef.scene.rtdlight)
4489                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4490                         if (r_refdef.scene.lights[lnum]->draw)
4491                                 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4492
4493         R_Mesh_SetMainRenderTargets();
4494
4495         R_Shadow_RenderMode_End();
4496
4497         if (r_timereport_active)
4498                 R_TimeReport("prepasslights");
4499 }
4500
4501 void R_Shadow_DrawLightSprites(void);
4502 void R_Shadow_PrepareLights(void)
4503 {
4504         int flag;
4505         int lnum;
4506         size_t lightindex;
4507         dlight_t *light;
4508         size_t range;
4509         float f;
4510         GLenum status;
4511
4512         if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4513                 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4514                 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || 
4515                 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
4516                 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
4517                 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4518                 R_Shadow_FreeShadowMaps();
4519
4520         r_shadow_usingshadowmaportho = false;
4521
4522         switch (vid.renderpath)
4523         {
4524         case RENDERPATH_GL20:
4525         case RENDERPATH_D3D9:
4526         case RENDERPATH_D3D10:
4527         case RENDERPATH_D3D11:
4528         case RENDERPATH_SOFT:
4529         case RENDERPATH_GLES2:
4530                 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4531                 {
4532                         r_shadow_usingdeferredprepass = false;
4533                         if (r_shadow_prepass_width)
4534                                 R_Shadow_FreeDeferred();
4535                         r_shadow_prepass_width = r_shadow_prepass_height = 0;
4536                         break;
4537                 }
4538
4539                 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4540                 {
4541                         R_Shadow_FreeDeferred();
4542
4543                         r_shadow_usingdeferredprepass = true;
4544                         r_shadow_prepass_width = vid.width;
4545                         r_shadow_prepass_height = vid.height;
4546                         r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4547                         switch (vid.renderpath)
4548                         {
4549                         case RENDERPATH_D3D9:
4550                                 r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4551                                 break;
4552                         default:
4553                                 break;
4554                         }
4555                         r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4556                         r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4557                         r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4558
4559                         // set up the geometry pass fbo (depth + normalmap)
4560                         r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4561                         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4562                         // render depth into one texture and normalmap into the other
4563                         if (qglDrawBuffersARB)
4564                         {
4565                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4566                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4567                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4568                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4569                                 {
4570                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4571                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4572                                         r_shadow_usingdeferredprepass = false;
4573                                 }
4574                         }
4575
4576                         // set up the lighting pass fbo (diffuse + specular)
4577                         r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4578                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4579                         // render diffuse into one texture and specular into another,
4580                         // with depth and normalmap bound as textures,
4581                         // with depth bound as attachment as well
4582                         if (qglDrawBuffersARB)
4583                         {
4584                                 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4585                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4586                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4587                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4588                                 {
4589                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4590                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4591                                         r_shadow_usingdeferredprepass = false;
4592                                 }
4593                         }
4594
4595                         // set up the lighting pass fbo (diffuse)
4596                         r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4597                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4598                         // render diffuse into one texture,
4599                         // with depth and normalmap bound as textures,
4600                         // with depth bound as attachment as well
4601                         if (qglDrawBuffersARB)
4602                         {
4603                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4604                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4605                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4606                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4607                                 {
4608                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4609                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4610                                         r_shadow_usingdeferredprepass = false;
4611                                 }
4612                         }
4613                 }
4614                 break;
4615         case RENDERPATH_GL11:
4616         case RENDERPATH_GL13:
4617         case RENDERPATH_GLES1:
4618                 r_shadow_usingdeferredprepass = false;
4619                 break;
4620         }
4621
4622         R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
4623
4624         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4625         if (r_shadow_debuglight.integer >= 0)
4626         {
4627                 lightindex = r_shadow_debuglight.integer;
4628                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4629                 if (light && (light->flags & flag))
4630                         R_Shadow_PrepareLight(&light->rtlight);
4631         }
4632         else
4633         {
4634                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4635                 for (lightindex = 0;lightindex < range;lightindex++)
4636                 {
4637                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4638                         if (light && (light->flags & flag))
4639                                 R_Shadow_PrepareLight(&light->rtlight);
4640                 }
4641         }
4642         if (r_refdef.scene.rtdlight)
4643         {
4644                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4645                         R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4646         }
4647         else if(gl_flashblend.integer)
4648         {
4649                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4650                 {
4651                         rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4652                         f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4653                         VectorScale(rtlight->color, f, rtlight->currentcolor);
4654                 }
4655         }
4656
4657         if (r_editlights.integer)
4658                 R_Shadow_DrawLightSprites();
4659
4660         R_Shadow_UpdateBounceGridTexture();
4661 }
4662
4663 void R_Shadow_DrawLights(void)
4664 {
4665         int flag;
4666         int lnum;
4667         size_t lightindex;
4668         dlight_t *light;
4669         size_t range;
4670
4671         R_Shadow_RenderMode_Begin();
4672
4673         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4674         if (r_shadow_debuglight.integer >= 0)
4675         {
4676                 lightindex = r_shadow_debuglight.integer;
4677                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4678                 if (light && (light->flags & flag))
4679                         R_Shadow_DrawLight(&light->rtlight);
4680         }
4681         else
4682         {
4683                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4684                 for (lightindex = 0;lightindex < range;lightindex++)
4685                 {
4686                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4687                         if (light && (light->flags & flag))
4688                                 R_Shadow_DrawLight(&light->rtlight);
4689                 }
4690         }
4691         if (r_refdef.scene.rtdlight)
4692                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4693                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4694
4695         R_Shadow_RenderMode_End();
4696 }
4697
4698 extern const float r_screenvertex3f[12];
4699 extern void R_SetupView(qboolean allowwaterclippingplane);
4700 extern void R_ResetViewRendering3D(void);
4701 extern void R_ResetViewRendering2D(void);
4702 extern cvar_t r_shadows;
4703 extern cvar_t r_shadows_darken;
4704 extern cvar_t r_shadows_drawafterrtlighting;
4705 extern cvar_t r_shadows_castfrombmodels;
4706 extern cvar_t r_shadows_throwdistance;
4707 extern cvar_t r_shadows_throwdirection;
4708 extern cvar_t r_shadows_focus;
4709 extern cvar_t r_shadows_shadowmapscale;
4710
4711 void R_Shadow_PrepareModelShadows(void)
4712 {
4713         int i;
4714         float scale, size, radius, dot1, dot2;
4715         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4716         entity_render_t *ent;
4717
4718         if (!r_refdef.scene.numentities)
4719                 return;
4720
4721         switch (r_shadow_shadowmode)
4722         {
4723         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4724                 if (r_shadows.integer >= 2) 
4725                         break;
4726                 // fall through
4727         case R_SHADOW_SHADOWMODE_STENCIL:
4728                 for (i = 0;i < r_refdef.scene.numentities;i++)
4729                 {
4730                         ent = r_refdef.scene.entities[i];
4731                         if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4732                                 R_AnimCache_GetEntity(ent, false, false);
4733                 }
4734                 return;
4735         default:
4736                 return;
4737         }
4738
4739         size = 2*r_shadow_shadowmapmaxsize;
4740         scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4741         radius = 0.5f * size / scale;
4742
4743         Math_atov(r_shadows_throwdirection.string, shadowdir);
4744         VectorNormalize(shadowdir);
4745         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4746         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4747         if (fabs(dot1) <= fabs(dot2))
4748                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4749         else
4750                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4751         VectorNormalize(shadowforward);
4752         CrossProduct(shadowdir, shadowforward, shadowright);
4753         Math_atov(r_shadows_focus.string, shadowfocus);
4754         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4755         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4756         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4757         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4758         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4759                 dot1 = 1;
4760         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4761
4762         shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4763         shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4764         shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4765         shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4766         shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4767         shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4768
4769         for (i = 0;i < r_refdef.scene.numentities;i++)
4770         {
4771                 ent = r_refdef.scene.entities[i];
4772                 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4773                         continue;
4774                 // cast shadows from anything of the map (submodels are optional)
4775                 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4776                         R_AnimCache_GetEntity(ent, false, false);
4777         }
4778 }
4779
4780 void R_DrawModelShadowMaps(void)
4781 {
4782         int i;
4783         float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4784         entity_render_t *ent;
4785         vec3_t relativelightorigin;
4786         vec3_t relativelightdirection, relativeforward, relativeright;
4787         vec3_t relativeshadowmins, relativeshadowmaxs;
4788         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4789         float m[12];
4790         matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4791         r_viewport_t viewport;
4792         GLuint fbo = 0;
4793         float clearcolor[4];
4794
4795         if (!r_refdef.scene.numentities)
4796                 return;
4797
4798         switch (r_shadow_shadowmode)
4799         {
4800         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4801                 break;
4802         default:
4803                 return;
4804         }
4805
4806         R_ResetViewRendering3D();
4807         R_Shadow_RenderMode_Begin();
4808         R_Shadow_RenderMode_ActiveLight(NULL);
4809
4810         switch (r_shadow_shadowmode)
4811         {
4812         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4813                 if (!r_shadow_shadowmap2dtexture)
4814                         R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4815                 fbo = r_shadow_fbo2d;
4816                 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4817                 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4818                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4819                 break;
4820         default:
4821                 break;
4822         }
4823
4824         size = 2*r_shadow_shadowmapmaxsize;
4825         scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4826         radius = 0.5f / scale;
4827         nearclip = -r_shadows_throwdistance.value;
4828         farclip = r_shadows_throwdistance.value;
4829         bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4830
4831         r_shadow_shadowmap_parameters[0] = size;
4832         r_shadow_shadowmap_parameters[1] = size;
4833         r_shadow_shadowmap_parameters[2] = 1.0;
4834         r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4835
4836         Math_atov(r_shadows_throwdirection.string, shadowdir);
4837         VectorNormalize(shadowdir);
4838         Math_atov(r_shadows_focus.string, shadowfocus);
4839         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4840         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4841         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4842         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4843         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4844         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4845         if (fabs(dot1) <= fabs(dot2)) 
4846                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4847         else
4848                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4849         VectorNormalize(shadowforward);
4850         VectorM(scale, shadowforward, &m[0]);
4851         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4852                 dot1 = 1;
4853         m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4854         CrossProduct(shadowdir, shadowforward, shadowright);
4855         VectorM(scale, shadowright, &m[4]);
4856         m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4857         VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4858         m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4859         Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4860         Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4861         R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL); 
4862
4863         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4864
4865         R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4866         R_SetupShader_DepthOrShadow(true);
4867         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4868         GL_DepthMask(true);
4869         GL_DepthTest(true);
4870         R_SetViewport(&viewport);
4871         GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4872         Vector4Set(clearcolor, 1,1,1,1);
4873         // in D3D9 we have to render to a color texture shadowmap
4874         // in GL we render directly to a depth texture only
4875         if (r_shadow_shadowmap2dtexture)
4876                 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4877         else
4878                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4879         // render into a slightly restricted region so that the borders of the
4880         // shadowmap area fade away, rather than streaking across everything
4881         // outside the usable area
4882         GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4883
4884 #if 0
4885         // debugging
4886         R_Mesh_SetMainRenderTargets();
4887         R_SetupShader_ShowDepth(true);
4888         GL_ColorMask(1,1,1,1);
4889         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4890 #endif
4891
4892         for (i = 0;i < r_refdef.scene.numentities;i++)
4893         {
4894                 ent = r_refdef.scene.entities[i];
4895
4896                 // cast shadows from anything of the map (submodels are optional)
4897                 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4898                 {
4899                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4900                         Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4901                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4902                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4903                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4904                         relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4905                         relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4906                         relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4907                         relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4908                         relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4909                         relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4910                         RSurf_ActiveModelEntity(ent, false, false, false);
4911                         ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4912                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4913                 }
4914         }
4915
4916 #if 0
4917         if (r_test.integer)
4918         {
4919                 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4920                 CHECKGLERROR
4921                 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4922                 CHECKGLERROR
4923                 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4924                 Cvar_SetValueQuick(&r_test, 0);
4925                 Z_Free(rawpixels);
4926         }
4927 #endif
4928
4929         R_Shadow_RenderMode_End();
4930
4931         Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4932         Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4933         Matrix4x4_CreateScale3(&scalematrix, size, -size, 1); 
4934         Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4935         Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4936         Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4937
4938         switch (vid.renderpath)
4939         {
4940         case RENDERPATH_GL11:
4941         case RENDERPATH_GL13:
4942         case RENDERPATH_GL20:
4943         case RENDERPATH_SOFT:
4944         case RENDERPATH_GLES1:
4945         case RENDERPATH_GLES2:
4946                 break;
4947         case RENDERPATH_D3D9:
4948         case RENDERPATH_D3D10:
4949         case RENDERPATH_D3D11:
4950 #ifdef OPENGL_ORIENTATION
4951                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4952                 r_shadow_shadowmapmatrix.m[0][1]        *= -1.0f;
4953                 r_shadow_shadowmapmatrix.m[0][2]        *= -1.0f;
4954                 r_shadow_shadowmapmatrix.m[0][3]        *= -1.0f;
4955 #else
4956                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4957                 r_shadow_shadowmapmatrix.m[1][0]        *= -1.0f;
4958                 r_shadow_shadowmapmatrix.m[2][0]        *= -1.0f;
4959                 r_shadow_shadowmapmatrix.m[3][0]        *= -1.0f;
4960 #endif
4961                 break;
4962         }
4963
4964         r_shadow_usingshadowmaportho = true;
4965         switch (r_shadow_shadowmode)
4966         {
4967         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4968                 r_shadow_usingshadowmap2d = true;
4969                 break;
4970         default:
4971                 break;
4972         }
4973 }
4974
4975 void R_DrawModelShadows(void)
4976 {
4977         int i;
4978         float relativethrowdistance;
4979         entity_render_t *ent;
4980         vec3_t relativelightorigin;
4981         vec3_t relativelightdirection;
4982         vec3_t relativeshadowmins, relativeshadowmaxs;
4983         vec3_t tmp, shadowdir;
4984
4985         if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4986                 return;
4987
4988         R_ResetViewRendering3D();
4989         //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4990         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4991         R_Shadow_RenderMode_Begin();
4992         R_Shadow_RenderMode_ActiveLight(NULL);
4993         r_shadow_lightscissor[0] = r_refdef.view.x;
4994         r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4995         r_shadow_lightscissor[2] = r_refdef.view.width;
4996         r_shadow_lightscissor[3] = r_refdef.view.height;
4997         R_Shadow_RenderMode_StencilShadowVolumes(false);
4998
4999         // get shadow dir
5000         if (r_shadows.integer == 2)
5001         {
5002                 Math_atov(r_shadows_throwdirection.string, shadowdir);
5003                 VectorNormalize(shadowdir);
5004         }
5005
5006         R_Shadow_ClearStencil();
5007
5008         for (i = 0;i < r_refdef.scene.numentities;i++)
5009         {
5010                 ent = r_refdef.scene.entities[i];
5011
5012                 // cast shadows from anything of the map (submodels are optional)
5013                 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
5014                 {
5015                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
5016                         VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
5017                         VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
5018                         if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
5019                                 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
5020                         else
5021                         {
5022                                 if(ent->entitynumber != 0)
5023                                 {
5024                                         if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5025                                         {
5026                                                 // FIXME handle this
5027                                                 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5028                                         }
5029                                         else
5030                                         {
5031                                                 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5032                                                 int entnum, entnum2, recursion;
5033                                                 entnum = entnum2 = ent->entitynumber;
5034                                                 for(recursion = 32; recursion > 0; --recursion)
5035                                                 {
5036                                                         entnum2 = cl.entities[entnum].state_current.tagentity;
5037                                                         if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5038                                                                 entnum = entnum2;
5039                                                         else
5040                                                                 break;
5041                                                 }
5042                                                 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5043                                                 {
5044                                                         VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5045                                                         // transform into modelspace of OUR entity
5046                                                         Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5047                                                         Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5048                                                 }
5049                                                 else
5050                                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
5051                                         }
5052                                 }
5053                                 else
5054                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
5055                         }
5056
5057                         VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5058                         RSurf_ActiveModelEntity(ent, false, false, false);
5059                         ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5060                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5061                 }
5062         }
5063
5064         // not really the right mode, but this will disable any silly stencil features
5065         R_Shadow_RenderMode_End();
5066
5067         // set up ortho view for rendering this pass
5068         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5069         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5070         //GL_ScissorTest(true);
5071         //R_EntityMatrix(&identitymatrix);
5072         //R_Mesh_ResetTextureState();
5073         R_ResetViewRendering2D();
5074
5075         // set up a darkening blend on shadowed areas
5076         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5077         //GL_DepthRange(0, 1);
5078         //GL_DepthTest(false);
5079         //GL_DepthMask(false);
5080         //GL_PolygonOffset(0, 0);CHECKGLERROR
5081         GL_Color(0, 0, 0, r_shadows_darken.value);
5082         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5083         //GL_DepthFunc(GL_ALWAYS);
5084         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5085
5086         // apply the blend to the shadowed areas
5087         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5088         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
5089         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5090
5091         // restore the viewport
5092         R_SetViewport(&r_refdef.view.viewport);
5093
5094         // restore other state to normal
5095         //R_Shadow_RenderMode_End();
5096 }
5097
5098 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5099 {
5100         float zdist;
5101         vec3_t centerorigin;
5102         float vertex3f[12];
5103         // if it's too close, skip it
5104         if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5105                 return;
5106         zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5107         if (zdist < 32)
5108                 return;
5109         if (usequery && r_numqueries + 2 <= r_maxqueries)
5110         {
5111                 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5112                 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5113                 // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
5114                 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5115
5116                 switch(vid.renderpath)
5117                 {
5118                 case RENDERPATH_GL11:
5119                 case RENDERPATH_GL13:
5120                 case RENDERPATH_GL20:
5121                 case RENDERPATH_GLES1:
5122                 case RENDERPATH_GLES2:
5123                         CHECKGLERROR
5124                         // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5125                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5126                         GL_DepthFunc(GL_ALWAYS);
5127                         R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5128                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5129                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5130                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5131                         GL_DepthFunc(GL_LEQUAL);
5132                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5133                         R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5134                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5135                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5136                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5137                         CHECKGLERROR
5138                         break;
5139                 case RENDERPATH_D3D9:
5140                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5141                         break;
5142                 case RENDERPATH_D3D10:
5143                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5144                         break;
5145                 case RENDERPATH_D3D11:
5146                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5147                         break;
5148                 case RENDERPATH_SOFT:
5149                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5150                         break;
5151                 }
5152         }
5153         rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5154 }
5155
5156 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5157
5158 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5159 {
5160         vec3_t color;
5161         GLint allpixels = 0, visiblepixels = 0;
5162         // now we have to check the query result
5163         if (rtlight->corona_queryindex_visiblepixels)
5164         {
5165                 switch(vid.renderpath)
5166                 {
5167                 case RENDERPATH_GL11:
5168                 case RENDERPATH_GL13:
5169                 case RENDERPATH_GL20:
5170                 case RENDERPATH_GLES1:
5171                 case RENDERPATH_GLES2:
5172                         CHECKGLERROR
5173                         qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5174                         qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5175                         CHECKGLERROR
5176                         break;
5177                 case RENDERPATH_D3D9:
5178                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5179                         break;
5180                 case RENDERPATH_D3D10:
5181                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5182                         break;
5183                 case RENDERPATH_D3D11:
5184                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5185                         break;
5186                 case RENDERPATH_SOFT:
5187                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5188                         break;
5189                 }
5190                 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
5191                 if (visiblepixels < 1 || allpixels < 1)
5192                         return;
5193                 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5194                 cscale *= rtlight->corona_visibility;
5195         }
5196         else
5197         {
5198                 // FIXME: these traces should scan all render entities instead of cl.world
5199                 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
5200                         return;
5201         }
5202         VectorScale(rtlight->currentcolor, cscale, color);
5203         if (VectorLength(color) > (1.0f / 256.0f))
5204         {
5205                 float vertex3f[12];
5206                 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5207                 if(negated)
5208                 {
5209                         VectorNegate(color, color);
5210                         GL_BlendEquationSubtract(true);
5211                 }
5212                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5213                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5214                 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5215                 if(negated)
5216                         GL_BlendEquationSubtract(false);
5217         }
5218 }
5219
5220 void R_Shadow_DrawCoronas(void)
5221 {
5222         int i, flag;
5223         qboolean usequery = false;
5224         size_t lightindex;
5225         dlight_t *light;
5226         rtlight_t *rtlight;
5227         size_t range;
5228         if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5229                 return;
5230         if (r_waterstate.renderingscene)
5231                 return;
5232         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5233         R_EntityMatrix(&identitymatrix);
5234
5235         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5236
5237         // check occlusion of coronas
5238         // use GL_ARB_occlusion_query if available
5239         // otherwise use raytraces
5240         r_numqueries = 0;
5241         switch (vid.renderpath)
5242         {
5243         case RENDERPATH_GL11:
5244         case RENDERPATH_GL13:
5245         case RENDERPATH_GL20:
5246         case RENDERPATH_GLES1:
5247         case RENDERPATH_GLES2:
5248                 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5249                 if (usequery)
5250                 {
5251                         GL_ColorMask(0,0,0,0);
5252                         if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5253                         if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5254                         {
5255                                 i = r_maxqueries;
5256                                 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5257                                 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5258                                 CHECKGLERROR
5259                                 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5260                                 CHECKGLERROR
5261                         }
5262                         RSurf_ActiveWorldEntity();
5263                         GL_BlendFunc(GL_ONE, GL_ZERO);
5264                         GL_CullFace(GL_NONE);
5265                         GL_DepthMask(false);
5266                         GL_DepthRange(0, 1);
5267                         GL_PolygonOffset(0, 0);
5268                         GL_DepthTest(true);
5269                         R_Mesh_ResetTextureState();
5270                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
5271                 }
5272                 break;
5273         case RENDERPATH_D3D9:
5274                 usequery = false;
5275                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5276                 break;
5277         case RENDERPATH_D3D10:
5278                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5279                 break;
5280         case RENDERPATH_D3D11:
5281                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5282                 break;
5283         case RENDERPATH_SOFT:
5284                 usequery = false;
5285                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5286                 break;
5287         }
5288         for (lightindex = 0;lightindex < range;lightindex++)
5289         {
5290                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5291                 if (!light)
5292                         continue;
5293                 rtlight = &light->rtlight;
5294                 rtlight->corona_visibility = 0;
5295                 rtlight->corona_queryindex_visiblepixels = 0;
5296                 rtlight->corona_queryindex_allpixels = 0;
5297                 if (!(rtlight->flags & flag))
5298                         continue;
5299                 if (rtlight->corona <= 0)
5300                         continue;
5301                 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5302                         continue;
5303                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5304         }
5305         for (i = 0;i < r_refdef.scene.numlights;i++)
5306         {
5307                 rtlight = r_refdef.scene.lights[i];
5308                 rtlight->corona_visibility = 0;
5309                 rtlight->corona_queryindex_visiblepixels = 0;
5310                 rtlight->corona_queryindex_allpixels = 0;
5311                 if (!(rtlight->flags & flag))
5312                         continue;
5313                 if (rtlight->corona <= 0)
5314                         continue;
5315                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5316         }
5317         if (usequery)
5318                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5319
5320         // now draw the coronas using the query data for intensity info
5321         for (lightindex = 0;lightindex < range;lightindex++)
5322         {
5323                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5324                 if (!light)
5325                         continue;
5326                 rtlight = &light->rtlight;
5327                 if (rtlight->corona_visibility <= 0)
5328                         continue;
5329                 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5330         }
5331         for (i = 0;i < r_refdef.scene.numlights;i++)
5332         {
5333                 rtlight = r_refdef.scene.lights[i];
5334                 if (rtlight->corona_visibility <= 0)
5335                         continue;
5336                 if (gl_flashblend.integer)
5337                         R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5338                 else
5339                         R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5340         }
5341 }
5342
5343
5344
5345 dlight_t *R_Shadow_NewWorldLight(void)
5346 {
5347         return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5348 }
5349
5350 void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
5351 {
5352         matrix4x4_t matrix;
5353         // validate parameters
5354         if (style < 0 || style >= MAX_LIGHTSTYLES)
5355         {
5356                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5357                 style = 0;
5358         }
5359         if (!cubemapname)
5360                 cubemapname = "";
5361
5362         // copy to light properties
5363         VectorCopy(origin, light->origin);
5364         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5365         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5366         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5367         /*
5368         light->color[0] = max(color[0], 0);
5369         light->color[1] = max(color[1], 0);
5370         light->color[2] = max(color[2], 0);
5371         */
5372         light->color[0] = color[0];
5373         light->color[1] = color[1];
5374         light->color[2] = color[2];
5375         light->radius = max(radius, 0);
5376         light->style = style;
5377         light->shadow = shadowenable;
5378         light->corona = corona;
5379         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5380         light->coronasizescale = coronasizescale;
5381         light->ambientscale = ambientscale;
5382         light->diffusescale = diffusescale;
5383         light->specularscale = specularscale;
5384         light->flags = flags;
5385
5386         // update renderable light data
5387         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5388         R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
5389 }
5390
5391 void R_Shadow_FreeWorldLight(dlight_t *light)
5392 {
5393         if (r_shadow_selectedlight == light)
5394                 r_shadow_selectedlight = NULL;
5395         R_RTLight_Uncompile(&light->rtlight);
5396         Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5397 }
5398
5399 void R_Shadow_ClearWorldLights(void)
5400 {
5401         size_t lightindex;
5402         dlight_t *light;
5403         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5404         for (lightindex = 0;lightindex < range;lightindex++)
5405         {
5406                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5407                 if (light)
5408                         R_Shadow_FreeWorldLight(light);
5409         }
5410         r_shadow_selectedlight = NULL;
5411 }
5412
5413 void R_Shadow_SelectLight(dlight_t *light)
5414 {
5415         if (r_shadow_selectedlight)
5416                 r_shadow_selectedlight->selected = false;
5417         r_shadow_selectedlight = light;
5418         if (r_shadow_selectedlight)
5419                 r_shadow_selectedlight->selected = true;
5420 }
5421
5422 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5423 {
5424         // this is never batched (there can be only one)
5425         float vertex3f[12];
5426         R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5427         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5428         R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5429 }
5430
5431 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5432 {
5433         float intensity;
5434         float s;
5435         vec3_t spritecolor;
5436         skinframe_t *skinframe;
5437         float vertex3f[12];
5438
5439         // this is never batched (due to the ent parameter changing every time)
5440         // so numsurfaces == 1 and surfacelist[0] == lightnumber
5441         const dlight_t *light = (dlight_t *)ent;
5442         s = EDLIGHTSPRSIZE;
5443
5444         R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5445
5446         intensity = 0.5f;
5447         VectorScale(light->color, intensity, spritecolor);
5448         if (VectorLength(spritecolor) < 0.1732f)
5449                 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5450         if (VectorLength(spritecolor) > 1.0f)
5451                 VectorNormalize(spritecolor);
5452
5453         // draw light sprite
5454         if (light->cubemapname[0] && !light->shadow)
5455                 skinframe = r_editlights_sprcubemapnoshadowlight;
5456         else if (light->cubemapname[0])
5457                 skinframe = r_editlights_sprcubemaplight;
5458         else if (!light->shadow)
5459                 skinframe = r_editlights_sprnoshadowlight;
5460         else
5461                 skinframe = r_editlights_sprlight;
5462
5463         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5464         R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5465
5466         // draw selection sprite if light is selected
5467         if (light->selected)
5468         {
5469                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5470                 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5471                 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5472         }
5473 }
5474
5475 void R_Shadow_DrawLightSprites(void)
5476 {
5477         size_t lightindex;
5478         dlight_t *light;
5479         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5480         for (lightindex = 0;lightindex < range;lightindex++)
5481         {
5482                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5483                 if (light)
5484                         R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5485         }
5486         if (!r_editlights_lockcursor)
5487                 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5488 }
5489
5490 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5491 {
5492         unsigned int range;
5493         dlight_t *light;
5494         rtlight_t *rtlight;
5495         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5496         if (lightindex >= range)
5497                 return -1;
5498         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5499         if (!light)
5500                 return 0;
5501         rtlight = &light->rtlight;
5502         //if (!(rtlight->flags & flag))
5503         //      return 0;
5504         VectorCopy(rtlight->shadoworigin, origin);
5505         *radius = rtlight->radius;
5506         VectorCopy(rtlight->color, color);
5507         return 1;
5508 }
5509
5510 void R_Shadow_SelectLightInView(void)
5511 {
5512         float bestrating, rating, temp[3];
5513         dlight_t *best;
5514         size_t lightindex;
5515         dlight_t *light;
5516         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5517         best = NULL;
5518         bestrating = 0;
5519
5520         if (r_editlights_lockcursor)
5521                 return;
5522         for (lightindex = 0;lightindex < range;lightindex++)
5523         {
5524                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5525                 if (!light)
5526                         continue;
5527                 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5528                 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5529                 if (rating >= 0.95)
5530                 {
5531                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5532                         if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5533                         {
5534                                 bestrating = rating;
5535                                 best = light;
5536                         }
5537                 }
5538         }
5539         R_Shadow_SelectLight(best);
5540 }
5541
5542 void R_Shadow_LoadWorldLights(void)
5543 {
5544         int n, a, style, shadow, flags;
5545         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5546         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5547         if (cl.worldmodel == NULL)
5548         {
5549                 Con_Print("No map loaded.\n");
5550                 return;
5551         }
5552         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5553         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5554         if (lightsstring)
5555         {
5556                 s = lightsstring;
5557                 n = 0;
5558                 while (*s)
5559                 {
5560                         t = s;
5561                         /*
5562                         shadow = true;
5563                         for (;COM_Parse(t, true) && strcmp(
5564                         if (COM_Parse(t, true))
5565                         {
5566                                 if (com_token[0] == '!')
5567                                 {
5568                                         shadow = false;
5569                                         origin[0] = atof(com_token+1);
5570                                 }
5571                                 else
5572                                         origin[0] = atof(com_token);
5573                                 if (Com_Parse(t
5574                         }
5575                         */
5576                         t = s;
5577                         while (*s && *s != '\n' && *s != '\r')
5578                                 s++;
5579                         if (!*s)
5580                                 break;
5581                         tempchar = *s;
5582                         shadow = true;
5583                         // check for modifier flags
5584                         if (*t == '!')
5585                         {
5586                                 shadow = false;
5587                                 t++;
5588                         }
5589                         *s = 0;
5590 #if _MSC_VER >= 1400
5591 #define sscanf sscanf_s
5592 #endif
5593                         cubemapname[sizeof(cubemapname)-1] = 0;
5594 #if MAX_QPATH != 128
5595 #error update this code if MAX_QPATH changes
5596 #endif
5597                         a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
5598 #if _MSC_VER >= 1400
5599 , sizeof(cubemapname)
5600 #endif
5601 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5602                         *s = tempchar;
5603                         if (a < 18)
5604                                 flags = LIGHTFLAG_REALTIMEMODE;
5605                         if (a < 17)
5606                                 specularscale = 1;
5607                         if (a < 16)
5608                                 diffusescale = 1;
5609                         if (a < 15)
5610                                 ambientscale = 0;
5611                         if (a < 14)
5612                                 coronasizescale = 0.25f;
5613                         if (a < 13)
5614                                 VectorClear(angles);
5615                         if (a < 10)
5616                                 corona = 0;
5617                         if (a < 9 || !strcmp(cubemapname, "\"\""))
5618                                 cubemapname[0] = 0;
5619                         // remove quotes on cubemapname
5620                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5621                         {
5622                                 size_t namelen;
5623                                 namelen = strlen(cubemapname) - 2;
5624                                 memmove(cubemapname, cubemapname + 1, namelen);
5625                                 cubemapname[namelen] = '\0';
5626                         }
5627                         if (a < 8)
5628                         {
5629                                 Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
5630                                 break;
5631                         }
5632                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5633                         if (*s == '\r')
5634                                 s++;
5635                         if (*s == '\n')
5636                                 s++;
5637                         n++;
5638                 }
5639                 if (*s)
5640                         Con_Printf("invalid rtlights file \"%s\"\n", name);
5641                 Mem_Free(lightsstring);
5642         }
5643 }
5644
5645 void R_Shadow_SaveWorldLights(void)
5646 {
5647         size_t lightindex;
5648         dlight_t *light;
5649         size_t bufchars, bufmaxchars;
5650         char *buf, *oldbuf;
5651         char name[MAX_QPATH];
5652         char line[MAX_INPUTLINE];
5653         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5654         // I hate lines which are 3 times my screen size :( --blub
5655         if (!range)
5656                 return;
5657         if (cl.worldmodel == NULL)
5658         {
5659                 Con_Print("No map loaded.\n");
5660                 return;
5661         }
5662         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5663         bufchars = bufmaxchars = 0;
5664         buf = NULL;
5665         for (lightindex = 0;lightindex < range;lightindex++)
5666         {
5667                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5668                 if (!light)
5669                         continue;
5670                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5671                         dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
5672                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5673                         dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
5674                 else
5675                         dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
5676                 if (bufchars + strlen(line) > bufmaxchars)
5677                 {
5678                         bufmaxchars = bufchars + strlen(line) + 2048;
5679                         oldbuf = buf;
5680                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5681                         if (oldbuf)
5682                         {
5683                                 if (bufchars)
5684                                         memcpy(buf, oldbuf, bufchars);
5685                                 Mem_Free(oldbuf);
5686                         }
5687                 }
5688                 if (strlen(line))
5689                 {
5690                         memcpy(buf + bufchars, line, strlen(line));
5691                         bufchars += strlen(line);
5692                 }
5693         }
5694         if (bufchars)
5695                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5696         if (buf)
5697                 Mem_Free(buf);
5698 }
5699
5700 void R_Shadow_LoadLightsFile(void)
5701 {
5702         int n, a, style;
5703         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5704         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5705         if (cl.worldmodel == NULL)
5706         {
5707                 Con_Print("No map loaded.\n");
5708                 return;
5709         }
5710         dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5711         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5712         if (lightsstring)
5713         {
5714                 s = lightsstring;
5715                 n = 0;
5716                 while (*s)
5717                 {
5718                         t = s;
5719                         while (*s && *s != '\n' && *s != '\r')
5720                                 s++;
5721                         if (!*s)
5722                                 break;
5723                         tempchar = *s;
5724                         *s = 0;
5725                         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);
5726                         *s = tempchar;
5727                         if (a < 14)
5728                         {
5729                                 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);
5730                                 break;
5731                         }
5732                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5733                         radius = bound(15, radius, 4096);
5734                         VectorScale(color, (2.0f / (8388608.0f)), color);
5735                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5736                         if (*s == '\r')
5737                                 s++;
5738                         if (*s == '\n')
5739                                 s++;
5740                         n++;
5741                 }
5742                 if (*s)
5743                         Con_Printf("invalid lights file \"%s\"\n", name);
5744                 Mem_Free(lightsstring);
5745         }
5746 }
5747
5748 // tyrlite/hmap2 light types in the delay field
5749 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5750
5751 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5752 {
5753         int entnum;
5754         int style;
5755         int islight;
5756         int skin;
5757         int pflags;
5758         //int effects;
5759         int type;
5760         int n;
5761         char *entfiledata;
5762         const char *data;
5763         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5764         char key[256], value[MAX_INPUTLINE];
5765
5766         if (cl.worldmodel == NULL)
5767         {
5768                 Con_Print("No map loaded.\n");
5769                 return;
5770         }
5771         // try to load a .ent file first
5772         dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5773         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5774         // and if that is not found, fall back to the bsp file entity string
5775         if (!data)
5776                 data = cl.worldmodel->brush.entities;
5777         if (!data)
5778                 return;
5779         for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5780         {
5781                 type = LIGHTTYPE_MINUSX;
5782                 origin[0] = origin[1] = origin[2] = 0;
5783                 originhack[0] = originhack[1] = originhack[2] = 0;
5784                 angles[0] = angles[1] = angles[2] = 0;
5785                 color[0] = color[1] = color[2] = 1;
5786                 light[0] = light[1] = light[2] = 1;light[3] = 300;
5787                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5788                 fadescale = 1;
5789                 lightscale = 1;
5790                 style = 0;
5791                 skin = 0;
5792                 pflags = 0;
5793                 //effects = 0;
5794                 islight = false;
5795                 while (1)
5796                 {
5797                         if (!COM_ParseToken_Simple(&data, false, false))
5798                                 break; // error
5799                         if (com_token[0] == '}')
5800                                 break; // end of entity
5801                         if (com_token[0] == '_')
5802                                 strlcpy(key, com_token + 1, sizeof(key));
5803                         else
5804                                 strlcpy(key, com_token, sizeof(key));
5805                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
5806                                 key[strlen(key)-1] = 0;
5807                         if (!COM_ParseToken_Simple(&data, false, false))
5808                                 break; // error
5809                         strlcpy(value, com_token, sizeof(value));
5810
5811                         // now that we have the key pair worked out...
5812                         if (!strcmp("light", key))
5813                         {
5814                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5815                                 if (n == 1)
5816                                 {
5817                                         // quake
5818                                         light[0] = vec[0] * (1.0f / 256.0f);
5819                                         light[1] = vec[0] * (1.0f / 256.0f);
5820                                         light[2] = vec[0] * (1.0f / 256.0f);
5821                                         light[3] = vec[0];
5822                                 }
5823                                 else if (n == 4)
5824                                 {
5825                                         // halflife
5826                                         light[0] = vec[0] * (1.0f / 255.0f);
5827                                         light[1] = vec[1] * (1.0f / 255.0f);
5828                                         light[2] = vec[2] * (1.0f / 255.0f);
5829                                         light[3] = vec[3];
5830                                 }
5831                         }
5832                         else if (!strcmp("delay", key))
5833                                 type = atoi(value);
5834                         else if (!strcmp("origin", key))
5835                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5836                         else if (!strcmp("angle", key))
5837                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5838                         else if (!strcmp("angles", key))
5839                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5840                         else if (!strcmp("color", key))
5841                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5842                         else if (!strcmp("wait", key))
5843                                 fadescale = atof(value);
5844                         else if (!strcmp("classname", key))
5845                         {
5846                                 if (!strncmp(value, "light", 5))
5847                                 {
5848                                         islight = true;
5849                                         if (!strcmp(value, "light_fluoro"))
5850                                         {
5851                                                 originhack[0] = 0;
5852                                                 originhack[1] = 0;
5853                                                 originhack[2] = 0;
5854                                                 overridecolor[0] = 1;
5855                                                 overridecolor[1] = 1;
5856                                                 overridecolor[2] = 1;
5857                                         }
5858                                         if (!strcmp(value, "light_fluorospark"))
5859                                         {
5860                                                 originhack[0] = 0;
5861                                                 originhack[1] = 0;
5862                                                 originhack[2] = 0;
5863                                                 overridecolor[0] = 1;
5864                                                 overridecolor[1] = 1;
5865                                                 overridecolor[2] = 1;
5866                                         }
5867                                         if (!strcmp(value, "light_globe"))
5868                                         {
5869                                                 originhack[0] = 0;
5870                                                 originhack[1] = 0;
5871                                                 originhack[2] = 0;
5872                                                 overridecolor[0] = 1;
5873                                                 overridecolor[1] = 0.8;
5874                                                 overridecolor[2] = 0.4;
5875                                         }
5876                                         if (!strcmp(value, "light_flame_large_yellow"))
5877                                         {
5878                                                 originhack[0] = 0;
5879                                                 originhack[1] = 0;
5880                                                 originhack[2] = 0;
5881                                                 overridecolor[0] = 1;
5882                                                 overridecolor[1] = 0.5;
5883                                                 overridecolor[2] = 0.1;
5884                                         }
5885                                         if (!strcmp(value, "light_flame_small_yellow"))
5886                                         {
5887                                                 originhack[0] = 0;
5888                                                 originhack[1] = 0;
5889                                                 originhack[2] = 0;
5890                                                 overridecolor[0] = 1;
5891                                                 overridecolor[1] = 0.5;
5892                                                 overridecolor[2] = 0.1;
5893                                         }
5894                                         if (!strcmp(value, "light_torch_small_white"))
5895                                         {
5896                                                 originhack[0] = 0;
5897                                                 originhack[1] = 0;
5898                                                 originhack[2] = 0;
5899                                                 overridecolor[0] = 1;
5900                                                 overridecolor[1] = 0.5;
5901                                                 overridecolor[2] = 0.1;
5902                                         }
5903                                         if (!strcmp(value, "light_torch_small_walltorch"))
5904                                         {
5905                                                 originhack[0] = 0;
5906                                                 originhack[1] = 0;
5907                                                 originhack[2] = 0;
5908                                                 overridecolor[0] = 1;
5909                                                 overridecolor[1] = 0.5;
5910                                                 overridecolor[2] = 0.1;
5911                                         }
5912                                 }
5913                         }
5914                         else if (!strcmp("style", key))
5915                                 style = atoi(value);
5916                         else if (!strcmp("skin", key))
5917                                 skin = (int)atof(value);
5918                         else if (!strcmp("pflags", key))
5919                                 pflags = (int)atof(value);
5920                         //else if (!strcmp("effects", key))
5921                         //      effects = (int)atof(value);
5922                         else if (cl.worldmodel->type == mod_brushq3)
5923                         {
5924                                 if (!strcmp("scale", key))
5925                                         lightscale = atof(value);
5926                                 if (!strcmp("fade", key))
5927                                         fadescale = atof(value);
5928                         }
5929                 }
5930                 if (!islight)
5931                         continue;
5932                 if (lightscale <= 0)
5933                         lightscale = 1;
5934                 if (fadescale <= 0)
5935                         fadescale = 1;
5936                 if (color[0] == color[1] && color[0] == color[2])
5937                 {
5938                         color[0] *= overridecolor[0];
5939                         color[1] *= overridecolor[1];
5940                         color[2] *= overridecolor[2];
5941                 }
5942                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5943                 color[0] = color[0] * light[0];
5944                 color[1] = color[1] * light[1];
5945                 color[2] = color[2] * light[2];
5946                 switch (type)
5947                 {
5948                 case LIGHTTYPE_MINUSX:
5949                         break;
5950                 case LIGHTTYPE_RECIPX:
5951                         radius *= 2;
5952                         VectorScale(color, (1.0f / 16.0f), color);
5953                         break;
5954                 case LIGHTTYPE_RECIPXX:
5955                         radius *= 2;
5956                         VectorScale(color, (1.0f / 16.0f), color);
5957                         break;
5958                 default:
5959                 case LIGHTTYPE_NONE:
5960                         break;
5961                 case LIGHTTYPE_SUN:
5962                         break;
5963                 case LIGHTTYPE_MINUSXX:
5964                         break;
5965                 }
5966                 VectorAdd(origin, originhack, origin);
5967                 if (radius >= 1)
5968                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5969         }
5970         if (entfiledata)
5971                 Mem_Free(entfiledata);
5972 }
5973
5974
5975 void R_Shadow_SetCursorLocationForView(void)
5976 {
5977         vec_t dist, push;
5978         vec3_t dest, endpos;
5979         trace_t trace;
5980         VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5981         trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
5982         if (trace.fraction < 1)
5983         {
5984                 dist = trace.fraction * r_editlights_cursordistance.value;
5985                 push = r_editlights_cursorpushback.value;
5986                 if (push > dist)
5987                         push = dist;
5988                 push = -push;
5989                 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5990                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5991         }
5992         else
5993         {
5994                 VectorClear( endpos );
5995         }
5996         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5997         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5998         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5999 }
6000
6001 void R_Shadow_UpdateWorldLightSelection(void)
6002 {
6003         if (r_editlights.integer)
6004         {
6005                 R_Shadow_SetCursorLocationForView();
6006                 R_Shadow_SelectLightInView();
6007         }
6008         else
6009                 R_Shadow_SelectLight(NULL);
6010 }
6011
6012 void R_Shadow_EditLights_Clear_f(void)
6013 {
6014         R_Shadow_ClearWorldLights();
6015 }
6016
6017 void R_Shadow_EditLights_Reload_f(void)
6018 {
6019         if (!cl.worldmodel)
6020                 return;
6021         strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6022         R_Shadow_ClearWorldLights();
6023         R_Shadow_LoadWorldLights();
6024         if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6025         {
6026                 R_Shadow_LoadLightsFile();
6027                 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6028                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6029         }
6030 }
6031
6032 void R_Shadow_EditLights_Save_f(void)
6033 {
6034         if (!cl.worldmodel)
6035                 return;
6036         R_Shadow_SaveWorldLights();
6037 }
6038
6039 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6040 {
6041         R_Shadow_ClearWorldLights();
6042         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6043 }
6044
6045 void R_Shadow_EditLights_ImportLightsFile_f(void)
6046 {
6047         R_Shadow_ClearWorldLights();
6048         R_Shadow_LoadLightsFile();
6049 }
6050
6051 void R_Shadow_EditLights_Spawn_f(void)
6052 {
6053         vec3_t color;
6054         if (!r_editlights.integer)
6055         {
6056                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6057                 return;
6058         }
6059         if (Cmd_Argc() != 1)
6060         {
6061                 Con_Print("r_editlights_spawn does not take parameters\n");
6062                 return;
6063         }
6064         color[0] = color[1] = color[2] = 1;
6065         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6066 }
6067
6068 void R_Shadow_EditLights_Edit_f(void)
6069 {
6070         vec3_t origin, angles, color;
6071         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6072         int style, shadows, flags, normalmode, realtimemode;
6073         char cubemapname[MAX_INPUTLINE];
6074         if (!r_editlights.integer)
6075         {
6076                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6077                 return;
6078         }
6079         if (!r_shadow_selectedlight)
6080         {
6081                 Con_Print("No selected light.\n");
6082                 return;
6083         }
6084         VectorCopy(r_shadow_selectedlight->origin, origin);
6085         VectorCopy(r_shadow_selectedlight->angles, angles);
6086         VectorCopy(r_shadow_selectedlight->color, color);
6087         radius = r_shadow_selectedlight->radius;
6088         style = r_shadow_selectedlight->style;
6089         if (r_shadow_selectedlight->cubemapname)
6090                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6091         else
6092                 cubemapname[0] = 0;
6093         shadows = r_shadow_selectedlight->shadow;
6094         corona = r_shadow_selectedlight->corona;
6095         coronasizescale = r_shadow_selectedlight->coronasizescale;
6096         ambientscale = r_shadow_selectedlight->ambientscale;
6097         diffusescale = r_shadow_selectedlight->diffusescale;
6098         specularscale = r_shadow_selectedlight->specularscale;
6099         flags = r_shadow_selectedlight->flags;
6100         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6101         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6102         if (!strcmp(Cmd_Argv(1), "origin"))
6103         {
6104                 if (Cmd_Argc() != 5)
6105                 {
6106                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6107                         return;
6108                 }
6109                 origin[0] = atof(Cmd_Argv(2));
6110                 origin[1] = atof(Cmd_Argv(3));
6111                 origin[2] = atof(Cmd_Argv(4));
6112         }
6113         else if (!strcmp(Cmd_Argv(1), "originscale"))
6114         {
6115                 if (Cmd_Argc() != 5)
6116                 {
6117                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6118                         return;
6119                 }
6120                 origin[0] *= atof(Cmd_Argv(2));
6121                 origin[1] *= atof(Cmd_Argv(3));
6122                 origin[2] *= atof(Cmd_Argv(4));
6123         }
6124         else if (!strcmp(Cmd_Argv(1), "originx"))
6125         {
6126                 if (Cmd_Argc() != 3)
6127                 {
6128                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6129                         return;
6130                 }
6131                 origin[0] = atof(Cmd_Argv(2));
6132         }
6133         else if (!strcmp(Cmd_Argv(1), "originy"))
6134         {
6135                 if (Cmd_Argc() != 3)
6136                 {
6137                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6138                         return;
6139                 }
6140                 origin[1] = atof(Cmd_Argv(2));
6141         }
6142         else if (!strcmp(Cmd_Argv(1), "originz"))
6143         {
6144                 if (Cmd_Argc() != 3)
6145                 {
6146                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6147                         return;
6148                 }
6149                 origin[2] = atof(Cmd_Argv(2));
6150         }
6151         else if (!strcmp(Cmd_Argv(1), "move"))
6152         {
6153                 if (Cmd_Argc() != 5)
6154                 {
6155                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6156                         return;
6157                 }
6158                 origin[0] += atof(Cmd_Argv(2));
6159                 origin[1] += atof(Cmd_Argv(3));
6160                 origin[2] += atof(Cmd_Argv(4));
6161         }
6162         else if (!strcmp(Cmd_Argv(1), "movex"))
6163         {
6164                 if (Cmd_Argc() != 3)
6165                 {
6166                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6167                         return;
6168                 }
6169                 origin[0] += atof(Cmd_Argv(2));
6170         }
6171         else if (!strcmp(Cmd_Argv(1), "movey"))
6172         {
6173                 if (Cmd_Argc() != 3)
6174                 {
6175                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6176                         return;
6177                 }
6178                 origin[1] += atof(Cmd_Argv(2));
6179         }
6180         else if (!strcmp(Cmd_Argv(1), "movez"))
6181         {
6182                 if (Cmd_Argc() != 3)
6183                 {
6184                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6185                         return;
6186                 }
6187                 origin[2] += atof(Cmd_Argv(2));
6188         }
6189         else if (!strcmp(Cmd_Argv(1), "angles"))
6190         {
6191                 if (Cmd_Argc() != 5)
6192                 {
6193                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6194                         return;
6195                 }
6196                 angles[0] = atof(Cmd_Argv(2));
6197                 angles[1] = atof(Cmd_Argv(3));
6198                 angles[2] = atof(Cmd_Argv(4));
6199         }
6200         else if (!strcmp(Cmd_Argv(1), "anglesx"))
6201         {
6202                 if (Cmd_Argc() != 3)
6203                 {
6204                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6205                         return;
6206                 }
6207                 angles[0] = atof(Cmd_Argv(2));
6208         }
6209         else if (!strcmp(Cmd_Argv(1), "anglesy"))
6210         {
6211                 if (Cmd_Argc() != 3)
6212                 {
6213                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6214                         return;
6215                 }
6216                 angles[1] = atof(Cmd_Argv(2));
6217         }
6218         else if (!strcmp(Cmd_Argv(1), "anglesz"))
6219         {
6220                 if (Cmd_Argc() != 3)
6221                 {
6222                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6223                         return;
6224                 }
6225                 angles[2] = atof(Cmd_Argv(2));
6226         }
6227         else if (!strcmp(Cmd_Argv(1), "color"))
6228         {
6229                 if (Cmd_Argc() != 5)
6230                 {
6231                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6232                         return;
6233                 }
6234                 color[0] = atof(Cmd_Argv(2));
6235                 color[1] = atof(Cmd_Argv(3));
6236                 color[2] = atof(Cmd_Argv(4));
6237         }
6238         else if (!strcmp(Cmd_Argv(1), "radius"))
6239         {
6240                 if (Cmd_Argc() != 3)
6241                 {
6242                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6243                         return;
6244                 }
6245                 radius = atof(Cmd_Argv(2));
6246         }
6247         else if (!strcmp(Cmd_Argv(1), "colorscale"))
6248         {
6249                 if (Cmd_Argc() == 3)
6250                 {
6251                         double scale = atof(Cmd_Argv(2));
6252                         color[0] *= scale;
6253                         color[1] *= scale;
6254                         color[2] *= scale;
6255                 }
6256                 else
6257                 {
6258                         if (Cmd_Argc() != 5)
6259                         {
6260                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
6261                                 return;
6262                         }
6263                         color[0] *= atof(Cmd_Argv(2));
6264                         color[1] *= atof(Cmd_Argv(3));
6265                         color[2] *= atof(Cmd_Argv(4));
6266                 }
6267         }
6268         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6269         {
6270                 if (Cmd_Argc() != 3)
6271                 {
6272                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6273                         return;
6274                 }
6275                 radius *= atof(Cmd_Argv(2));
6276         }
6277         else if (!strcmp(Cmd_Argv(1), "style"))
6278         {
6279                 if (Cmd_Argc() != 3)
6280                 {
6281                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6282                         return;
6283                 }
6284                 style = atoi(Cmd_Argv(2));
6285         }
6286         else if (!strcmp(Cmd_Argv(1), "cubemap"))
6287         {
6288                 if (Cmd_Argc() > 3)
6289                 {
6290                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6291                         return;
6292                 }
6293                 if (Cmd_Argc() == 3)
6294                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6295                 else
6296                         cubemapname[0] = 0;
6297         }
6298         else if (!strcmp(Cmd_Argv(1), "shadows"))
6299         {
6300                 if (Cmd_Argc() != 3)
6301                 {
6302                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6303                         return;
6304                 }
6305                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6306         }
6307         else if (!strcmp(Cmd_Argv(1), "corona"))
6308         {
6309                 if (Cmd_Argc() != 3)
6310                 {
6311                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6312                         return;
6313                 }
6314                 corona = atof(Cmd_Argv(2));
6315         }
6316         else if (!strcmp(Cmd_Argv(1), "coronasize"))
6317         {
6318                 if (Cmd_Argc() != 3)
6319                 {
6320                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6321                         return;
6322                 }
6323                 coronasizescale = atof(Cmd_Argv(2));
6324         }
6325         else if (!strcmp(Cmd_Argv(1), "ambient"))
6326         {
6327                 if (Cmd_Argc() != 3)
6328                 {
6329                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6330                         return;
6331                 }
6332                 ambientscale = atof(Cmd_Argv(2));
6333         }
6334         else if (!strcmp(Cmd_Argv(1), "diffuse"))
6335         {
6336                 if (Cmd_Argc() != 3)
6337                 {
6338                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6339                         return;
6340                 }
6341                 diffusescale = atof(Cmd_Argv(2));
6342         }
6343         else if (!strcmp(Cmd_Argv(1), "specular"))
6344         {
6345                 if (Cmd_Argc() != 3)
6346                 {
6347                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6348                         return;
6349                 }
6350                 specularscale = atof(Cmd_Argv(2));
6351         }
6352         else if (!strcmp(Cmd_Argv(1), "normalmode"))
6353         {
6354                 if (Cmd_Argc() != 3)
6355                 {
6356                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6357                         return;
6358                 }
6359                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6360         }
6361         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6362         {
6363                 if (Cmd_Argc() != 3)
6364                 {
6365                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6366                         return;
6367                 }
6368                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6369         }
6370         else
6371         {
6372                 Con_Print("usage: r_editlights_edit [property] [value]\n");
6373                 Con_Print("Selected light's properties:\n");
6374                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6375                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6376                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6377                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
6378                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
6379                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
6380                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6381                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
6382                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
6383                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
6384                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
6385                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
6386                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6387                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6388                 return;
6389         }
6390         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6391         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6392 }
6393
6394 void R_Shadow_EditLights_EditAll_f(void)
6395 {
6396         size_t lightindex;
6397         dlight_t *light, *oldselected;
6398         size_t range;
6399
6400         if (!r_editlights.integer)
6401         {
6402                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6403                 return;
6404         }
6405
6406         oldselected = r_shadow_selectedlight;
6407         // EditLights doesn't seem to have a "remove" command or something so:
6408         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6409         for (lightindex = 0;lightindex < range;lightindex++)
6410         {
6411                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6412                 if (!light)
6413                         continue;
6414                 R_Shadow_SelectLight(light);
6415                 R_Shadow_EditLights_Edit_f();
6416         }
6417         // return to old selected (to not mess editing once selection is locked)
6418         R_Shadow_SelectLight(oldselected);
6419 }
6420
6421 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6422 {
6423         int lightnumber, lightcount;
6424         size_t lightindex, range;
6425         dlight_t *light;
6426         float x, y;
6427         char temp[256];
6428         if (!r_editlights.integer)
6429                 return;
6430         x = vid_conwidth.value - 240;
6431         y = 5;
6432         DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6433         lightnumber = -1;
6434         lightcount = 0;
6435         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6436         for (lightindex = 0;lightindex < range;lightindex++)
6437         {
6438                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6439                 if (!light)
6440                         continue;
6441                 if (light == r_shadow_selectedlight)
6442                         lightnumber = lightindex;
6443                 lightcount++;
6444         }
6445         dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
6446         dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
6447         y += 8;
6448         if (r_shadow_selectedlight == NULL)
6449                 return;
6450         dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6451         dpsnprintf(temp, sizeof(temp), "Origin       : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6452         dpsnprintf(temp, sizeof(temp), "Angles       : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6453         dpsnprintf(temp, sizeof(temp), "Color        : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6454         dpsnprintf(temp, sizeof(temp), "Radius       : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6455         dpsnprintf(temp, sizeof(temp), "Corona       : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6456         dpsnprintf(temp, sizeof(temp), "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6457         dpsnprintf(temp, sizeof(temp), "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6458         dpsnprintf(temp, sizeof(temp), "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6459         dpsnprintf(temp, sizeof(temp), "CoronaSize   : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6460         dpsnprintf(temp, sizeof(temp), "Ambient      : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6461         dpsnprintf(temp, sizeof(temp), "Diffuse      : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6462         dpsnprintf(temp, sizeof(temp), "Specular     : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6463         dpsnprintf(temp, sizeof(temp), "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6464         dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6465 }
6466
6467 void R_Shadow_EditLights_ToggleShadow_f(void)
6468 {
6469         if (!r_editlights.integer)
6470         {
6471                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6472                 return;
6473         }
6474         if (!r_shadow_selectedlight)
6475         {
6476                 Con_Print("No selected light.\n");
6477                 return;
6478         }
6479         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
6480 }
6481
6482 void R_Shadow_EditLights_ToggleCorona_f(void)
6483 {
6484         if (!r_editlights.integer)
6485         {
6486                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6487                 return;
6488         }
6489         if (!r_shadow_selectedlight)
6490         {
6491                 Con_Print("No selected light.\n");
6492                 return;
6493         }
6494         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
6495 }
6496
6497 void R_Shadow_EditLights_Remove_f(void)
6498 {
6499         if (!r_editlights.integer)
6500         {
6501                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
6502                 return;
6503         }
6504         if (!r_shadow_selectedlight)
6505         {
6506                 Con_Print("No selected light.\n");
6507                 return;
6508         }
6509         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6510         r_shadow_selectedlight = NULL;
6511 }
6512
6513 void R_Shadow_EditLights_Help_f(void)
6514 {
6515         Con_Print(
6516 "Documentation on r_editlights system:\n"
6517 "Settings:\n"
6518 "r_editlights : enable/disable editing mode\n"
6519 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6520 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6521 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6522 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6523 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6524 "Commands:\n"
6525 "r_editlights_help : this help\n"
6526 "r_editlights_clear : remove all lights\n"
6527 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6528 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6529 "r_editlights_save : save to .rtlights file\n"
6530 "r_editlights_spawn : create a light with default settings\n"
6531 "r_editlights_edit command : edit selected light - more documentation below\n"
6532 "r_editlights_remove : remove selected light\n"
6533 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6534 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6535 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6536 "Edit commands:\n"
6537 "origin x y z : set light location\n"
6538 "originx x: set x component of light location\n"
6539 "originy y: set y component of light location\n"
6540 "originz z: set z component of light location\n"
6541 "move x y z : adjust light location\n"
6542 "movex x: adjust x component of light location\n"
6543 "movey y: adjust y component of light location\n"
6544 "movez z: adjust z component of light location\n"
6545 "angles x y z : set light angles\n"
6546 "anglesx x: set x component of light angles\n"
6547 "anglesy y: set y component of light angles\n"
6548 "anglesz z: set z component of light angles\n"
6549 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6550 "radius radius : set radius (size) of light\n"
6551 "colorscale grey : multiply color of light (1 does nothing)\n"
6552 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6553 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6554 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6555 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6556 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6557 "cubemap basename : set filter cubemap of light (not yet supported)\n"
6558 "shadows 1/0 : turn on/off shadows\n"
6559 "corona n : set corona intensity\n"
6560 "coronasize n : set corona size (0-1)\n"
6561 "ambient n : set ambient intensity (0-1)\n"
6562 "diffuse n : set diffuse intensity (0-1)\n"
6563 "specular n : set specular intensity (0-1)\n"
6564 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6565 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6566 "<nothing> : print light properties to console\n"
6567         );
6568 }
6569
6570 void R_Shadow_EditLights_CopyInfo_f(void)
6571 {
6572         if (!r_editlights.integer)
6573         {
6574                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
6575                 return;
6576         }
6577         if (!r_shadow_selectedlight)
6578         {
6579                 Con_Print("No selected light.\n");
6580                 return;
6581         }
6582         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6583         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6584         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6585         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6586         if (r_shadow_selectedlight->cubemapname)
6587                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6588         else
6589                 r_shadow_bufferlight.cubemapname[0] = 0;
6590         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6591         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6592         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6593         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6594         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6595         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6596         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6597 }
6598
6599 void R_Shadow_EditLights_PasteInfo_f(void)
6600 {
6601         if (!r_editlights.integer)
6602         {
6603                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
6604                 return;
6605         }
6606         if (!r_shadow_selectedlight)
6607         {
6608                 Con_Print("No selected light.\n");
6609                 return;
6610         }
6611         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
6612 }
6613
6614 void R_Shadow_EditLights_Lock_f(void)
6615 {
6616         if (!r_editlights.integer)
6617         {
6618                 Con_Print("Cannot lock on light when not in editing mode.  Set r_editlights to 1.\n");
6619                 return;
6620         }
6621         if (r_editlights_lockcursor)
6622         {
6623                 r_editlights_lockcursor = false;
6624                 return;
6625         }
6626         if (!r_shadow_selectedlight)
6627         {
6628                 Con_Print("No selected light to lock on.\n");
6629                 return;
6630         }
6631         r_editlights_lockcursor = true;
6632 }
6633
6634 void R_Shadow_EditLights_Init(void)
6635 {
6636         Cvar_RegisterVariable(&r_editlights);
6637         Cvar_RegisterVariable(&r_editlights_cursordistance);
6638         Cvar_RegisterVariable(&r_editlights_cursorpushback);
6639         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6640         Cvar_RegisterVariable(&r_editlights_cursorgrid);
6641         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6642         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6643         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6644         Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
6645         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6646         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6647         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6648         Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
6649         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6650         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6651         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6652         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6653         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6654         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6655         Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
6656         Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6657 }
6658
6659
6660
6661 /*
6662 =============================================================================
6663
6664 LIGHT SAMPLING
6665
6666 =============================================================================
6667 */
6668
6669 void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
6670 {
6671         int i, numlights, flag;
6672         float f, relativepoint[3], dist, dist2, lightradius2;
6673         vec3_t diffuse, n;
6674         rtlight_t *light;
6675         dlight_t *dlight;
6676
6677         if (r_fullbright.integer)
6678         {
6679                 VectorSet(color, 1, 1, 1);
6680                 return;
6681         }
6682
6683         VectorClear(color);
6684
6685         if (flags & LP_LIGHTMAP)
6686         {
6687                 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6688                 {
6689                         VectorClear(diffuse);
6690                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6691                         VectorAdd(color, diffuse, color);
6692                 }
6693                 else
6694                         VectorSet(color, 1, 1, 1);
6695                 color[0] += r_refdef.scene.ambient;
6696                 color[1] += r_refdef.scene.ambient;
6697                 color[2] += r_refdef.scene.ambient;
6698         }
6699
6700         if (flags & LP_RTWORLD)
6701         {
6702                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6703                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6704                 for (i = 0; i < numlights; i++)
6705                 {
6706                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6707                         if (!dlight)
6708                                 continue;
6709                         light = &dlight->rtlight;
6710                         if (!(light->flags & flag))
6711                                 continue;
6712                         // sample
6713                         lightradius2 = light->radius * light->radius;
6714                         VectorSubtract(light->shadoworigin, p, relativepoint);
6715                         dist2 = VectorLength2(relativepoint);
6716                         if (dist2 >= lightradius2)
6717                                 continue;
6718                         dist = sqrt(dist2) / light->radius;
6719                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6720                         if (f <= 0)
6721                                 continue;
6722                         // todo: add to both ambient and diffuse
6723                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6724                                 VectorMA(color, f, light->currentcolor, color);
6725                 }
6726         }
6727         if (flags & LP_DYNLIGHT)
6728         {
6729                 // sample dlights
6730                 for (i = 0;i < r_refdef.scene.numlights;i++)
6731                 {
6732                         light = r_refdef.scene.lights[i];
6733                         // sample
6734                         lightradius2 = light->radius * light->radius;
6735                         VectorSubtract(light->shadoworigin, p, relativepoint);
6736                         dist2 = VectorLength2(relativepoint);
6737                         if (dist2 >= lightradius2)
6738                                 continue;
6739                         dist = sqrt(dist2) / light->radius;
6740                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6741                         if (f <= 0)
6742                                 continue;
6743                         // todo: add to both ambient and diffuse
6744                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6745                                 VectorMA(color, f, light->color, color);
6746                 }
6747         }
6748 }
6749
6750 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6751 {
6752         int i, numlights, flag;
6753         rtlight_t *light;
6754         dlight_t *dlight;
6755         float relativepoint[3];
6756         float color[3];
6757         float dir[3];
6758         float dist;
6759         float dist2;
6760         float intensity;
6761         float sample[5*3];
6762         float lightradius2;
6763
6764         if (r_fullbright.integer)
6765         {
6766                 VectorSet(ambient, 1, 1, 1);
6767                 VectorClear(diffuse);
6768                 VectorClear(lightdir);
6769                 return;
6770         }
6771
6772         if (flags == LP_LIGHTMAP)
6773         {
6774                 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6775                 VectorClear(diffuse);
6776                 VectorClear(lightdir);
6777                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6778                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6779                 else
6780                         VectorSet(ambient, 1, 1, 1);
6781                 return;
6782         }
6783
6784         memset(sample, 0, sizeof(sample));
6785         VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6786
6787         if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6788         {
6789                 vec3_t tempambient;
6790                 VectorClear(tempambient);
6791                 VectorClear(color);
6792                 VectorClear(relativepoint);
6793                 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6794                 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6795                 VectorScale(color, r_refdef.lightmapintensity, color);
6796                 VectorAdd(sample, tempambient, sample);
6797                 VectorMA(sample    , 0.5f            , color, sample    );
6798                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6799                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6800                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6801                 // calculate a weighted average light direction as well
6802                 intensity = VectorLength(color);
6803                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6804         }
6805
6806         if (flags & LP_RTWORLD)
6807         {
6808                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6809                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6810                 for (i = 0; i < numlights; i++)
6811                 {
6812                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6813                         if (!dlight)
6814                                 continue;
6815                         light = &dlight->rtlight;
6816                         if (!(light->flags & flag))
6817                                 continue;
6818                         // sample
6819                         lightradius2 = light->radius * light->radius;
6820                         VectorSubtract(light->shadoworigin, p, relativepoint);
6821                         dist2 = VectorLength2(relativepoint);
6822                         if (dist2 >= lightradius2)
6823                                 continue;
6824                         dist = sqrt(dist2) / light->radius;
6825                         intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6826                         if (intensity <= 0.0f)
6827                                 continue;
6828                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6829                                 continue;
6830                         // scale down intensity to add to both ambient and diffuse
6831                         //intensity *= 0.5f;
6832                         VectorNormalize(relativepoint);
6833                         VectorScale(light->currentcolor, intensity, color);
6834                         VectorMA(sample    , 0.5f            , color, sample    );
6835                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6836                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6837                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6838                         // calculate a weighted average light direction as well
6839                         intensity *= VectorLength(color);
6840                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6841                 }
6842         }
6843
6844         if (flags & LP_DYNLIGHT)
6845         {
6846                 // sample dlights
6847                 for (i = 0;i < r_refdef.scene.numlights;i++)
6848                 {
6849                         light = r_refdef.scene.lights[i];
6850                         // sample
6851                         lightradius2 = light->radius * light->radius;
6852                         VectorSubtract(light->shadoworigin, p, relativepoint);
6853                         dist2 = VectorLength2(relativepoint);
6854                         if (dist2 >= lightradius2)
6855                                 continue;
6856                         dist = sqrt(dist2) / light->radius;
6857                         intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6858                         if (intensity <= 0.0f)
6859                                 continue;
6860                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6861                                 continue;
6862                         // scale down intensity to add to both ambient and diffuse
6863                         //intensity *= 0.5f;
6864                         VectorNormalize(relativepoint);
6865                         VectorScale(light->currentcolor, intensity, color);
6866                         VectorMA(sample    , 0.5f            , color, sample    );
6867                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6868                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6869                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6870                         // calculate a weighted average light direction as well
6871                         intensity *= VectorLength(color);
6872                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6873                 }
6874         }
6875
6876         // calculate the direction we'll use to reduce the sample to a directional light source
6877         VectorCopy(sample + 12, dir);
6878         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6879         VectorNormalize(dir);
6880         // extract the diffuse color along the chosen direction and scale it
6881         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6882         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6883         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6884         // subtract some of diffuse from ambient
6885         VectorMA(sample, -0.333f, diffuse, ambient);
6886         // store the normalized lightdir
6887         VectorCopy(dir, lightdir);
6888 }