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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 #ifndef USE_GLES2
271 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
272 #endif
273
274 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"};
275 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"};
276 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
277 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"};
278 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)"};
279 //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"};
280 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)"};
281 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
282 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)"};
283 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"};
284 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
285 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
286 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
287 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
288 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
289 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
290 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
291 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
292 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
293 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)"};
294 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
295 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
296 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
297 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
298 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)"};
299 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"};
300 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
301 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
302 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"};
303 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)"};
304 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
305 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)"};
306 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"};
307 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)"};
308 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
309 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
310 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
311 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
312 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
313 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
314 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
315 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
316 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
317 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
318 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
319 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
320 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
321 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
322 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
323 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
324 cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
325 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
326 cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
327 cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
328 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
329 cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
330 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
331 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "4", "particles stop at this fraction of light radius (can be more than 1)"};
332 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"};
333 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
334 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
335 cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
336 cvar_t r_shadow_bouncegrid_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_spacing", "64", "unit size of bouncegrid pixel"};
337 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
338 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
339 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
340 cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
341 cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"};
342 cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
343 cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
344 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
345 cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
346 cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
347 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "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 }
376 r_shadow_bouncegrid_settings_t;
377
378 r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
379 rtexture_t *r_shadow_bouncegridtexture;
380 matrix4x4_t r_shadow_bouncegridmatrix;
381 vec_t r_shadow_bouncegridintensity;
382 qboolean r_shadow_bouncegriddirectional;
383 static double r_shadow_bouncegridtime;
384 static int r_shadow_bouncegridresolution[3];
385 static int r_shadow_bouncegridnumpixels;
386 static unsigned char *r_shadow_bouncegridpixels;
387 static float *r_shadow_bouncegridhighpixels;
388
389 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
390 #define ATTENTABLESIZE 256
391 // 1D gradient, 2D circle and 3D sphere attenuation textures
392 #define ATTEN1DSIZE 32
393 #define ATTEN2DSIZE 64
394 #define ATTEN3DSIZE 32
395
396 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
397 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
398 static float r_shadow_attentable[ATTENTABLESIZE+1];
399
400 rtlight_t *r_shadow_compilingrtlight;
401 static memexpandablearray_t r_shadow_worldlightsarray;
402 dlight_t *r_shadow_selectedlight;
403 dlight_t r_shadow_bufferlight;
404 vec3_t r_editlights_cursorlocation;
405 qboolean r_editlights_lockcursor;
406
407 extern int con_vislines;
408
409 void R_Shadow_UncompileWorldLights(void);
410 void R_Shadow_ClearWorldLights(void);
411 void R_Shadow_SaveWorldLights(void);
412 void R_Shadow_LoadWorldLights(void);
413 void R_Shadow_LoadLightsFile(void);
414 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
415 void R_Shadow_EditLights_Reload_f(void);
416 void R_Shadow_ValidateCvars(void);
417 static void R_Shadow_MakeTextures(void);
418
419 #define EDLIGHTSPRSIZE                  8
420 skinframe_t *r_editlights_sprcursor;
421 skinframe_t *r_editlights_sprlight;
422 skinframe_t *r_editlights_sprnoshadowlight;
423 skinframe_t *r_editlights_sprcubemaplight;
424 skinframe_t *r_editlights_sprcubemapnoshadowlight;
425 skinframe_t *r_editlights_sprselection;
426
427 void R_Shadow_SetShadowMode(void)
428 {
429         r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
430         r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
431         r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
432         r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
433         r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
434         r_shadow_shadowmaplod = -1;
435         r_shadow_shadowmapsize = 0;
436         r_shadow_shadowmapsampler = false;
437         r_shadow_shadowmappcf = 0;
438         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
439         if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
440         {
441                 switch(vid.renderpath)
442                 {
443                 case RENDERPATH_GL20:
444                         if(r_shadow_shadowmapfilterquality < 0)
445                         {
446                                 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
447                                         r_shadow_shadowmappcf = 1;
448                                 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) 
449                                 {
450                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
451                                         r_shadow_shadowmappcf = 1;
452                                 }
453                                 else if(strstr(gl_vendor, "ATI")) 
454                                         r_shadow_shadowmappcf = 1;
455                                 else 
456                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
457                         }
458                         else 
459                         {
460                                 switch (r_shadow_shadowmapfilterquality)
461                                 {
462                                 case 1:
463                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
464                                         break;
465                                 case 2:
466                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
467                                         r_shadow_shadowmappcf = 1;
468                                         break;
469                                 case 3:
470                                         r_shadow_shadowmappcf = 1;
471                                         break;
472                                 case 4:
473                                         r_shadow_shadowmappcf = 2;
474                                         break;
475                                 }
476                         }
477                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
478                         break;
479                 case RENDERPATH_D3D9:
480                 case RENDERPATH_D3D10:
481                 case RENDERPATH_D3D11:
482                 case RENDERPATH_SOFT:
483                         r_shadow_shadowmapsampler = false;
484                         r_shadow_shadowmappcf = 1;
485                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
486                         break;
487                 case RENDERPATH_GL11:
488                 case RENDERPATH_GL13:
489                 case RENDERPATH_GLES1:
490                 case RENDERPATH_GLES2:
491                         break;
492                 }
493         }
494 }
495
496 qboolean R_Shadow_ShadowMappingEnabled(void)
497 {
498         switch (r_shadow_shadowmode)
499         {
500         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
501                 return true;
502         default:
503                 return false;
504         }
505 }
506
507 void R_Shadow_FreeShadowMaps(void)
508 {
509         R_Shadow_SetShadowMode();
510
511         R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
512
513         r_shadow_fbo2d = 0;
514
515         if (r_shadow_shadowmap2dtexture)
516                 R_FreeTexture(r_shadow_shadowmap2dtexture);
517         r_shadow_shadowmap2dtexture = NULL;
518
519         if (r_shadow_shadowmap2dcolortexture)
520                 R_FreeTexture(r_shadow_shadowmap2dcolortexture);
521         r_shadow_shadowmap2dcolortexture = NULL;
522
523         if (r_shadow_shadowmapvsdcttexture)
524                 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
525         r_shadow_shadowmapvsdcttexture = NULL;
526 }
527
528 void r_shadow_start(void)
529 {
530         // allocate vertex processing arrays
531         r_shadow_bouncegridpixels = NULL;
532         r_shadow_bouncegridhighpixels = NULL;
533         r_shadow_bouncegridnumpixels = 0;
534         r_shadow_bouncegridtexture = NULL;
535         r_shadow_bouncegriddirectional = false;
536         r_shadow_attenuationgradienttexture = NULL;
537         r_shadow_attenuation2dtexture = NULL;
538         r_shadow_attenuation3dtexture = NULL;
539         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
540         r_shadow_shadowmap2dtexture = NULL;
541         r_shadow_shadowmap2dcolortexture = NULL;
542         r_shadow_shadowmapvsdcttexture = NULL;
543         r_shadow_shadowmapmaxsize = 0;
544         r_shadow_shadowmapsize = 0;
545         r_shadow_shadowmaplod = 0;
546         r_shadow_shadowmapfilterquality = -1;
547         r_shadow_shadowmapdepthbits = 0;
548         r_shadow_shadowmapvsdct = false;
549         r_shadow_shadowmapsampler = false;
550         r_shadow_shadowmappcf = 0;
551         r_shadow_fbo2d = 0;
552
553         R_Shadow_FreeShadowMaps();
554
555         r_shadow_texturepool = NULL;
556         r_shadow_filters_texturepool = NULL;
557         R_Shadow_ValidateCvars();
558         R_Shadow_MakeTextures();
559         maxshadowtriangles = 0;
560         shadowelements = NULL;
561         maxshadowvertices = 0;
562         shadowvertex3f = NULL;
563         maxvertexupdate = 0;
564         vertexupdate = NULL;
565         vertexremap = NULL;
566         vertexupdatenum = 0;
567         maxshadowmark = 0;
568         numshadowmark = 0;
569         shadowmark = NULL;
570         shadowmarklist = NULL;
571         shadowmarkcount = 0;
572         maxshadowsides = 0;
573         numshadowsides = 0;
574         shadowsides = NULL;
575         shadowsideslist = NULL;
576         r_shadow_buffer_numleafpvsbytes = 0;
577         r_shadow_buffer_visitingleafpvs = NULL;
578         r_shadow_buffer_leafpvs = NULL;
579         r_shadow_buffer_leaflist = NULL;
580         r_shadow_buffer_numsurfacepvsbytes = 0;
581         r_shadow_buffer_surfacepvs = NULL;
582         r_shadow_buffer_surfacelist = NULL;
583         r_shadow_buffer_surfacesides = NULL;
584         r_shadow_buffer_numshadowtrispvsbytes = 0;
585         r_shadow_buffer_shadowtrispvs = NULL;
586         r_shadow_buffer_numlighttrispvsbytes = 0;
587         r_shadow_buffer_lighttrispvs = NULL;
588
589         r_shadow_usingdeferredprepass = false;
590         r_shadow_prepass_width = r_shadow_prepass_height = 0;
591 }
592
593 static void R_Shadow_FreeDeferred(void);
594 void r_shadow_shutdown(void)
595 {
596         CHECKGLERROR
597         R_Shadow_UncompileWorldLights();
598
599         R_Shadow_FreeShadowMaps();
600
601         r_shadow_usingdeferredprepass = false;
602         if (r_shadow_prepass_width)
603                 R_Shadow_FreeDeferred();
604         r_shadow_prepass_width = r_shadow_prepass_height = 0;
605
606         CHECKGLERROR
607         r_shadow_bouncegridtexture = NULL;
608         r_shadow_bouncegridpixels = NULL;
609         r_shadow_bouncegridhighpixels = NULL;
610         r_shadow_bouncegridnumpixels = 0;
611         r_shadow_bouncegriddirectional = false;
612         r_shadow_attenuationgradienttexture = NULL;
613         r_shadow_attenuation2dtexture = NULL;
614         r_shadow_attenuation3dtexture = NULL;
615         R_FreeTexturePool(&r_shadow_texturepool);
616         R_FreeTexturePool(&r_shadow_filters_texturepool);
617         maxshadowtriangles = 0;
618         if (shadowelements)
619                 Mem_Free(shadowelements);
620         shadowelements = NULL;
621         if (shadowvertex3f)
622                 Mem_Free(shadowvertex3f);
623         shadowvertex3f = NULL;
624         maxvertexupdate = 0;
625         if (vertexupdate)
626                 Mem_Free(vertexupdate);
627         vertexupdate = NULL;
628         if (vertexremap)
629                 Mem_Free(vertexremap);
630         vertexremap = NULL;
631         vertexupdatenum = 0;
632         maxshadowmark = 0;
633         numshadowmark = 0;
634         if (shadowmark)
635                 Mem_Free(shadowmark);
636         shadowmark = NULL;
637         if (shadowmarklist)
638                 Mem_Free(shadowmarklist);
639         shadowmarklist = NULL;
640         shadowmarkcount = 0;
641         maxshadowsides = 0;
642         numshadowsides = 0;
643         if (shadowsides)
644                 Mem_Free(shadowsides);
645         shadowsides = NULL;
646         if (shadowsideslist)
647                 Mem_Free(shadowsideslist);
648         shadowsideslist = NULL;
649         r_shadow_buffer_numleafpvsbytes = 0;
650         if (r_shadow_buffer_visitingleafpvs)
651                 Mem_Free(r_shadow_buffer_visitingleafpvs);
652         r_shadow_buffer_visitingleafpvs = NULL;
653         if (r_shadow_buffer_leafpvs)
654                 Mem_Free(r_shadow_buffer_leafpvs);
655         r_shadow_buffer_leafpvs = NULL;
656         if (r_shadow_buffer_leaflist)
657                 Mem_Free(r_shadow_buffer_leaflist);
658         r_shadow_buffer_leaflist = NULL;
659         r_shadow_buffer_numsurfacepvsbytes = 0;
660         if (r_shadow_buffer_surfacepvs)
661                 Mem_Free(r_shadow_buffer_surfacepvs);
662         r_shadow_buffer_surfacepvs = NULL;
663         if (r_shadow_buffer_surfacelist)
664                 Mem_Free(r_shadow_buffer_surfacelist);
665         r_shadow_buffer_surfacelist = NULL;
666         if (r_shadow_buffer_surfacesides)
667                 Mem_Free(r_shadow_buffer_surfacesides);
668         r_shadow_buffer_surfacesides = NULL;
669         r_shadow_buffer_numshadowtrispvsbytes = 0;
670         if (r_shadow_buffer_shadowtrispvs)
671                 Mem_Free(r_shadow_buffer_shadowtrispvs);
672         r_shadow_buffer_numlighttrispvsbytes = 0;
673         if (r_shadow_buffer_lighttrispvs)
674                 Mem_Free(r_shadow_buffer_lighttrispvs);
675 }
676
677 void r_shadow_newmap(void)
678 {
679         if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
680         if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
681         if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
682         if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
683         if (r_editlights_sprnoshadowlight)        R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
684         if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
685         if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
686         if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
687         if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
688                 R_Shadow_EditLights_Reload_f();
689 }
690
691 void R_Shadow_Init(void)
692 {
693         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
694         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
695         Cvar_RegisterVariable(&r_shadow_usebihculling);
696         Cvar_RegisterVariable(&r_shadow_usenormalmap);
697         Cvar_RegisterVariable(&r_shadow_debuglight);
698         Cvar_RegisterVariable(&r_shadow_deferred);
699         Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
700 //      Cvar_RegisterVariable(&r_shadow_deferred_fp);
701         Cvar_RegisterVariable(&r_shadow_gloss);
702         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
703         Cvar_RegisterVariable(&r_shadow_glossintensity);
704         Cvar_RegisterVariable(&r_shadow_glossexponent);
705         Cvar_RegisterVariable(&r_shadow_gloss2exponent);
706         Cvar_RegisterVariable(&r_shadow_glossexact);
707         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
708         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
709         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
710         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
711         Cvar_RegisterVariable(&r_shadow_projectdistance);
712         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
713         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
714         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
715         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
716         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
717         Cvar_RegisterVariable(&r_shadow_realtime_world);
718         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
719         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
720         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
721         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
722         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
723         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
724         Cvar_RegisterVariable(&r_shadow_scissor);
725         Cvar_RegisterVariable(&r_shadow_shadowmapping);
726         Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
727         Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
728         Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
729         Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
730         Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
731         Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
732 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
733 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
734         Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
735         Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
736         Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
737         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
738         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
739         Cvar_RegisterVariable(&r_shadow_sortsurfaces);
740         Cvar_RegisterVariable(&r_shadow_polygonfactor);
741         Cvar_RegisterVariable(&r_shadow_polygonoffset);
742         Cvar_RegisterVariable(&r_shadow_texture3d);
743         Cvar_RegisterVariable(&r_shadow_bouncegrid);
744         Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
745         Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
746         Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
747         Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
748         Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
749         Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
750         Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
751         Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
752         Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
753         Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
754         Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
755         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacing);
756         Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
757         Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
758         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
759         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_lightradiusscale);
760         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxbounce);
761         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
762         Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
763         Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
764         Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
765         Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
766         Cvar_RegisterVariable(&r_coronas);
767         Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
768         Cvar_RegisterVariable(&r_coronas_occlusionquery);
769         Cvar_RegisterVariable(&gl_flashblend);
770         Cvar_RegisterVariable(&gl_ext_separatestencil);
771         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
772         R_Shadow_EditLights_Init();
773         Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
774         maxshadowtriangles = 0;
775         shadowelements = NULL;
776         maxshadowvertices = 0;
777         shadowvertex3f = NULL;
778         maxvertexupdate = 0;
779         vertexupdate = NULL;
780         vertexremap = NULL;
781         vertexupdatenum = 0;
782         maxshadowmark = 0;
783         numshadowmark = 0;
784         shadowmark = NULL;
785         shadowmarklist = NULL;
786         shadowmarkcount = 0;
787         maxshadowsides = 0;
788         numshadowsides = 0;
789         shadowsides = NULL;
790         shadowsideslist = NULL;
791         r_shadow_buffer_numleafpvsbytes = 0;
792         r_shadow_buffer_visitingleafpvs = NULL;
793         r_shadow_buffer_leafpvs = NULL;
794         r_shadow_buffer_leaflist = NULL;
795         r_shadow_buffer_numsurfacepvsbytes = 0;
796         r_shadow_buffer_surfacepvs = NULL;
797         r_shadow_buffer_surfacelist = NULL;
798         r_shadow_buffer_surfacesides = NULL;
799         r_shadow_buffer_shadowtrispvs = NULL;
800         r_shadow_buffer_lighttrispvs = NULL;
801         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
802 }
803
804 matrix4x4_t matrix_attenuationxyz =
805 {
806         {
807                 {0.5, 0.0, 0.0, 0.5},
808                 {0.0, 0.5, 0.0, 0.5},
809                 {0.0, 0.0, 0.5, 0.5},
810                 {0.0, 0.0, 0.0, 1.0}
811         }
812 };
813
814 matrix4x4_t matrix_attenuationz =
815 {
816         {
817                 {0.0, 0.0, 0.5, 0.5},
818                 {0.0, 0.0, 0.0, 0.5},
819                 {0.0, 0.0, 0.0, 0.5},
820                 {0.0, 0.0, 0.0, 1.0}
821         }
822 };
823
824 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
825 {
826         numvertices = ((numvertices + 255) & ~255) * vertscale;
827         numtriangles = ((numtriangles + 255) & ~255) * triscale;
828         // make sure shadowelements is big enough for this volume
829         if (maxshadowtriangles < numtriangles)
830         {
831                 maxshadowtriangles = numtriangles;
832                 if (shadowelements)
833                         Mem_Free(shadowelements);
834                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
835         }
836         // make sure shadowvertex3f is big enough for this volume
837         if (maxshadowvertices < numvertices)
838         {
839                 maxshadowvertices = numvertices;
840                 if (shadowvertex3f)
841                         Mem_Free(shadowvertex3f);
842                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
843         }
844 }
845
846 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
847 {
848         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
849         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
850         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
851         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
852         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
853         {
854                 if (r_shadow_buffer_visitingleafpvs)
855                         Mem_Free(r_shadow_buffer_visitingleafpvs);
856                 if (r_shadow_buffer_leafpvs)
857                         Mem_Free(r_shadow_buffer_leafpvs);
858                 if (r_shadow_buffer_leaflist)
859                         Mem_Free(r_shadow_buffer_leaflist);
860                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
861                 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
862                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
863                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
864         }
865         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
866         {
867                 if (r_shadow_buffer_surfacepvs)
868                         Mem_Free(r_shadow_buffer_surfacepvs);
869                 if (r_shadow_buffer_surfacelist)
870                         Mem_Free(r_shadow_buffer_surfacelist);
871                 if (r_shadow_buffer_surfacesides)
872                         Mem_Free(r_shadow_buffer_surfacesides);
873                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
874                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
875                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
876                 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
877         }
878         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
879         {
880                 if (r_shadow_buffer_shadowtrispvs)
881                         Mem_Free(r_shadow_buffer_shadowtrispvs);
882                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
883                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
884         }
885         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
886         {
887                 if (r_shadow_buffer_lighttrispvs)
888                         Mem_Free(r_shadow_buffer_lighttrispvs);
889                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
890                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
891         }
892 }
893
894 void R_Shadow_PrepareShadowMark(int numtris)
895 {
896         // make sure shadowmark is big enough for this volume
897         if (maxshadowmark < numtris)
898         {
899                 maxshadowmark = numtris;
900                 if (shadowmark)
901                         Mem_Free(shadowmark);
902                 if (shadowmarklist)
903                         Mem_Free(shadowmarklist);
904                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
905                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
906                 shadowmarkcount = 0;
907         }
908         shadowmarkcount++;
909         // if shadowmarkcount wrapped we clear the array and adjust accordingly
910         if (shadowmarkcount == 0)
911         {
912                 shadowmarkcount = 1;
913                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
914         }
915         numshadowmark = 0;
916 }
917
918 void R_Shadow_PrepareShadowSides(int numtris)
919 {
920     if (maxshadowsides < numtris)
921     {
922         maxshadowsides = numtris;
923         if (shadowsides)
924                         Mem_Free(shadowsides);
925                 if (shadowsideslist)
926                         Mem_Free(shadowsideslist);
927                 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
928                 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
929         }
930         numshadowsides = 0;
931 }
932
933 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)
934 {
935         int i, j;
936         int outtriangles = 0, outvertices = 0;
937         const int *element;
938         const float *vertex;
939         float ratio, direction[3], projectvector[3];
940
941         if (projectdirection)
942                 VectorScale(projectdirection, projectdistance, projectvector);
943         else
944                 VectorClear(projectvector);
945
946         // create the vertices
947         if (projectdirection)
948         {
949                 for (i = 0;i < numshadowmarktris;i++)
950                 {
951                         element = inelement3i + shadowmarktris[i] * 3;
952                         for (j = 0;j < 3;j++)
953                         {
954                                 if (vertexupdate[element[j]] != vertexupdatenum)
955                                 {
956                                         vertexupdate[element[j]] = vertexupdatenum;
957                                         vertexremap[element[j]] = outvertices;
958                                         vertex = invertex3f + element[j] * 3;
959                                         // project one copy of the vertex according to projectvector
960                                         VectorCopy(vertex, outvertex3f);
961                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
962                                         outvertex3f += 6;
963                                         outvertices += 2;
964                                 }
965                         }
966                 }
967         }
968         else
969         {
970                 for (i = 0;i < numshadowmarktris;i++)
971                 {
972                         element = inelement3i + shadowmarktris[i] * 3;
973                         for (j = 0;j < 3;j++)
974                         {
975                                 if (vertexupdate[element[j]] != vertexupdatenum)
976                                 {
977                                         vertexupdate[element[j]] = vertexupdatenum;
978                                         vertexremap[element[j]] = outvertices;
979                                         vertex = invertex3f + element[j] * 3;
980                                         // project one copy of the vertex to the sphere radius of the light
981                                         // (FIXME: would projecting it to the light box be better?)
982                                         VectorSubtract(vertex, projectorigin, direction);
983                                         ratio = projectdistance / VectorLength(direction);
984                                         VectorCopy(vertex, outvertex3f);
985                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
986                                         outvertex3f += 6;
987                                         outvertices += 2;
988                                 }
989                         }
990                 }
991         }
992
993         if (r_shadow_frontsidecasting.integer)
994         {
995                 for (i = 0;i < numshadowmarktris;i++)
996                 {
997                         int remappedelement[3];
998                         int markindex;
999                         const int *neighbortriangle;
1000
1001                         markindex = shadowmarktris[i] * 3;
1002                         element = inelement3i + markindex;
1003                         neighbortriangle = inneighbor3i + markindex;
1004                         // output the front and back triangles
1005                         outelement3i[0] = vertexremap[element[0]];
1006                         outelement3i[1] = vertexremap[element[1]];
1007                         outelement3i[2] = vertexremap[element[2]];
1008                         outelement3i[3] = vertexremap[element[2]] + 1;
1009                         outelement3i[4] = vertexremap[element[1]] + 1;
1010                         outelement3i[5] = vertexremap[element[0]] + 1;
1011
1012                         outelement3i += 6;
1013                         outtriangles += 2;
1014                         // output the sides (facing outward from this triangle)
1015                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1016                         {
1017                                 remappedelement[0] = vertexremap[element[0]];
1018                                 remappedelement[1] = vertexremap[element[1]];
1019                                 outelement3i[0] = remappedelement[1];
1020                                 outelement3i[1] = remappedelement[0];
1021                                 outelement3i[2] = remappedelement[0] + 1;
1022                                 outelement3i[3] = remappedelement[1];
1023                                 outelement3i[4] = remappedelement[0] + 1;
1024                                 outelement3i[5] = remappedelement[1] + 1;
1025
1026                                 outelement3i += 6;
1027                                 outtriangles += 2;
1028                         }
1029                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1030                         {
1031                                 remappedelement[1] = vertexremap[element[1]];
1032                                 remappedelement[2] = vertexremap[element[2]];
1033                                 outelement3i[0] = remappedelement[2];
1034                                 outelement3i[1] = remappedelement[1];
1035                                 outelement3i[2] = remappedelement[1] + 1;
1036                                 outelement3i[3] = remappedelement[2];
1037                                 outelement3i[4] = remappedelement[1] + 1;
1038                                 outelement3i[5] = remappedelement[2] + 1;
1039
1040                                 outelement3i += 6;
1041                                 outtriangles += 2;
1042                         }
1043                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1044                         {
1045                                 remappedelement[0] = vertexremap[element[0]];
1046                                 remappedelement[2] = vertexremap[element[2]];
1047                                 outelement3i[0] = remappedelement[0];
1048                                 outelement3i[1] = remappedelement[2];
1049                                 outelement3i[2] = remappedelement[2] + 1;
1050                                 outelement3i[3] = remappedelement[0];
1051                                 outelement3i[4] = remappedelement[2] + 1;
1052                                 outelement3i[5] = remappedelement[0] + 1;
1053
1054                                 outelement3i += 6;
1055                                 outtriangles += 2;
1056                         }
1057                 }
1058         }
1059         else
1060         {
1061                 for (i = 0;i < numshadowmarktris;i++)
1062                 {
1063                         int remappedelement[3];
1064                         int markindex;
1065                         const int *neighbortriangle;
1066
1067                         markindex = shadowmarktris[i] * 3;
1068                         element = inelement3i + markindex;
1069                         neighbortriangle = inneighbor3i + markindex;
1070                         // output the front and back triangles
1071                         outelement3i[0] = vertexremap[element[2]];
1072                         outelement3i[1] = vertexremap[element[1]];
1073                         outelement3i[2] = vertexremap[element[0]];
1074                         outelement3i[3] = vertexremap[element[0]] + 1;
1075                         outelement3i[4] = vertexremap[element[1]] + 1;
1076                         outelement3i[5] = vertexremap[element[2]] + 1;
1077
1078                         outelement3i += 6;
1079                         outtriangles += 2;
1080                         // output the sides (facing outward from this triangle)
1081                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1082                         {
1083                                 remappedelement[0] = vertexremap[element[0]];
1084                                 remappedelement[1] = vertexremap[element[1]];
1085                                 outelement3i[0] = remappedelement[0];
1086                                 outelement3i[1] = remappedelement[1];
1087                                 outelement3i[2] = remappedelement[1] + 1;
1088                                 outelement3i[3] = remappedelement[0];
1089                                 outelement3i[4] = remappedelement[1] + 1;
1090                                 outelement3i[5] = remappedelement[0] + 1;
1091
1092                                 outelement3i += 6;
1093                                 outtriangles += 2;
1094                         }
1095                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1096                         {
1097                                 remappedelement[1] = vertexremap[element[1]];
1098                                 remappedelement[2] = vertexremap[element[2]];
1099                                 outelement3i[0] = remappedelement[1];
1100                                 outelement3i[1] = remappedelement[2];
1101                                 outelement3i[2] = remappedelement[2] + 1;
1102                                 outelement3i[3] = remappedelement[1];
1103                                 outelement3i[4] = remappedelement[2] + 1;
1104                                 outelement3i[5] = remappedelement[1] + 1;
1105
1106                                 outelement3i += 6;
1107                                 outtriangles += 2;
1108                         }
1109                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1110                         {
1111                                 remappedelement[0] = vertexremap[element[0]];
1112                                 remappedelement[2] = vertexremap[element[2]];
1113                                 outelement3i[0] = remappedelement[2];
1114                                 outelement3i[1] = remappedelement[0];
1115                                 outelement3i[2] = remappedelement[0] + 1;
1116                                 outelement3i[3] = remappedelement[2];
1117                                 outelement3i[4] = remappedelement[0] + 1;
1118                                 outelement3i[5] = remappedelement[2] + 1;
1119
1120                                 outelement3i += 6;
1121                                 outtriangles += 2;
1122                         }
1123                 }
1124         }
1125         if (outnumvertices)
1126                 *outnumvertices = outvertices;
1127         return outtriangles;
1128 }
1129
1130 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)
1131 {
1132         int i, j, k;
1133         int outtriangles = 0, outvertices = 0;
1134         const int *element;
1135         const float *vertex;
1136         float ratio, direction[3], projectvector[3];
1137         qboolean side[4];
1138
1139         if (projectdirection)
1140                 VectorScale(projectdirection, projectdistance, projectvector);
1141         else
1142                 VectorClear(projectvector);
1143
1144         for (i = 0;i < numshadowmarktris;i++)
1145         {
1146                 int remappedelement[3];
1147                 int markindex;
1148                 const int *neighbortriangle;
1149
1150                 markindex = shadowmarktris[i] * 3;
1151                 neighbortriangle = inneighbor3i + markindex;
1152                 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1153                 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1154                 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1155                 if (side[0] + side[1] + side[2] == 0)
1156                         continue;
1157
1158                 side[3] = side[0];
1159                 element = inelement3i + markindex;
1160
1161                 // create the vertices
1162                 for (j = 0;j < 3;j++)
1163                 {
1164                         if (side[j] + side[j+1] == 0)
1165                                 continue;
1166                         k = element[j];
1167                         if (vertexupdate[k] != vertexupdatenum)
1168                         {
1169                                 vertexupdate[k] = vertexupdatenum;
1170                                 vertexremap[k] = outvertices;
1171                                 vertex = invertex3f + k * 3;
1172                                 VectorCopy(vertex, outvertex3f);
1173                                 if (projectdirection)
1174                                 {
1175                                         // project one copy of the vertex according to projectvector
1176                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
1177                                 }
1178                                 else
1179                                 {
1180                                         // project one copy of the vertex to the sphere radius of the light
1181                                         // (FIXME: would projecting it to the light box be better?)
1182                                         VectorSubtract(vertex, projectorigin, direction);
1183                                         ratio = projectdistance / VectorLength(direction);
1184                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1185                                 }
1186                                 outvertex3f += 6;
1187                                 outvertices += 2;
1188                         }
1189                 }
1190
1191                 // output the sides (facing outward from this triangle)
1192                 if (!side[0])
1193                 {
1194                         remappedelement[0] = vertexremap[element[0]];
1195                         remappedelement[1] = vertexremap[element[1]];
1196                         outelement3i[0] = remappedelement[1];
1197                         outelement3i[1] = remappedelement[0];
1198                         outelement3i[2] = remappedelement[0] + 1;
1199                         outelement3i[3] = remappedelement[1];
1200                         outelement3i[4] = remappedelement[0] + 1;
1201                         outelement3i[5] = remappedelement[1] + 1;
1202
1203                         outelement3i += 6;
1204                         outtriangles += 2;
1205                 }
1206                 if (!side[1])
1207                 {
1208                         remappedelement[1] = vertexremap[element[1]];
1209                         remappedelement[2] = vertexremap[element[2]];
1210                         outelement3i[0] = remappedelement[2];
1211                         outelement3i[1] = remappedelement[1];
1212                         outelement3i[2] = remappedelement[1] + 1;
1213                         outelement3i[3] = remappedelement[2];
1214                         outelement3i[4] = remappedelement[1] + 1;
1215                         outelement3i[5] = remappedelement[2] + 1;
1216
1217                         outelement3i += 6;
1218                         outtriangles += 2;
1219                 }
1220                 if (!side[2])
1221                 {
1222                         remappedelement[0] = vertexremap[element[0]];
1223                         remappedelement[2] = vertexremap[element[2]];
1224                         outelement3i[0] = remappedelement[0];
1225                         outelement3i[1] = remappedelement[2];
1226                         outelement3i[2] = remappedelement[2] + 1;
1227                         outelement3i[3] = remappedelement[0];
1228                         outelement3i[4] = remappedelement[2] + 1;
1229                         outelement3i[5] = remappedelement[0] + 1;
1230
1231                         outelement3i += 6;
1232                         outtriangles += 2;
1233                 }
1234         }
1235         if (outnumvertices)
1236                 *outnumvertices = outvertices;
1237         return outtriangles;
1238 }
1239
1240 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)
1241 {
1242         int t, tend;
1243         const int *e;
1244         const float *v[3];
1245         float normal[3];
1246         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1247                 return;
1248         tend = firsttriangle + numtris;
1249         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1250         {
1251                 // surface box entirely inside light box, no box cull
1252                 if (projectdirection)
1253                 {
1254                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1255                         {
1256                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1257                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1258                                         shadowmarklist[numshadowmark++] = t;
1259                         }
1260                 }
1261                 else
1262                 {
1263                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1264                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1265                                         shadowmarklist[numshadowmark++] = t;
1266                 }
1267         }
1268         else
1269         {
1270                 // surface box not entirely inside light box, cull each triangle
1271                 if (projectdirection)
1272                 {
1273                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1274                         {
1275                                 v[0] = invertex3f + e[0] * 3;
1276                                 v[1] = invertex3f + e[1] * 3;
1277                                 v[2] = invertex3f + e[2] * 3;
1278                                 TriangleNormal(v[0], v[1], v[2], normal);
1279                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1280                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1281                                         shadowmarklist[numshadowmark++] = t;
1282                         }
1283                 }
1284                 else
1285                 {
1286                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1287                         {
1288                                 v[0] = invertex3f + e[0] * 3;
1289                                 v[1] = invertex3f + e[1] * 3;
1290                                 v[2] = invertex3f + e[2] * 3;
1291                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1292                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1293                                         shadowmarklist[numshadowmark++] = t;
1294                         }
1295                 }
1296         }
1297 }
1298
1299 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1300 {
1301 #if 1
1302         return false;
1303 #else
1304         if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1305                 return false;
1306         // check if the shadow volume intersects the near plane
1307         //
1308         // a ray between the eye and light origin may intersect the caster,
1309         // indicating that the shadow may touch the eye location, however we must
1310         // test the near plane (a polygon), not merely the eye location, so it is
1311         // easiest to enlarge the caster bounding shape slightly for this.
1312         // TODO
1313         return true;
1314 #endif
1315 }
1316
1317 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)
1318 {
1319         int i, tris, outverts;
1320         if (projectdistance < 0.1)
1321         {
1322                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1323                 return;
1324         }
1325         if (!numverts || !nummarktris)
1326                 return;
1327         // make sure shadowelements is big enough for this volume
1328         if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1329                 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1330
1331         if (maxvertexupdate < numverts)
1332         {
1333                 maxvertexupdate = numverts;
1334                 if (vertexupdate)
1335                         Mem_Free(vertexupdate);
1336                 if (vertexremap)
1337                         Mem_Free(vertexremap);
1338                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1339                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1340                 vertexupdatenum = 0;
1341         }
1342         vertexupdatenum++;
1343         if (vertexupdatenum == 0)
1344         {
1345                 vertexupdatenum = 1;
1346                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1347                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1348         }
1349
1350         for (i = 0;i < nummarktris;i++)
1351                 shadowmark[marktris[i]] = shadowmarkcount;
1352
1353         if (r_shadow_compilingrtlight)
1354         {
1355                 // if we're compiling an rtlight, capture the mesh
1356                 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1357                 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1358                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1359                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1360         }
1361         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1362         {
1363                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1364                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1365                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1366         }
1367         else
1368         {
1369                 // decide which type of shadow to generate and set stencil mode
1370                 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1371                 // generate the sides or a solid volume, depending on type
1372                 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1373                         tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1374                 else
1375                         tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1376                 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1377                 r_refdef.stats.lights_shadowtriangles += tris;
1378                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1379                 {
1380                         // increment stencil if frontface is infront of depthbuffer
1381                         GL_CullFace(r_refdef.view.cullface_front);
1382                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1383                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1384                         // decrement stencil if backface is infront of depthbuffer
1385                         GL_CullFace(r_refdef.view.cullface_back);
1386                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1387                 }
1388                 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1389                 {
1390                         // decrement stencil if backface is behind depthbuffer
1391                         GL_CullFace(r_refdef.view.cullface_front);
1392                         R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1393                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1394                         // increment stencil if frontface is behind depthbuffer
1395                         GL_CullFace(r_refdef.view.cullface_back);
1396                         R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1397                 }
1398                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1399                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1400         }
1401 }
1402
1403 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1404 {
1405     // p1, p2, p3 are in the cubemap's local coordinate system
1406     // bias = border/(size - border)
1407         int mask = 0x3F;
1408
1409     float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1410           dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1411           dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1412         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1413         mask &= (3<<4)
1414                         | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1415                         | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1416                         | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1417     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1418         mask &= (3<<4)
1419             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1420             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))            
1421             | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1422
1423     dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1424     dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1425     dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1426     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1427         mask &= (3<<0)
1428             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1429             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))            
1430             | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1431     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1432         mask &= (3<<0)
1433             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1434             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1435             | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1436
1437     dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1438     dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1439     dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1440     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1441         mask &= (3<<2)
1442             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1443             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1444             | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1445     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1446         mask &= (3<<2)
1447             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1448             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1449             | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1450
1451         return mask;
1452 }
1453
1454 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1455 {
1456         vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1457         float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1458         int mask = 0x3F;
1459
1460         VectorSubtract(maxs, mins, radius);
1461     VectorScale(radius, 0.5f, radius);
1462     VectorAdd(mins, radius, center);
1463     Matrix4x4_Transform(worldtolight, center, lightcenter);
1464         Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1465         VectorSubtract(lightcenter, lightradius, pmin);
1466         VectorAdd(lightcenter, lightradius, pmax);
1467
1468     dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1469     dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1470     if(ap1 > bias*an1 && ap2 > bias*an2)
1471         mask &= (3<<4)
1472             | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1473             | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1474     if(an1 > bias*ap1 && an2 > bias*ap2)
1475         mask &= (3<<4)
1476             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1477             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1478
1479     dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1480     dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1481     if(ap1 > bias*an1 && ap2 > bias*an2)
1482         mask &= (3<<0)
1483             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1484             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1485     if(an1 > bias*ap1 && an2 > bias*ap2)
1486         mask &= (3<<0)
1487             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1488             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1489
1490     dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1491     dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1492     if(ap1 > bias*an1 && ap2 > bias*an2)
1493         mask &= (3<<2)
1494             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1495             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1496     if(an1 > bias*ap1 && an2 > bias*ap2)
1497         mask &= (3<<2)
1498             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1499             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1500
1501     return mask;
1502 }
1503
1504 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1505
1506 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1507 {
1508     // p is in the cubemap's local coordinate system
1509     // bias = border/(size - border)
1510     float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1511     float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1512     float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1513     int mask = 0x3F;
1514     if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1515     if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1516     if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1517     if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1518     if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1519     if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1520     return mask;
1521 }
1522
1523 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1524 {
1525         int i;
1526         vec3_t p, n;
1527         int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1528         float scale = (size - 2*border)/size, len;
1529         float bias = border / (float)(size - border), dp, dn, ap, an;
1530         // check if cone enclosing side would cross frustum plane 
1531         scale = 2 / (scale*scale + 2);
1532         for (i = 0;i < 5;i++)
1533         {
1534                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1535                         continue;
1536                 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1537                 len = scale*VectorLength2(n);
1538                 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1539                 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1540                 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1541         }
1542         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1543         {
1544         Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1545         len = scale*VectorLength(n);
1546                 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1547                 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1548                 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1549         }
1550         // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1551         // check if frustum corners/origin cross plane sides
1552 #if 1
1553     // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1554     Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1555     dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1556     masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1557     masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1558     dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1559     masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1560     masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1561     dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1562     masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1563     masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1564     for (i = 0;i < 4;i++)
1565     {
1566         Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1567         VectorSubtract(n, p, n);
1568         dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1569         if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1570         if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1571         dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1572         if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1573         if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1574         dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1575         if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1576         if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1577     }
1578 #else
1579     // finite version, assumes corners are a finite distance from origin dependent on far plane
1580         for (i = 0;i < 5;i++)
1581         {
1582                 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1583                 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1584                 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1585                 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1586                 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1587                 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1588                 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1589                 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1590                 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1591                 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1592         }
1593 #endif
1594         return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1595 }
1596
1597 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)
1598 {
1599         int t, tend;
1600         const int *e;
1601         const float *v[3];
1602         float normal[3];
1603         vec3_t p[3];
1604         float bias;
1605         int mask, surfacemask = 0;
1606         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1607                 return 0;
1608         bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1609         tend = firsttriangle + numtris;
1610         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1611         {
1612                 // surface box entirely inside light box, no box cull
1613                 if (projectdirection)
1614                 {
1615                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1616                         {
1617                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1618                                 TriangleNormal(v[0], v[1], v[2], normal);
1619                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1620                                 {
1621                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1622                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1623                                         surfacemask |= mask;
1624                                         if(totals)
1625                                         {
1626                                                 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;
1627                                                 shadowsides[numshadowsides] = mask;
1628                                                 shadowsideslist[numshadowsides++] = t;
1629                                         }
1630                                 }
1631                         }
1632                 }
1633                 else
1634                 {
1635                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1636                         {
1637                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1638                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1639                                 {
1640                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1641                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1642                                         surfacemask |= mask;
1643                                         if(totals)
1644                                         {
1645                                                 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;
1646                                                 shadowsides[numshadowsides] = mask;
1647                                                 shadowsideslist[numshadowsides++] = t;
1648                                         }
1649                                 }
1650                         }
1651                 }
1652         }
1653         else
1654         {
1655                 // surface box not entirely inside light box, cull each triangle
1656                 if (projectdirection)
1657                 {
1658                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1659                         {
1660                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1661                                 TriangleNormal(v[0], v[1], v[2], normal);
1662                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1663                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1664                                 {
1665                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1666                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1667                                         surfacemask |= mask;
1668                                         if(totals)
1669                                         {
1670                                                 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;
1671                                                 shadowsides[numshadowsides] = mask;
1672                                                 shadowsideslist[numshadowsides++] = t;
1673                                         }
1674                                 }
1675                         }
1676                 }
1677                 else
1678                 {
1679                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1680                         {
1681                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1682                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1683                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1684                                 {
1685                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1686                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1687                                         surfacemask |= mask;
1688                                         if(totals)
1689                                         {
1690                                                 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;
1691                                                 shadowsides[numshadowsides] = mask;
1692                                                 shadowsideslist[numshadowsides++] = t;
1693                                         }
1694                                 }
1695                         }
1696                 }
1697         }
1698         return surfacemask;
1699 }
1700
1701 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)
1702 {
1703         int i, j, outtriangles = 0;
1704         int *outelement3i[6];
1705         if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1706                 return;
1707         outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1708         // make sure shadowelements is big enough for this mesh
1709         if (maxshadowtriangles < outtriangles)
1710                 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1711
1712         // compute the offset and size of the separate index lists for each cubemap side
1713         outtriangles = 0;
1714         for (i = 0;i < 6;i++)
1715         {
1716                 outelement3i[i] = shadowelements + outtriangles * 3;
1717                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1718                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1719                 outtriangles += sidetotals[i];
1720         }
1721
1722         // gather up the (sparse) triangles into separate index lists for each cubemap side
1723         for (i = 0;i < numsidetris;i++)
1724         {
1725                 const int *element = elements + sidetris[i] * 3;
1726                 for (j = 0;j < 6;j++)
1727                 {
1728                         if (sides[i] & (1 << j))
1729                         {
1730                                 outelement3i[j][0] = element[0];
1731                                 outelement3i[j][1] = element[1];
1732                                 outelement3i[j][2] = element[2];
1733                                 outelement3i[j] += 3;
1734                         }
1735                 }
1736         }
1737                         
1738         Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1739 }
1740
1741 static void R_Shadow_MakeTextures_MakeCorona(void)
1742 {
1743         float dx, dy;
1744         int x, y, a;
1745         unsigned char pixels[32][32][4];
1746         for (y = 0;y < 32;y++)
1747         {
1748                 dy = (y - 15.5f) * (1.0f / 16.0f);
1749                 for (x = 0;x < 32;x++)
1750                 {
1751                         dx = (x - 15.5f) * (1.0f / 16.0f);
1752                         a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1753                         a = bound(0, a, 255);
1754                         pixels[y][x][0] = a;
1755                         pixels[y][x][1] = a;
1756                         pixels[y][x][2] = a;
1757                         pixels[y][x][3] = 255;
1758                 }
1759         }
1760         r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
1761 }
1762
1763 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1764 {
1765         float dist = sqrt(x*x+y*y+z*z);
1766         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1767         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1768         return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1769 }
1770
1771 static void R_Shadow_MakeTextures(void)
1772 {
1773         int x, y, z;
1774         float intensity, dist;
1775         unsigned int *data;
1776         R_Shadow_FreeShadowMaps();
1777         R_FreeTexturePool(&r_shadow_texturepool);
1778         r_shadow_texturepool = R_AllocTexturePool();
1779         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1780         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1781         data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1782         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1783         for (x = 0;x <= ATTENTABLESIZE;x++)
1784         {
1785                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1786                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1787                 r_shadow_attentable[x] = bound(0, intensity, 1);
1788         }
1789         // 1D gradient texture
1790         for (x = 0;x < ATTEN1DSIZE;x++)
1791                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1792         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1793         // 2D circle texture
1794         for (y = 0;y < ATTEN2DSIZE;y++)
1795                 for (x = 0;x < ATTEN2DSIZE;x++)
1796                         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);
1797         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1798         // 3D sphere texture
1799         if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1800         {
1801                 for (z = 0;z < ATTEN3DSIZE;z++)
1802                         for (y = 0;y < ATTEN3DSIZE;y++)
1803                                 for (x = 0;x < ATTEN3DSIZE;x++)
1804                                         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));
1805                 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);
1806         }
1807         else
1808                 r_shadow_attenuation3dtexture = NULL;
1809         Mem_Free(data);
1810
1811         R_Shadow_MakeTextures_MakeCorona();
1812
1813         // Editor light sprites
1814         r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1815         "................"
1816         ".3............3."
1817         "..5...2332...5.."
1818         "...7.3....3.7..."
1819         "....7......7...."
1820         "...3.7....7.3..."
1821         "..2...7..7...2.."
1822         "..3..........3.."
1823         "..3..........3.."
1824         "..2...7..7...2.."
1825         "...3.7....7.3..."
1826         "....7......7...."
1827         "...7.3....3.7..."
1828         "..5...2332...5.."
1829         ".3............3."
1830         "................"
1831         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1832         r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1833         "................"
1834         "................"
1835         "......1111......"
1836         "....11233211...."
1837         "...1234554321..."
1838         "...1356776531..."
1839         "..124677776421.."
1840         "..135777777531.."
1841         "..135777777531.."
1842         "..124677776421.."
1843         "...1356776531..."
1844         "...1234554321..."
1845         "....11233211...."
1846         "......1111......"
1847         "................"
1848         "................"
1849         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1850         r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1851         "................"
1852         "................"
1853         "......1111......"
1854         "....11233211...."
1855         "...1234554321..."
1856         "...1356226531..."
1857         "..12462..26421.."
1858         "..1352....2531.."
1859         "..1352....2531.."
1860         "..12462..26421.."
1861         "...1356226531..."
1862         "...1234554321..."
1863         "....11233211...."
1864         "......1111......"
1865         "................"
1866         "................"
1867         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1868         r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1869         "................"
1870         "................"
1871         "......2772......"
1872         "....27755772...."
1873         "..277533335772.."
1874         "..753333333357.."
1875         "..777533335777.."
1876         "..735775577537.."
1877         "..733357753337.."
1878         "..733337733337.."
1879         "..753337733357.."
1880         "..277537735772.."
1881         "....27777772...."
1882         "......2772......"
1883         "................"
1884         "................"
1885         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1886         r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1887         "................"
1888         "................"
1889         "......2772......"
1890         "....27722772...."
1891         "..2772....2772.."
1892         "..72........27.."
1893         "..7772....2777.."
1894         "..7.27722772.7.."
1895         "..7...2772...7.."
1896         "..7....77....7.."
1897         "..72...77...27.."
1898         "..2772.77.2772.."
1899         "....27777772...."
1900         "......2772......"
1901         "................"
1902         "................"
1903         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1904         r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1905         "................"
1906         ".777752..257777."
1907         ".742........247."
1908         ".72..........27."
1909         ".7............7."
1910         ".5............5."
1911         ".2............2."
1912         "................"
1913         "................"
1914         ".2............2."
1915         ".5............5."
1916         ".7............7."
1917         ".72..........27."
1918         ".742........247."
1919         ".777752..257777."
1920         "................"
1921         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1922 }
1923
1924 void R_Shadow_ValidateCvars(void)
1925 {
1926         if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1927                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1928         if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1929                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1930         if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1931                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1932 }
1933
1934 void R_Shadow_RenderMode_Begin(void)
1935 {
1936 #if 0
1937         GLint drawbuffer;
1938         GLint readbuffer;
1939 #endif
1940         R_Shadow_ValidateCvars();
1941
1942         if (!r_shadow_attenuation2dtexture
1943          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1944          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1945          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1946                 R_Shadow_MakeTextures();
1947
1948         CHECKGLERROR
1949         R_Mesh_ResetTextureState();
1950         GL_BlendFunc(GL_ONE, GL_ZERO);
1951         GL_DepthRange(0, 1);
1952         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1953         GL_DepthTest(true);
1954         GL_DepthMask(false);
1955         GL_Color(0, 0, 0, 1);
1956         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1957         
1958         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1959
1960         if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1961         {
1962                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1963                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1964         }
1965         else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1966         {
1967                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1968                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1969         }
1970         else
1971         {
1972                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1973                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1974         }
1975
1976         switch(vid.renderpath)
1977         {
1978         case RENDERPATH_GL20:
1979         case RENDERPATH_D3D9:
1980         case RENDERPATH_D3D10:
1981         case RENDERPATH_D3D11:
1982         case RENDERPATH_SOFT:
1983         case RENDERPATH_GLES2:
1984                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1985                 break;
1986         case RENDERPATH_GL11:
1987         case RENDERPATH_GL13:
1988         case RENDERPATH_GLES1:
1989                 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1990                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1991                 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1992                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1993                 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1994                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1995                 else
1996                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1997                 break;
1998         }
1999
2000         CHECKGLERROR
2001 #if 0
2002         qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
2003         qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
2004         r_shadow_drawbuffer = drawbuffer;
2005         r_shadow_readbuffer = readbuffer;
2006 #endif
2007         r_shadow_cullface_front = r_refdef.view.cullface_front;
2008         r_shadow_cullface_back = r_refdef.view.cullface_back;
2009 }
2010
2011 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
2012 {
2013         rsurface.rtlight = rtlight;
2014 }
2015
2016 void R_Shadow_RenderMode_Reset(void)
2017 {
2018         R_Mesh_SetMainRenderTargets();
2019         R_SetViewport(&r_refdef.view.viewport);
2020         GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
2021         R_Mesh_ResetTextureState();
2022         GL_DepthRange(0, 1);
2023         GL_DepthTest(true);
2024         GL_DepthMask(false);
2025         GL_DepthFunc(GL_LEQUAL);
2026         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2027         r_refdef.view.cullface_front = r_shadow_cullface_front;
2028         r_refdef.view.cullface_back = r_shadow_cullface_back;
2029         GL_CullFace(r_refdef.view.cullface_back);
2030         GL_Color(1, 1, 1, 1);
2031         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2032         GL_BlendFunc(GL_ONE, GL_ZERO);
2033         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
2034         r_shadow_usingshadowmap2d = false;
2035         r_shadow_usingshadowmaportho = false;
2036         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2037 }
2038
2039 void R_Shadow_ClearStencil(void)
2040 {
2041         GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2042         r_refdef.stats.lights_clears++;
2043 }
2044
2045 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2046 {
2047         r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2048         if (r_shadow_rendermode == mode)
2049                 return;
2050         R_Shadow_RenderMode_Reset();
2051         GL_DepthFunc(GL_LESS);
2052         GL_ColorMask(0, 0, 0, 0);
2053         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2054         GL_CullFace(GL_NONE);
2055         R_SetupShader_DepthOrShadow(false);
2056         r_shadow_rendermode = mode;
2057         switch(mode)
2058         {
2059         default:
2060                 break;
2061         case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2062         case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2063                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2064                 break;
2065         case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2066         case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2067                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2068                 break;
2069         }
2070 }
2071
2072 static void R_Shadow_MakeVSDCT(void)
2073 {
2074         // maps to a 2x3 texture rectangle with normalized coordinates
2075         // +-
2076         // XX
2077         // YY
2078         // ZZ
2079         // stores abs(dir.xy), offset.xy/2.5
2080         unsigned char data[4*6] =
2081         {
2082                 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2083                 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2084                 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2085                 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2086                 0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2087                 0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2088         };
2089         r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2090 }
2091
2092 static void R_Shadow_MakeShadowMap(int side, int size)
2093 {
2094         switch (r_shadow_shadowmode)
2095         {
2096         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2097                 if (r_shadow_shadowmap2dtexture) return;
2098                 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);
2099                 r_shadow_shadowmap2dcolortexture = NULL;
2100                 switch(vid.renderpath)
2101                 {
2102 #ifdef SUPPORTD3D
2103                 case RENDERPATH_D3D9:
2104                         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);
2105                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2106                         break;
2107 #endif
2108                 default:
2109                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
2110                         break;
2111                 }
2112                 break;
2113         default:
2114                 return;
2115         }
2116
2117 #ifndef USE_GLES2
2118         // render depth into the fbo, do not render color at all
2119         // validate the fbo now
2120         if (qglDrawBuffer)
2121         {
2122                 int status;
2123                 qglDrawBuffer(GL_NONE);CHECKGLERROR
2124                 qglReadBuffer(GL_NONE);CHECKGLERROR
2125                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
2126                 if (status != GL_FRAMEBUFFER_COMPLETE && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2127                 {
2128                         Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2129                         Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2130                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
2131                 }
2132         }
2133 #endif
2134 }
2135
2136 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2137 {
2138         float nearclip, farclip, bias;
2139         r_viewport_t viewport;
2140         int flipped;
2141         GLuint fbo = 0;
2142         float clearcolor[4];
2143         nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2144         farclip = 1.0f;
2145         bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2146         r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2147         r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2148         r_shadow_shadowmapside = side;
2149         r_shadow_shadowmapsize = size;
2150
2151         r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2152         r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2153         R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2154         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2155
2156         // complex unrolled cube approach (more flexible)
2157         if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2158                 R_Shadow_MakeVSDCT();
2159         if (!r_shadow_shadowmap2dtexture)
2160                 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2161         if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2162         r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2163         r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2164         r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2165
2166         R_Mesh_ResetTextureState();
2167         R_Shadow_RenderMode_Reset();
2168         R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2169         R_SetupShader_DepthOrShadow(true);
2170         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2171         GL_DepthMask(true);
2172         GL_DepthTest(true);
2173
2174 init_done:
2175         R_SetViewport(&viewport);
2176         flipped = (side & 1) ^ (side >> 2);
2177         r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2178         r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2179         switch(vid.renderpath)
2180         {
2181         case RENDERPATH_GL11:
2182         case RENDERPATH_GL13:
2183         case RENDERPATH_GL20:
2184         case RENDERPATH_SOFT:
2185         case RENDERPATH_GLES1:
2186         case RENDERPATH_GLES2:
2187                 GL_CullFace(r_refdef.view.cullface_back);
2188                 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2189                 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2190                 {
2191                         // get tightest scissor rectangle that encloses all viewports in the clear mask
2192                         int x1 = clear & 0x15 ? 0 : size;
2193                         int x2 = clear & 0x2A ? 2 * size : size;
2194                         int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2195                         int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2196                         GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2197                         GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2198                 }
2199                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2200                 break;
2201         case RENDERPATH_D3D9:
2202         case RENDERPATH_D3D10:
2203         case RENDERPATH_D3D11:
2204                 Vector4Set(clearcolor, 1,1,1,1);
2205                 // completely different meaning than in OpenGL path
2206                 r_shadow_shadowmap_parameters[1] = 0;
2207                 r_shadow_shadowmap_parameters[3] = -bias;
2208                 // we invert the cull mode because we flip the projection matrix
2209                 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2210                 GL_CullFace(r_refdef.view.cullface_front);
2211                 // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
2212                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2213                 if (r_shadow_shadowmapsampler)
2214                 {
2215                         GL_ColorMask(0,0,0,0);
2216                         if (clear)
2217                                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2218                 }
2219                 else
2220                 {
2221                         GL_ColorMask(1,1,1,1);
2222                         if (clear)
2223                                 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2224                 }
2225                 break;
2226         }
2227 }
2228
2229 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2230 {
2231         R_Mesh_ResetTextureState();
2232         R_Mesh_SetMainRenderTargets();
2233         if (transparent)
2234         {
2235                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2236                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2237                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2238                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2239         }
2240         R_Shadow_RenderMode_Reset();
2241         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2242         if (!transparent)
2243                 GL_DepthFunc(GL_EQUAL);
2244         // do global setup needed for the chosen lighting mode
2245         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2246                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2247         r_shadow_usingshadowmap2d = shadowmapping;
2248         r_shadow_rendermode = r_shadow_lightingrendermode;
2249         // only draw light where this geometry was already rendered AND the
2250         // stencil is 128 (values other than this mean shadow)
2251         if (stenciltest)
2252                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2253         else
2254                 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2255 }
2256
2257 static const unsigned short bboxelements[36] =
2258 {
2259         5, 1, 3, 5, 3, 7,
2260         6, 2, 0, 6, 0, 4,
2261         7, 3, 2, 7, 2, 6,
2262         4, 0, 1, 4, 1, 5,
2263         4, 5, 7, 4, 7, 6,
2264         1, 0, 2, 1, 2, 3,
2265 };
2266
2267 static const float bboxpoints[8][3] =
2268 {
2269         {-1,-1,-1},
2270         { 1,-1,-1},
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 };
2278
2279 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2280 {
2281         int i;
2282         float vertex3f[8*3];
2283         const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2284 // do global setup needed for the chosen lighting mode
2285         R_Shadow_RenderMode_Reset();
2286         r_shadow_rendermode = r_shadow_lightingrendermode;
2287         R_EntityMatrix(&identitymatrix);
2288         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2289         // only draw light where this geometry was already rendered AND the
2290         // stencil is 128 (values other than this mean shadow)
2291         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2292         if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
2293                 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2294         else
2295                 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
2296
2297         r_shadow_usingshadowmap2d = shadowmapping;
2298
2299         // render the lighting
2300         R_SetupShader_DeferredLight(rsurface.rtlight);
2301         for (i = 0;i < 8;i++)
2302                 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2303         GL_ColorMask(1,1,1,1);
2304         GL_DepthMask(false);
2305         GL_DepthRange(0, 1);
2306         GL_PolygonOffset(0, 0);
2307         GL_DepthTest(true);
2308         GL_DepthFunc(GL_GREATER);
2309         GL_CullFace(r_refdef.view.cullface_back);
2310         R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
2311         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2312 }
2313
2314 void R_Shadow_UpdateBounceGridTexture(void)
2315 {
2316 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2317         dlight_t *light;
2318         int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2319         int bouncecount;
2320         int hitsupercontentsmask;
2321         int maxbounce;
2322         int numpixels;
2323         int resolution[3];
2324         int shootparticles;
2325         int shotparticles;
2326         int photoncount;
2327         int tex[3];
2328         trace_t cliptrace;
2329         //trace_t cliptrace2;
2330         //trace_t cliptrace3;
2331         unsigned char *pixel;
2332         unsigned char *pixels;
2333         float *highpixel;
2334         float *highpixels;
2335         unsigned int lightindex;
2336         unsigned int range;
2337         unsigned int range1;
2338         unsigned int range2;
2339         unsigned int seed = (unsigned int)(realtime * 1000.0f);
2340         vec3_t shotcolor;
2341         vec3_t baseshotcolor;
2342         vec3_t surfcolor;
2343         vec3_t clipend;
2344         vec3_t clipstart;
2345         vec3_t clipdiff;
2346         vec3_t ispacing;
2347         vec3_t maxs;
2348         vec3_t mins;
2349         vec3_t size;
2350         vec3_t spacing;
2351         vec3_t lightcolor;
2352         vec3_t steppos;
2353         vec3_t stepdelta;
2354         vec3_t cullmins, cullmaxs;
2355         vec_t radius;
2356         vec_t s;
2357         vec_t lightintensity;
2358         vec_t photonscaling;
2359         vec_t photonresidual;
2360         float m[16];
2361         float texlerp[2][3];
2362         float splatcolor[32];
2363         float pixelweight[8];
2364         float w;
2365         int c[4];
2366         int pixelindex[8];
2367         int corner;
2368         int pixelsperband;
2369         int pixelband;
2370         int pixelbands;
2371         int numsteps;
2372         int step;
2373         int x, y, z;
2374         rtlight_t *rtlight;
2375         r_shadow_bouncegrid_settings_t settings;
2376         qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
2377         qboolean allowdirectionalshading = false;
2378         switch(vid.renderpath)
2379         {
2380         case RENDERPATH_GL20:
2381                 allowdirectionalshading = true;
2382                 if (!vid.support.ext_texture_3d)
2383                         return;
2384                 break;
2385         case RENDERPATH_GLES2:
2386                 // for performance reasons, do not use directional shading on GLES devices
2387                 if (!vid.support.ext_texture_3d)
2388                         return;
2389                 break;
2390                 // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
2391         case RENDERPATH_GL11:
2392         case RENDERPATH_GL13:
2393         case RENDERPATH_GLES1:
2394         case RENDERPATH_SOFT:
2395         case RENDERPATH_D3D9:
2396         case RENDERPATH_D3D10:
2397         case RENDERPATH_D3D11:
2398                 return;
2399         }
2400
2401         r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2402
2403         // see if there are really any lights to render...
2404         if (enable && r_shadow_bouncegrid_static.integer)
2405         {
2406                 enable = false;
2407                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2408                 for (lightindex = 0;lightindex < range;lightindex++)
2409                 {
2410                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2411                         if (!light || !(light->flags & flag))
2412                                 continue;
2413                         rtlight = &light->rtlight;
2414                         // when static, we skip styled lights because they tend to change...
2415                         if (rtlight->style > 0)
2416                                 continue;
2417                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
2418                         if (!VectorLength2(lightcolor))
2419                                 continue;
2420                         enable = true;
2421                         break;
2422                 }
2423         }
2424
2425         if (!enable)
2426         {
2427                 if (r_shadow_bouncegridtexture)
2428                 {
2429                         R_FreeTexture(r_shadow_bouncegridtexture);
2430                         r_shadow_bouncegridtexture = NULL;
2431                 }
2432                 if (r_shadow_bouncegridpixels)
2433                         Mem_Free(r_shadow_bouncegridpixels);
2434                 r_shadow_bouncegridpixels = NULL;
2435                 if (r_shadow_bouncegridhighpixels)
2436                         Mem_Free(r_shadow_bouncegridhighpixels);
2437                 r_shadow_bouncegridhighpixels = NULL;
2438                 r_shadow_bouncegridnumpixels = 0;
2439                 r_shadow_bouncegriddirectional = false;
2440                 return;
2441         }
2442
2443         // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
2444         memset(&settings, 0, sizeof(settings));
2445         settings.staticmode                    = r_shadow_bouncegrid_static.integer != 0;
2446         settings.bounceanglediffuse            = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
2447         settings.directionalshading            = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
2448         settings.dlightparticlemultiplier      = r_shadow_bouncegrid_dlightparticlemultiplier.value;
2449         settings.hitmodels                     = r_shadow_bouncegrid_hitmodels.integer != 0;
2450         settings.includedirectlighting         = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2;
2451         settings.lightradiusscale              = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_lightradiusscale.value);
2452         settings.maxbounce                     = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_maxbounce.integer);
2453         settings.particlebounceintensity       = r_shadow_bouncegrid_particlebounceintensity.value;
2454         settings.particleintensity             = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings.directionalshading ? 4.0f : 1.0f) / (r_shadow_bouncegrid_spacing.value * r_shadow_bouncegrid_spacing.value);
2455         settings.photons                       = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
2456         settings.spacing[0]                    = r_shadow_bouncegrid_spacing.value;
2457         settings.spacing[1]                    = r_shadow_bouncegrid_spacing.value;
2458         settings.spacing[2]                    = r_shadow_bouncegrid_spacing.value;
2459         settings.stablerandom                  = r_shadow_bouncegrid_stablerandom.integer;
2460
2461         // bound the values for sanity
2462         settings.photons = bound(1, settings.photons, 1048576);
2463         settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
2464         settings.maxbounce = bound(0, settings.maxbounce, 16);
2465         settings.spacing[0] = bound(1, settings.spacing[0], 512);
2466         settings.spacing[1] = bound(1, settings.spacing[1], 512);
2467         settings.spacing[2] = bound(1, settings.spacing[2], 512);
2468
2469         // get the spacing values
2470         spacing[0] = settings.spacing[0];
2471         spacing[1] = settings.spacing[1];
2472         spacing[2] = settings.spacing[2];
2473         ispacing[0] = 1.0f / spacing[0];
2474         ispacing[1] = 1.0f / spacing[1];
2475         ispacing[2] = 1.0f / spacing[2];
2476
2477         // calculate texture size enclosing entire world bounds at the spacing
2478         VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2479         VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2480         VectorSubtract(maxs, mins, size);
2481         // now we can calculate the resolution we want
2482         c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2483         c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2484         c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2485         // figure out the exact texture size (honoring power of 2 if required)
2486         c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2487         c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2488         c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2489         if (vid.support.arb_texture_non_power_of_two)
2490         {
2491                 resolution[0] = c[0];
2492                 resolution[1] = c[1];
2493                 resolution[2] = c[2];
2494         }
2495         else
2496         {
2497                 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2498                 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2499                 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2500         }
2501         size[0] = spacing[0] * resolution[0];
2502         size[1] = spacing[1] * resolution[1];
2503         size[2] = spacing[2] * resolution[2];
2504
2505         // if dynamic we may or may not want to use the world bounds
2506         // if the dynamic size is smaller than the world bounds, use it instead
2507         if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
2508         {
2509                 // we know the resolution we want
2510                 c[0] = r_shadow_bouncegrid_x.integer;
2511                 c[1] = r_shadow_bouncegrid_y.integer;
2512                 c[2] = r_shadow_bouncegrid_z.integer;
2513                 // now we can calculate the texture size (power of 2 if required)
2514                 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2515                 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2516                 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2517                 if (vid.support.arb_texture_non_power_of_two)
2518                 {
2519                         resolution[0] = c[0];
2520                         resolution[1] = c[1];
2521                         resolution[2] = c[2];
2522                 }
2523                 else
2524                 {
2525                         for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2526                         for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2527                         for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2528                 }
2529                 size[0] = spacing[0] * resolution[0];
2530                 size[1] = spacing[1] * resolution[1];
2531                 size[2] = spacing[2] * resolution[2];
2532                 // center the rendering on the view
2533                 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2534                 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2535                 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2536         }
2537
2538         // recalculate the maxs in case the resolution was not satisfactory
2539         VectorAdd(mins, size, maxs);
2540
2541         // if all the settings seem identical to the previous update, return
2542         if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
2543                 return;
2544
2545         // store the new settings
2546         r_shadow_bouncegridsettings = settings;
2547
2548         pixelbands = settings.directionalshading ? 8 : 1;
2549         pixelsperband = resolution[0]*resolution[1]*resolution[2];
2550         numpixels = pixelsperband*pixelbands;
2551
2552         // we're going to update the bouncegrid, update the matrix...
2553         memset(m, 0, sizeof(m));
2554         m[0] = 1.0f / size[0];
2555         m[3] = -mins[0] * m[0];
2556         m[5] = 1.0f / size[1];
2557         m[7] = -mins[1] * m[5];
2558         m[10] = 1.0f / size[2];
2559         m[11] = -mins[2] * m[10];
2560         m[15] = 1.0f;
2561         Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2562         // reallocate pixels for this update if needed...
2563         if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2564         {
2565                 if (r_shadow_bouncegridtexture)
2566                 {
2567                         R_FreeTexture(r_shadow_bouncegridtexture);
2568                         r_shadow_bouncegridtexture = NULL;
2569                 }
2570                 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2571                 r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
2572         }
2573         r_shadow_bouncegridnumpixels = numpixels;
2574         pixels = r_shadow_bouncegridpixels;
2575         highpixels = r_shadow_bouncegridhighpixels;
2576         x = pixelsperband*4;
2577         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2578         {
2579                 if (pixelband == 1)
2580                         memset(pixels + pixelband * x, 128, x);
2581                 else
2582                         memset(pixels + pixelband * x, 0, x);
2583         }
2584         memset(highpixels, 0, numpixels * sizeof(float[4]));
2585         // figure out what we want to interact with
2586         if (settings.hitmodels)
2587                 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
2588         else
2589                 hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
2590         maxbounce = settings.maxbounce;
2591         // clear variables that produce warnings otherwise
2592         memset(splatcolor, 0, sizeof(splatcolor));
2593         // iterate world rtlights
2594         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2595         range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
2596         range2 = range + range1;
2597         photoncount = 0;
2598         for (lightindex = 0;lightindex < range2;lightindex++)
2599         {
2600                 if (lightindex < range)
2601                 {
2602                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2603                         if (!light)
2604                                 continue;
2605                         rtlight = &light->rtlight;
2606                         VectorClear(rtlight->photoncolor);
2607                         rtlight->photons = 0;
2608                         if (!(light->flags & flag))
2609                                 continue;
2610                         if (settings.staticmode)
2611                         {
2612                                 // when static, we skip styled lights because they tend to change...
2613                                 if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2)
2614                                         continue;
2615                         }
2616                 }
2617                 else
2618                 {
2619                         rtlight = r_refdef.scene.lights[lightindex - range];
2620                         VectorClear(rtlight->photoncolor);
2621                         rtlight->photons = 0;
2622                 }
2623                 // draw only visible lights (major speedup)
2624                 radius = rtlight->radius * settings.lightradiusscale;
2625                 cullmins[0] = rtlight->shadoworigin[0] - radius;
2626                 cullmins[1] = rtlight->shadoworigin[1] - radius;
2627                 cullmins[2] = rtlight->shadoworigin[2] - radius;
2628                 cullmaxs[0] = rtlight->shadoworigin[0] + radius;
2629                 cullmaxs[1] = rtlight->shadoworigin[1] + radius;
2630                 cullmaxs[2] = rtlight->shadoworigin[2] + radius;
2631                 if (R_CullBox(cullmins, cullmaxs))
2632                         continue;
2633                 if (r_refdef.scene.worldmodel
2634                  && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
2635                  && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
2636                         continue;
2637                 w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2638                 if (w * VectorLength2(rtlight->color) == 0.0f)
2639                         continue;
2640                 w *= (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1);
2641                 VectorScale(rtlight->color, w, rtlight->photoncolor);
2642                 //if (!VectorLength2(rtlight->photoncolor))
2643                 //      continue;
2644                 // shoot particles from this light
2645                 // use a calculation for the number of particles that will not
2646                 // vary with lightstyle, otherwise we get randomized particle
2647                 // distribution, the seeded random is only consistent for a
2648                 // consistent number of particles on this light...
2649                 s = rtlight->radius;
2650                 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2651                 if (lightindex >= range)
2652                         lightintensity *= settings.dlightparticlemultiplier;
2653                 rtlight->photons = max(0.0f, lightintensity * s * s);
2654                 photoncount += rtlight->photons;
2655         }
2656         photonscaling = (float)settings.photons / max(1, photoncount);
2657         photonresidual = 0.0f;
2658         for (lightindex = 0;lightindex < range2;lightindex++)
2659         {
2660                 if (lightindex < range)
2661                 {
2662                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2663                         if (!light)
2664                                 continue;
2665                         rtlight = &light->rtlight;
2666                 }
2667                 else
2668                         rtlight = r_refdef.scene.lights[lightindex - range];
2669                 // skip a light with no photons
2670                 if (rtlight->photons == 0.0f)
2671                         continue;
2672                 // skip a light with no photon color)
2673                 if (VectorLength2(rtlight->photoncolor) == 0.0f)
2674                         continue;
2675                 photonresidual += rtlight->photons * photonscaling;
2676                 shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2677                 if (!shootparticles)
2678                         continue;
2679                 photonresidual -= shootparticles;
2680                 radius = rtlight->radius * settings.lightradiusscale;
2681                 s = settings.particleintensity / shootparticles;
2682                 VectorScale(rtlight->photoncolor, s, baseshotcolor);
2683                 r_refdef.stats.bouncegrid_lights++;
2684                 r_refdef.stats.bouncegrid_particles += shootparticles;
2685                 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2686                 {
2687                         if (settings.stablerandom > 0)
2688                                 seed = lightindex * 11937 + shotparticles;
2689                         VectorCopy(baseshotcolor, shotcolor);
2690                         VectorCopy(rtlight->shadoworigin, clipstart);
2691                         if (settings.stablerandom < 0)
2692                                 VectorRandom(clipend);
2693                         else
2694                                 VectorCheeseRandom(clipend);
2695                         VectorMA(clipstart, radius, clipend, clipend);
2696                         for (bouncecount = 0;;bouncecount++)
2697                         {
2698                                 r_refdef.stats.bouncegrid_traces++;
2699                                 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2700                                 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2701                                 //if (settings.staticmode)
2702                                 //      Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true);
2703                                 //else
2704                                         cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, true, false, NULL, true, true);
2705                                 if (bouncecount > 0 || settings.includedirectlighting)
2706                                 {
2707                                         // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
2708                                         // accumulate average shotcolor
2709                                         w = VectorLength(shotcolor);
2710                                         splatcolor[ 0] = shotcolor[0];
2711                                         splatcolor[ 1] = shotcolor[1];
2712                                         splatcolor[ 2] = shotcolor[2];
2713                                         splatcolor[ 3] = 0.0f;
2714                                         if (pixelbands > 1)
2715                                         {
2716                                                 VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
2717                                                 VectorNormalize(clipdiff);
2718                                                 // store bentnormal in case the shader has a use for it
2719                                                 splatcolor[ 4] = clipdiff[0] * w;
2720                                                 splatcolor[ 5] = clipdiff[1] * w;
2721                                                 splatcolor[ 6] = clipdiff[2] * w;
2722                                                 splatcolor[ 7] = w;
2723                                                 // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z)
2724                                                 splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]);
2725                                                 splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]);
2726                                                 splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]);
2727                                                 splatcolor[11] = 0.0f;
2728                                                 splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]);
2729                                                 splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]);
2730                                                 splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]);
2731                                                 splatcolor[15] = 0.0f;
2732                                                 splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]);
2733                                                 splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]);
2734                                                 splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]);
2735                                                 splatcolor[19] = 0.0f;
2736                                                 splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]);
2737                                                 splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]);
2738                                                 splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]);
2739                                                 splatcolor[23] = 0.0f;
2740                                                 splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]);
2741                                                 splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]);
2742                                                 splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]);
2743                                                 splatcolor[27] = 0.0f;
2744                                                 splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]);
2745                                                 splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]);
2746                                                 splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]);
2747                                                 splatcolor[31] = 0.0f;
2748                                         }
2749                                         // calculate the number of steps we need to traverse this distance
2750                                         VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
2751                                         numsteps = (int)(VectorLength(stepdelta) * ispacing[0]);
2752                                         numsteps = bound(1, numsteps, 1024);
2753                                         w = 1.0f / numsteps;
2754                                         VectorScale(stepdelta, w, stepdelta);
2755                                         VectorMA(clipstart, 0.5f, stepdelta, steppos);
2756                                         for (step = 0;step < numsteps;step++)
2757                                         {
2758                                                 r_refdef.stats.bouncegrid_splats++;
2759                                                 // figure out which texture pixel this is in
2760                                                 texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]) - 0.5f;
2761                                                 texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]) - 0.5f;
2762                                                 texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]) - 0.5f;
2763                                                 tex[0] = (int)floor(texlerp[1][0]);
2764                                                 tex[1] = (int)floor(texlerp[1][1]);
2765                                                 tex[2] = (int)floor(texlerp[1][2]);
2766                                                 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)
2767                                                 {
2768                                                         // it is within bounds...  do the real work now
2769                                                         // calculate the lerp factors
2770                                                         texlerp[1][0] -= tex[0];
2771                                                         texlerp[1][1] -= tex[1];
2772                                                         texlerp[1][2] -= tex[2];
2773                                                         texlerp[0][0] = 1.0f - texlerp[1][0];
2774                                                         texlerp[0][1] = 1.0f - texlerp[1][1];
2775                                                         texlerp[0][2] = 1.0f - texlerp[1][2];
2776                                                         // calculate individual pixel indexes and weights
2777                                                         pixelindex[0] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
2778                                                         pixelindex[1] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
2779                                                         pixelindex[2] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
2780                                                         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]);
2781                                                         pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
2782                                                         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]);
2783                                                         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]);
2784                                                         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]);
2785                                                         // update the 8 pixels...
2786                                                         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2787                                                         {
2788                                                                 for (corner = 0;corner < 8;corner++)
2789                                                                 {
2790                                                                         // calculate address for pixel
2791                                                                         w = pixelweight[corner];
2792                                                                         pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2793                                                                         highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2794                                                                         // add to the high precision pixel color
2795                                                                         highpixel[0] += (splatcolor[pixelband*4+0]*w);
2796                                                                         highpixel[1] += (splatcolor[pixelband*4+1]*w);
2797                                                                         highpixel[2] += (splatcolor[pixelband*4+2]*w);
2798                                                                         highpixel[3] += (splatcolor[pixelband*4+3]*w);
2799                                                                         // flag the low precision pixel as needing to be updated
2800                                                                         pixel[3] = 255;
2801                                                                         // advance to next band of coefficients
2802                                                                         //pixel += pixelsperband*4;
2803                                                                         //highpixel += pixelsperband*4;
2804                                                                 }
2805                                                         }
2806                                                 }
2807                                                 VectorAdd(steppos, stepdelta, steppos);
2808                                         }
2809                                 }
2810                                 if (cliptrace.fraction >= 1.0f)
2811                                         break;
2812                                 r_refdef.stats.bouncegrid_hits++;
2813                                 if (bouncecount >= maxbounce)
2814                                         break;
2815                                 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2816                                 // also clamp the resulting color to never add energy, even if the user requests extreme values
2817                                 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2818                                         VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2819                                 else
2820                                         VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2821                                 VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
2822                                 surfcolor[0] = min(surfcolor[0], 1.0f);
2823                                 surfcolor[1] = min(surfcolor[1], 1.0f);
2824                                 surfcolor[2] = min(surfcolor[2], 1.0f);
2825                                 VectorMultiply(shotcolor, surfcolor, shotcolor);
2826                                 if (VectorLength2(baseshotcolor) == 0.0f)
2827                                         break;
2828                                 r_refdef.stats.bouncegrid_bounces++;
2829                                 if (settings.bounceanglediffuse)
2830                                 {
2831                                         // random direction, primarily along plane normal
2832                                         s = VectorDistance(cliptrace.endpos, clipend);
2833                                         if (settings.stablerandom < 0)
2834                                                 VectorRandom(clipend);
2835                                         else
2836                                                 VectorCheeseRandom(clipend);
2837                                         VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2838                                         VectorNormalize(clipend);
2839                                         VectorScale(clipend, s, clipend);
2840                                 }
2841                                 else
2842                                 {
2843                                         // reflect the remaining portion of the line across plane normal
2844                                         VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2845                                         VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2846                                 }
2847                                 // calculate the new line start and end
2848                                 VectorCopy(cliptrace.endpos, clipstart);
2849                                 VectorAdd(clipstart, clipend, clipend);
2850                         }
2851                 }
2852         }
2853         // generate pixels array from highpixels array
2854         // skip first and last columns, rows, and layers as these are blank
2855         // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
2856         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2857         {
2858                 for (z = 1;z < resolution[2]-1;z++)
2859                 {
2860                         for (y = 1;y < resolution[1]-1;y++)
2861                         {
2862                                 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)
2863                                 {
2864                                         // only convert pixels that were hit by photons
2865                                         if (pixel[3] == 255)
2866                                         {
2867                                                 // normalize the bentnormal...
2868                                                 if (pixelband == 1)
2869                                                 {
2870                                                         VectorNormalize(highpixel);
2871                                                         c[0] = (int)(highpixel[0]*128.0f+128.0f);
2872                                                         c[1] = (int)(highpixel[1]*128.0f+128.0f);
2873                                                         c[2] = (int)(highpixel[2]*128.0f+128.0f);
2874                                                         c[3] = (int)(highpixel[3]*128.0f+128.0f);
2875                                                 }
2876                                                 else
2877                                                 {
2878                                                         c[0] = (int)(highpixel[0]*256.0f);
2879                                                         c[1] = (int)(highpixel[1]*256.0f);
2880                                                         c[2] = (int)(highpixel[2]*256.0f);
2881                                                         c[3] = (int)(highpixel[3]*256.0f);
2882                                                 }
2883                                                 pixel[2] = (unsigned char)bound(0, c[0], 255);
2884                                                 pixel[1] = (unsigned char)bound(0, c[1], 255);
2885                                                 pixel[0] = (unsigned char)bound(0, c[2], 255);
2886                                                 pixel[3] = (unsigned char)bound(0, c[3], 255);
2887                                         }
2888                                 }
2889                         }
2890                 }
2891         }
2892         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)
2893                 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
2894         else
2895         {
2896                 VectorCopy(resolution, r_shadow_bouncegridresolution);
2897                 r_shadow_bouncegriddirectional = settings.directionalshading;
2898                 if (r_shadow_bouncegridtexture)
2899                         R_FreeTexture(r_shadow_bouncegridtexture);
2900                 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);
2901         }
2902         r_shadow_bouncegridtime = realtime;
2903 }
2904
2905 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2906 {
2907         R_Shadow_RenderMode_Reset();
2908         GL_BlendFunc(GL_ONE, GL_ONE);
2909         GL_DepthRange(0, 1);
2910         GL_DepthTest(r_showshadowvolumes.integer < 2);
2911         GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2912         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2913         GL_CullFace(GL_NONE);
2914         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2915 }
2916
2917 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2918 {
2919         R_Shadow_RenderMode_Reset();
2920         GL_BlendFunc(GL_ONE, GL_ONE);
2921         GL_DepthRange(0, 1);
2922         GL_DepthTest(r_showlighting.integer < 2);
2923         GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2924         if (!transparent)
2925                 GL_DepthFunc(GL_EQUAL);
2926         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2927         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2928 }
2929
2930 void R_Shadow_RenderMode_End(void)
2931 {
2932         R_Shadow_RenderMode_Reset();
2933         R_Shadow_RenderMode_ActiveLight(NULL);
2934         GL_DepthMask(true);
2935         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2936         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2937 }
2938
2939 int bboxedges[12][2] =
2940 {
2941         // top
2942         {0, 1}, // +X
2943         {0, 2}, // +Y
2944         {1, 3}, // Y, +X
2945         {2, 3}, // X, +Y
2946         // bottom
2947         {4, 5}, // +X
2948         {4, 6}, // +Y
2949         {5, 7}, // Y, +X
2950         {6, 7}, // X, +Y
2951         // verticals
2952         {0, 4}, // +Z
2953         {1, 5}, // X, +Z
2954         {2, 6}, // Y, +Z
2955         {3, 7}, // XY, +Z
2956 };
2957
2958 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2959 {
2960         if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer)
2961         {
2962                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2963                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2964                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2965                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2966                 return false;
2967         }
2968         if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2969                 return true; // invisible
2970         if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2971         || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2972         || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2973         || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2974                 r_refdef.stats.lights_scissored++;
2975         return false;
2976 }
2977
2978 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2979 {
2980         int i;
2981         const float *vertex3f;
2982         const float *normal3f;
2983         float *color4f;
2984         float dist, dot, distintensity, shadeintensity, v[3], n[3];
2985         switch (r_shadow_rendermode)
2986         {
2987         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2988         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2989                 if (VectorLength2(diffusecolor) > 0)
2990                 {
2991                         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)
2992                         {
2993                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2994                                 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2995                                 if ((dot = DotProduct(n, v)) < 0)
2996                                 {
2997                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2998                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2999                                 }
3000                                 else
3001                                         VectorCopy(ambientcolor, color4f);
3002                                 if (r_refdef.fogenabled)
3003                                 {
3004                                         float f;
3005                                         f = RSurf_FogVertex(vertex3f);
3006                                         VectorScale(color4f, f, color4f);
3007                                 }
3008                                 color4f[3] = 1;
3009                         }
3010                 }
3011                 else
3012                 {
3013                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3014                         {
3015                                 VectorCopy(ambientcolor, color4f);
3016                                 if (r_refdef.fogenabled)
3017                                 {
3018                                         float f;
3019                                         Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3020                                         f = RSurf_FogVertex(vertex3f);
3021                                         VectorScale(color4f + 4*i, f, color4f);
3022                                 }
3023                                 color4f[3] = 1;
3024                         }
3025                 }
3026                 break;
3027         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3028                 if (VectorLength2(diffusecolor) > 0)
3029                 {
3030                         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)
3031                         {
3032                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3033                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3034                                 {
3035                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3036                                         if ((dot = DotProduct(n, v)) < 0)
3037                                         {
3038                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3039                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3040                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3041                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3042                                         }
3043                                         else
3044                                         {
3045                                                 color4f[0] = ambientcolor[0] * distintensity;
3046                                                 color4f[1] = ambientcolor[1] * distintensity;
3047                                                 color4f[2] = ambientcolor[2] * distintensity;
3048                                         }
3049                                         if (r_refdef.fogenabled)
3050                                         {
3051                                                 float f;
3052                                                 f = RSurf_FogVertex(vertex3f);
3053                                                 VectorScale(color4f, f, color4f);
3054                                         }
3055                                 }
3056                                 else
3057                                         VectorClear(color4f);
3058                                 color4f[3] = 1;
3059                         }
3060                 }
3061                 else
3062                 {
3063                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3064                         {
3065                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3066                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3067                                 {
3068                                         color4f[0] = ambientcolor[0] * distintensity;
3069                                         color4f[1] = ambientcolor[1] * distintensity;
3070                                         color4f[2] = ambientcolor[2] * distintensity;
3071                                         if (r_refdef.fogenabled)
3072                                         {
3073                                                 float f;
3074                                                 f = RSurf_FogVertex(vertex3f);
3075                                                 VectorScale(color4f, f, color4f);
3076                                         }
3077                                 }
3078                                 else
3079                                         VectorClear(color4f);
3080                                 color4f[3] = 1;
3081                         }
3082                 }
3083                 break;
3084         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3085                 if (VectorLength2(diffusecolor) > 0)
3086                 {
3087                         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)
3088                         {
3089                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3090                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3091                                 {
3092                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3093                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3094                                         if ((dot = DotProduct(n, v)) < 0)
3095                                         {
3096                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3097                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3098                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3099                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3100                                         }
3101                                         else
3102                                         {
3103                                                 color4f[0] = ambientcolor[0] * distintensity;
3104                                                 color4f[1] = ambientcolor[1] * distintensity;
3105                                                 color4f[2] = ambientcolor[2] * distintensity;
3106                                         }
3107                                         if (r_refdef.fogenabled)
3108                                         {
3109                                                 float f;
3110                                                 f = RSurf_FogVertex(vertex3f);
3111                                                 VectorScale(color4f, f, color4f);
3112                                         }
3113                                 }
3114                                 else
3115                                         VectorClear(color4f);
3116                                 color4f[3] = 1;
3117                         }
3118                 }
3119                 else
3120                 {
3121                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3122                         {
3123                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3124                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3125                                 {
3126                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3127                                         color4f[0] = ambientcolor[0] * distintensity;
3128                                         color4f[1] = ambientcolor[1] * distintensity;
3129                                         color4f[2] = ambientcolor[2] * distintensity;
3130                                         if (r_refdef.fogenabled)
3131                                         {
3132                                                 float f;
3133                                                 f = RSurf_FogVertex(vertex3f);
3134                                                 VectorScale(color4f, f, color4f);
3135                                         }
3136                                 }
3137                                 else
3138                                         VectorClear(color4f);
3139                                 color4f[3] = 1;
3140                         }
3141                 }
3142                 break;
3143         default:
3144                 break;
3145         }
3146 }
3147
3148 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3149 {
3150         // used to display how many times a surface is lit for level design purposes
3151         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3152         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
3153         RSurf_DrawBatch();
3154 }
3155
3156 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
3157 {
3158         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
3159         R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
3160         RSurf_DrawBatch();
3161 }
3162
3163 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3164 {
3165         int renders;
3166         int i;
3167         int stop;
3168         int newfirstvertex;
3169         int newlastvertex;
3170         int newnumtriangles;
3171         int *newe;
3172         const int *e;
3173         float *c;
3174         int maxtriangles = 4096;
3175         static int newelements[4096*3];
3176         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
3177         for (renders = 0;renders < 4;renders++)
3178         {
3179                 stop = true;
3180                 newfirstvertex = 0;
3181                 newlastvertex = 0;
3182                 newnumtriangles = 0;
3183                 newe = newelements;
3184                 // due to low fillrate on the cards this vertex lighting path is
3185                 // designed for, we manually cull all triangles that do not
3186                 // contain a lit vertex
3187                 // this builds batches of triangles from multiple surfaces and
3188                 // renders them at once
3189                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3190                 {
3191                         if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
3192                         {
3193                                 if (newnumtriangles)
3194                                 {
3195                                         newfirstvertex = min(newfirstvertex, e[0]);
3196                                         newlastvertex  = max(newlastvertex, e[0]);
3197                                 }
3198                                 else
3199                                 {
3200                                         newfirstvertex = e[0];
3201                                         newlastvertex = e[0];
3202                                 }
3203                                 newfirstvertex = min(newfirstvertex, e[1]);
3204                                 newlastvertex  = max(newlastvertex, e[1]);
3205                                 newfirstvertex = min(newfirstvertex, e[2]);
3206                                 newlastvertex  = max(newlastvertex, e[2]);
3207                                 newe[0] = e[0];
3208                                 newe[1] = e[1];
3209                                 newe[2] = e[2];
3210                                 newnumtriangles++;
3211                                 newe += 3;
3212                                 if (newnumtriangles >= maxtriangles)
3213                                 {
3214                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3215                                         newnumtriangles = 0;
3216                                         newe = newelements;
3217                                         stop = false;
3218                                 }
3219                         }
3220                 }
3221                 if (newnumtriangles >= 1)
3222                 {
3223                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3224                         stop = false;
3225                 }
3226                 // if we couldn't find any lit triangles, exit early
3227                 if (stop)
3228                         break;
3229                 // now reduce the intensity for the next overbright pass
3230                 // we have to clamp to 0 here incase the drivers have improper
3231                 // handling of negative colors
3232                 // (some old drivers even have improper handling of >1 color)
3233                 stop = true;
3234                 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3235                 {
3236                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3237                         {
3238                                 c[0] = max(0, c[0] - 1);
3239                                 c[1] = max(0, c[1] - 1);
3240                                 c[2] = max(0, c[2] - 1);
3241                                 stop = false;
3242                         }
3243                         else
3244                                 VectorClear(c);
3245                 }
3246                 // another check...
3247                 if (stop)
3248                         break;
3249         }
3250 }
3251
3252 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
3253 {
3254         // OpenGL 1.1 path (anything)
3255         float ambientcolorbase[3], diffusecolorbase[3];
3256         float ambientcolorpants[3], diffusecolorpants[3];
3257         float ambientcolorshirt[3], diffusecolorshirt[3];
3258         const float *surfacecolor = rsurface.texture->dlightcolor;
3259         const float *surfacepants = rsurface.colormap_pantscolor;
3260         const float *surfaceshirt = rsurface.colormap_shirtcolor;
3261         rtexture_t *basetexture = rsurface.texture->basetexture;
3262         rtexture_t *pantstexture = rsurface.texture->pantstexture;
3263         rtexture_t *shirttexture = rsurface.texture->shirttexture;
3264         qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
3265         qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
3266         ambientscale *= 2 * r_refdef.view.colorscale;
3267         diffusescale *= 2 * r_refdef.view.colorscale;
3268         ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
3269         diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
3270         ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
3271         diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
3272         ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
3273         diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
3274         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3275         rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
3276         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3277         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
3278         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
3279         R_Mesh_TexBind(0, basetexture);
3280         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
3281         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
3282         switch(r_shadow_rendermode)
3283         {
3284         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3285                 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
3286                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3287                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3288                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3289                 break;
3290         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3291                 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
3292                 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
3293                 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
3294                 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3295                 // fall through
3296         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3297                 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
3298                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3299                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3300                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3301                 break;
3302         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3303                 break;
3304         default:
3305                 break;
3306         }
3307         //R_Mesh_TexBind(0, basetexture);
3308         R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3309         if (dopants)
3310         {
3311                 R_Mesh_TexBind(0, pantstexture);
3312                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3313         }
3314         if (doshirt)
3315         {
3316                 R_Mesh_TexBind(0, shirttexture);
3317                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3318         }
3319 }
3320
3321 extern cvar_t gl_lightmaps;
3322 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3323 {
3324         float ambientscale, diffusescale, specularscale;
3325         qboolean negated;
3326         float lightcolor[3];
3327         VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3328         ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient;
3329         diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient);
3330         specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3331         if (!r_shadow_usenormalmap.integer)
3332         {
3333                 ambientscale += 1.0f * diffusescale;
3334                 diffusescale = 0;
3335                 specularscale = 0;
3336         }
3337         if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3338                 return;
3339         negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3340         if(negated)
3341         {
3342                 VectorNegate(lightcolor, lightcolor);
3343                 GL_BlendEquationSubtract(true);
3344         }
3345         RSurf_SetupDepthAndCulling();
3346         switch (r_shadow_rendermode)
3347         {
3348         case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3349                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3350                 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3351                 break;
3352         case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3353                 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3354                 break;
3355         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3356         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3357         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3358         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3359                 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3360                 break;
3361         default:
3362                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3363                 break;
3364         }
3365         if(negated)
3366                 GL_BlendEquationSubtract(false);
3367 }
3368
3369 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)
3370 {
3371         matrix4x4_t tempmatrix = *matrix;
3372         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3373
3374         // if this light has been compiled before, free the associated data
3375         R_RTLight_Uncompile(rtlight);
3376
3377         // clear it completely to avoid any lingering data
3378         memset(rtlight, 0, sizeof(*rtlight));
3379
3380         // copy the properties
3381         rtlight->matrix_lighttoworld = tempmatrix;
3382         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3383         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3384         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3385         VectorCopy(color, rtlight->color);
3386         rtlight->cubemapname[0] = 0;
3387         if (cubemapname && cubemapname[0])
3388                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3389         rtlight->shadow = shadow;
3390         rtlight->corona = corona;
3391         rtlight->style = style;
3392         rtlight->isstatic = isstatic;
3393         rtlight->coronasizescale = coronasizescale;
3394         rtlight->ambientscale = ambientscale;
3395         rtlight->diffusescale = diffusescale;
3396         rtlight->specularscale = specularscale;
3397         rtlight->flags = flags;
3398
3399         // compute derived data
3400         //rtlight->cullradius = rtlight->radius;
3401         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3402         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3403         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3404         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3405         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3406         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3407         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3408 }
3409
3410 // compiles rtlight geometry
3411 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3412 void R_RTLight_Compile(rtlight_t *rtlight)
3413 {
3414         int i;
3415         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3416         int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3417         entity_render_t *ent = r_refdef.scene.worldentity;
3418         dp_model_t *model = r_refdef.scene.worldmodel;
3419         unsigned char *data;
3420         shadowmesh_t *mesh;
3421
3422         // compile the light
3423         rtlight->compiled = true;
3424         rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3425         rtlight->static_numleafs = 0;
3426         rtlight->static_numleafpvsbytes = 0;
3427         rtlight->static_leaflist = NULL;
3428         rtlight->static_leafpvs = NULL;
3429         rtlight->static_numsurfaces = 0;
3430         rtlight->static_surfacelist = NULL;
3431         rtlight->static_shadowmap_receivers = 0x3F;
3432         rtlight->static_shadowmap_casters = 0x3F;
3433         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3434         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3435         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3436         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3437         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3438         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3439
3440         if (model && model->GetLightInfo)
3441         {
3442                 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3443                 r_shadow_compilingrtlight = rtlight;
3444                 R_FrameData_SetMark();
3445                 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);
3446                 R_FrameData_ReturnToMark();
3447                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3448                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3449                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3450                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3451                 rtlight->static_numsurfaces = numsurfaces;
3452                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3453                 rtlight->static_numleafs = numleafs;
3454                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3455                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3456                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3457                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3458                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3459                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3460                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3461                 if (rtlight->static_numsurfaces)
3462                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3463                 if (rtlight->static_numleafs)
3464                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3465                 if (rtlight->static_numleafpvsbytes)
3466                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3467                 if (rtlight->static_numshadowtrispvsbytes)
3468                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3469                 if (rtlight->static_numlighttrispvsbytes)
3470                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3471                 R_FrameData_SetMark();
3472                 switch (rtlight->shadowmode)
3473                 {
3474                 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3475                         if (model->CompileShadowMap && rtlight->shadow)
3476                                 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3477                         break;
3478                 default:
3479                         if (model->CompileShadowVolume && rtlight->shadow)
3480                                 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3481                         break;
3482                 }
3483                 R_FrameData_ReturnToMark();
3484                 // now we're done compiling the rtlight
3485                 r_shadow_compilingrtlight = NULL;
3486         }
3487
3488
3489         // use smallest available cullradius - box radius or light radius
3490         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3491         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3492
3493         shadowzpasstris = 0;
3494         if (rtlight->static_meshchain_shadow_zpass)
3495                 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3496                         shadowzpasstris += mesh->numtriangles;
3497
3498         shadowzfailtris = 0;
3499         if (rtlight->static_meshchain_shadow_zfail)
3500                 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3501                         shadowzfailtris += mesh->numtriangles;
3502
3503         lighttris = 0;
3504         if (rtlight->static_numlighttrispvsbytes)
3505                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3506                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3507                                 lighttris++;
3508
3509         shadowtris = 0;
3510         if (rtlight->static_numlighttrispvsbytes)
3511                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3512                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3513                                 shadowtris++;
3514
3515         if (developer_extra.integer)
3516                 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);
3517 }
3518
3519 void R_RTLight_Uncompile(rtlight_t *rtlight)
3520 {
3521         if (rtlight->compiled)
3522         {
3523                 if (rtlight->static_meshchain_shadow_zpass)
3524                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3525                 rtlight->static_meshchain_shadow_zpass = NULL;
3526                 if (rtlight->static_meshchain_shadow_zfail)
3527                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3528                 rtlight->static_meshchain_shadow_zfail = NULL;
3529                 if (rtlight->static_meshchain_shadow_shadowmap)
3530                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3531                 rtlight->static_meshchain_shadow_shadowmap = NULL;
3532                 // these allocations are grouped
3533                 if (rtlight->static_surfacelist)
3534                         Mem_Free(rtlight->static_surfacelist);
3535                 rtlight->static_numleafs = 0;
3536                 rtlight->static_numleafpvsbytes = 0;
3537                 rtlight->static_leaflist = NULL;
3538                 rtlight->static_leafpvs = NULL;
3539                 rtlight->static_numsurfaces = 0;
3540                 rtlight->static_surfacelist = NULL;
3541                 rtlight->static_numshadowtrispvsbytes = 0;
3542                 rtlight->static_shadowtrispvs = NULL;
3543                 rtlight->static_numlighttrispvsbytes = 0;
3544                 rtlight->static_lighttrispvs = NULL;
3545                 rtlight->compiled = false;
3546         }
3547 }
3548
3549 void R_Shadow_UncompileWorldLights(void)
3550 {
3551         size_t lightindex;
3552         dlight_t *light;
3553         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3554         for (lightindex = 0;lightindex < range;lightindex++)
3555         {
3556                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3557                 if (!light)
3558                         continue;
3559                 R_RTLight_Uncompile(&light->rtlight);
3560         }
3561 }
3562
3563 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3564 {
3565         int i, j;
3566         mplane_t plane;
3567         // reset the count of frustum planes
3568         // see rtlight->cached_frustumplanes definition for how much this array
3569         // can hold
3570         rtlight->cached_numfrustumplanes = 0;
3571
3572         if (r_trippy.integer)
3573                 return;
3574
3575         // haven't implemented a culling path for ortho rendering
3576         if (!r_refdef.view.useperspective)
3577         {
3578                 // check if the light is on screen and copy the 4 planes if it is
3579                 for (i = 0;i < 4;i++)
3580                         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3581                                 break;
3582                 if (i == 4)
3583                         for (i = 0;i < 4;i++)
3584                                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3585                 return;
3586         }
3587
3588 #if 1
3589         // generate a deformed frustum that includes the light origin, this is
3590         // used to cull shadow casting surfaces that can not possibly cast a
3591         // shadow onto the visible light-receiving surfaces, which can be a
3592         // performance gain
3593         //
3594         // if the light origin is onscreen the result will be 4 planes exactly
3595         // if the light origin is offscreen on only one axis the result will
3596         // be exactly 5 planes (split-side case)
3597         // if the light origin is offscreen on two axes the result will be
3598         // exactly 4 planes (stretched corner case)
3599         for (i = 0;i < 4;i++)
3600         {
3601                 // quickly reject standard frustum planes that put the light
3602                 // origin outside the frustum
3603                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3604                         continue;
3605                 // copy the plane
3606                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3607         }
3608         // if all the standard frustum planes were accepted, the light is onscreen
3609         // otherwise we need to generate some more planes below...
3610         if (rtlight->cached_numfrustumplanes < 4)
3611         {
3612                 // at least one of the stock frustum planes failed, so we need to
3613                 // create one or two custom planes to enclose the light origin
3614                 for (i = 0;i < 4;i++)
3615                 {
3616                         // create a plane using the view origin and light origin, and a
3617                         // single point from the frustum corner set
3618                         TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3619                         VectorNormalize(plane.normal);
3620                         plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3621                         // see if this plane is backwards and flip it if so
3622                         for (j = 0;j < 4;j++)
3623                                 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3624                                         break;
3625                         if (j < 4)
3626                         {
3627                                 VectorNegate(plane.normal, plane.normal);
3628                                 plane.dist *= -1;
3629                                 // flipped plane, test again to see if it is now valid
3630                                 for (j = 0;j < 4;j++)
3631                                         if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3632                                                 break;
3633                                 // if the plane is still not valid, then it is dividing the
3634                                 // frustum and has to be rejected
3635                                 if (j < 4)
3636                                         continue;
3637                         }
3638                         // we have created a valid plane, compute extra info
3639                         PlaneClassify(&plane);
3640                         // copy the plane
3641                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3642 #if 1
3643                         // if we've found 5 frustum planes then we have constructed a
3644                         // proper split-side case and do not need to keep searching for
3645                         // planes to enclose the light origin
3646                         if (rtlight->cached_numfrustumplanes == 5)
3647                                 break;
3648 #endif
3649                 }
3650         }
3651 #endif
3652
3653 #if 0
3654         for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3655         {
3656                 plane = rtlight->cached_frustumplanes[i];
3657                 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));
3658         }
3659 #endif
3660
3661 #if 0
3662         // now add the light-space box planes if the light box is rotated, as any
3663         // caster outside the oriented light box is irrelevant (even if it passed
3664         // the worldspace light box, which is axial)
3665         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3666         {
3667                 for (i = 0;i < 6;i++)
3668                 {
3669                         vec3_t v;
3670                         VectorClear(v);
3671                         v[i >> 1] = (i & 1) ? -1 : 1;
3672                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3673                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3674                         plane.dist = VectorNormalizeLength(plane.normal);
3675                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3676                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3677                 }
3678         }
3679 #endif
3680
3681 #if 0
3682         // add the world-space reduced box planes
3683         for (i = 0;i < 6;i++)
3684         {
3685                 VectorClear(plane.normal);
3686                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3687                 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3688                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3689         }
3690 #endif
3691
3692 #if 0
3693         {
3694         int j, oldnum;
3695         vec3_t points[8];
3696         vec_t bestdist;
3697         // reduce all plane distances to tightly fit the rtlight cull box, which
3698         // is in worldspace
3699         VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3700         VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3701         VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3702         VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3703         VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3704         VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3705         VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3706         VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3707         oldnum = rtlight->cached_numfrustumplanes;
3708         rtlight->cached_numfrustumplanes = 0;
3709         for (j = 0;j < oldnum;j++)
3710         {
3711                 // find the nearest point on the box to this plane
3712                 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3713                 for (i = 1;i < 8;i++)
3714                 {
3715                         dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3716                         if (bestdist > dist)
3717                                 bestdist = dist;
3718                 }
3719                 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);
3720                 // if the nearest point is near or behind the plane, we want this
3721                 // plane, otherwise the plane is useless as it won't cull anything
3722                 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3723                 {
3724                         PlaneClassify(&rtlight->cached_frustumplanes[j]);
3725                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3726                 }
3727         }
3728         }
3729 #endif
3730 }
3731
3732 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3733 {
3734         shadowmesh_t *mesh;
3735
3736         RSurf_ActiveWorldEntity();
3737
3738         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3739         {
3740                 CHECKGLERROR
3741                 GL_CullFace(GL_NONE);
3742                 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3743                 for (;mesh;mesh = mesh->next)
3744                 {
3745                         if (!mesh->sidetotals[r_shadow_shadowmapside])
3746                                 continue;
3747                         r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3748                         if (mesh->vertex3fbuffer)
3749                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3750                         else
3751                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3752                         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);
3753                 }
3754                 CHECKGLERROR
3755         }
3756         else if (r_refdef.scene.worldentity->model)
3757                 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);
3758
3759         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3760 }
3761
3762 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3763 {
3764         qboolean zpass = false;
3765         shadowmesh_t *mesh;
3766         int t, tend;
3767         int surfacelistindex;
3768         msurface_t *surface;
3769
3770         // if triangle neighbors are disabled, shadowvolumes are disabled
3771         if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3772                 return;
3773
3774         RSurf_ActiveWorldEntity();
3775
3776         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3777         {
3778                 CHECKGLERROR
3779                 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3780                 {
3781                         zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3782                         R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3783                 }
3784                 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3785                 for (;mesh;mesh = mesh->next)
3786                 {
3787                         r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3788                         if (mesh->vertex3fbuffer)
3789                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3790                         else
3791                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3792                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3793                         {
3794                                 // increment stencil if frontface is infront of depthbuffer
3795                                 GL_CullFace(r_refdef.view.cullface_back);
3796                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3797                                 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);
3798                                 // decrement stencil if backface is infront of depthbuffer
3799                                 GL_CullFace(r_refdef.view.cullface_front);
3800                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3801                         }
3802                         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3803                         {
3804                                 // decrement stencil if backface is behind depthbuffer
3805                                 GL_CullFace(r_refdef.view.cullface_front);
3806                                 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3807                                 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);
3808                                 // increment stencil if frontface is behind depthbuffer
3809                                 GL_CullFace(r_refdef.view.cullface_back);
3810                                 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3811                         }
3812                         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);
3813                 }
3814                 CHECKGLERROR
3815         }
3816         else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3817         {
3818                 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3819                 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3820                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3821                 {
3822                         surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3823                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3824                                 if (CHECKPVSBIT(trispvs, t))
3825                                         shadowmarklist[numshadowmark++] = t;
3826                 }
3827                 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);
3828         }
3829         else if (numsurfaces)
3830         {
3831                 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);
3832         }
3833
3834         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3835 }
3836
3837 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3838 {
3839         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3840         vec_t relativeshadowradius;
3841         RSurf_ActiveModelEntity(ent, false, false, false);
3842         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3843         // we need to re-init the shader for each entity because the matrix changed
3844         relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3845         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3846         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3847         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3848         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3849         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3850         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3851         switch (r_shadow_rendermode)
3852         {
3853         case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3854                 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3855                 break;
3856         default:
3857                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3858                 break;
3859         }
3860         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3861 }
3862
3863 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3864 {
3865         // set up properties for rendering light onto this entity
3866         RSurf_ActiveModelEntity(ent, true, true, false);
3867         Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3868         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3869         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3870         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3871 }
3872
3873 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3874 {
3875         if (!r_refdef.scene.worldmodel->DrawLight)
3876                 return;
3877
3878         // set up properties for rendering light onto this entity
3879         RSurf_ActiveWorldEntity();
3880         rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3881         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3882         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3883         VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3884
3885         r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3886
3887         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3888 }
3889
3890 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3891 {
3892         dp_model_t *model = ent->model;
3893         if (!model->DrawLight)
3894                 return;
3895
3896         R_Shadow_SetupEntityLight(ent);
3897
3898         model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3899
3900         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3901 }
3902
3903 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3904 {
3905         int i;
3906         float f;
3907         int numleafs, numsurfaces;
3908         int *leaflist, *surfacelist;
3909         unsigned char *leafpvs;
3910         unsigned char *shadowtrispvs;
3911         unsigned char *lighttrispvs;
3912         //unsigned char *surfacesides;
3913         int numlightentities;
3914         int numlightentities_noselfshadow;
3915         int numshadowentities;
3916         int numshadowentities_noselfshadow;
3917         static entity_render_t *lightentities[MAX_EDICTS];
3918         static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3919         static entity_render_t *shadowentities[MAX_EDICTS];
3920         static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3921         qboolean nolight;
3922
3923         rtlight->draw = false;
3924
3925         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3926         // skip lights that are basically invisible (color 0 0 0)
3927         nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3928
3929         // loading is done before visibility checks because loading should happen
3930         // all at once at the start of a level, not when it stalls gameplay.
3931         // (especially important to benchmarks)
3932         // compile light
3933         if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3934         {
3935                 if (rtlight->compiled)
3936                         R_RTLight_Uncompile(rtlight);
3937                 R_RTLight_Compile(rtlight);
3938         }
3939
3940         // load cubemap
3941         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3942
3943         // look up the light style value at this time
3944         f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3945         VectorScale(rtlight->color, f, rtlight->currentcolor);
3946         /*
3947         if (rtlight->selected)
3948         {
3949                 f = 2 + sin(realtime * M_PI * 4.0);
3950                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3951         }
3952         */
3953
3954         // if lightstyle is currently off, don't draw the light
3955         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3956                 return;
3957
3958         // skip processing on corona-only lights
3959         if (nolight)
3960                 return;
3961
3962         // if the light box is offscreen, skip it
3963         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3964                 return;
3965
3966         VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3967         VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3968
3969         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3970
3971         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3972         {
3973                 // compiled light, world available and can receive realtime lighting
3974                 // retrieve leaf information
3975                 numleafs = rtlight->static_numleafs;
3976                 leaflist = rtlight->static_leaflist;
3977                 leafpvs = rtlight->static_leafpvs;
3978                 numsurfaces = rtlight->static_numsurfaces;
3979                 surfacelist = rtlight->static_surfacelist;
3980                 //surfacesides = NULL;
3981                 shadowtrispvs = rtlight->static_shadowtrispvs;
3982                 lighttrispvs = rtlight->static_lighttrispvs;
3983         }
3984         else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3985         {
3986                 // dynamic light, world available and can receive realtime lighting
3987                 // calculate lit surfaces and leafs
3988                 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);
3989                 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3990                 leaflist = r_shadow_buffer_leaflist;
3991                 leafpvs = r_shadow_buffer_leafpvs;
3992                 surfacelist = r_shadow_buffer_surfacelist;
3993                 //surfacesides = r_shadow_buffer_surfacesides;
3994                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3995                 lighttrispvs = r_shadow_buffer_lighttrispvs;
3996                 // if the reduced leaf bounds are offscreen, skip it
3997                 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3998                         return;
3999         }
4000         else
4001         {
4002                 // no world
4003                 numleafs = 0;
4004                 leaflist = NULL;
4005                 leafpvs = NULL;
4006                 numsurfaces = 0;
4007                 surfacelist = NULL;
4008                 //surfacesides = NULL;
4009                 shadowtrispvs = NULL;
4010                 lighttrispvs = NULL;
4011         }
4012         // check if light is illuminating any visible leafs
4013         if (numleafs)
4014         {
4015                 for (i = 0;i < numleafs;i++)
4016                         if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4017                                 break;
4018                 if (i == numleafs)
4019                         return;
4020         }
4021
4022         // make a list of lit entities and shadow casting entities
4023         numlightentities = 0;
4024         numlightentities_noselfshadow = 0;
4025         numshadowentities = 0;
4026         numshadowentities_noselfshadow = 0;
4027
4028         // add dynamic entities that are lit by the light
4029         for (i = 0;i < r_refdef.scene.numentities;i++)
4030         {
4031                 dp_model_t *model;
4032                 entity_render_t *ent = r_refdef.scene.entities[i];
4033                 vec3_t org;
4034                 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4035                         continue;
4036                 // skip the object entirely if it is not within the valid
4037                 // shadow-casting region (which includes the lit region)
4038                 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4039                         continue;
4040                 if (!(model = ent->model))
4041                         continue;
4042                 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4043                 {
4044                         // this entity wants to receive light, is visible, and is
4045                         // inside the light box
4046                         // TODO: check if the surfaces in the model can receive light
4047                         // so now check if it's in a leaf seen by the light
4048                         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))
4049                                 continue;
4050                         if (ent->flags & RENDER_NOSELFSHADOW)
4051                                 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4052                         else
4053                                 lightentities[numlightentities++] = ent;
4054                         // since it is lit, it probably also casts a shadow...
4055                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
4056                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4057                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4058                         {
4059                                 // note: exterior models without the RENDER_NOSELFSHADOW
4060                                 // flag still create a RENDER_NOSELFSHADOW shadow but
4061                                 // are lit normally, this means that they are
4062                                 // self-shadowing but do not shadow other
4063                                 // RENDER_NOSELFSHADOW entities such as the gun
4064                                 // (very weird, but keeps the player shadow off the gun)
4065                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4066                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4067                                 else
4068                                         shadowentities[numshadowentities++] = ent;
4069                         }
4070                 }
4071                 else if (ent->flags & RENDER_SHADOW)
4072                 {
4073                         // this entity is not receiving light, but may still need to
4074                         // cast a shadow...
4075                         // TODO: check if the surfaces in the model can cast shadow
4076                         // now check if it is in a leaf seen by the light
4077                         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))
4078                                 continue;
4079                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
4080                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4081                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4082                         {
4083                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4084                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4085                                 else
4086                                         shadowentities[numshadowentities++] = ent;
4087                         }
4088                 }
4089         }
4090
4091         // return if there's nothing at all to light
4092         if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4093                 return;
4094
4095         // count this light in the r_speeds
4096         r_refdef.stats.lights++;
4097
4098         // flag it as worth drawing later
4099         rtlight->draw = true;
4100
4101         // cache all the animated entities that cast a shadow but are not visible
4102         for (i = 0;i < numshadowentities;i++)
4103                 if (!shadowentities[i]->animcache_vertex3f)
4104                         R_AnimCache_GetEntity(shadowentities[i], false, false);
4105         for (i = 0;i < numshadowentities_noselfshadow;i++)
4106                 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
4107                         R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4108
4109         // allocate some temporary memory for rendering this light later in the frame
4110         // reusable buffers need to be copied, static data can be used as-is
4111         rtlight->cached_numlightentities               = numlightentities;
4112         rtlight->cached_numlightentities_noselfshadow  = numlightentities_noselfshadow;
4113         rtlight->cached_numshadowentities              = numshadowentities;
4114         rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4115         rtlight->cached_numsurfaces                    = numsurfaces;
4116         rtlight->cached_lightentities                  = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4117         rtlight->cached_lightentities_noselfshadow     = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4118         rtlight->cached_shadowentities                 = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4119         rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4120         if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4121         {
4122                 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4123                 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4124                 rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4125                 rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4126                 rtlight->cached_surfacelist                    =              (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4127         }
4128         else
4129         {
4130                 // compiled light data
4131                 rtlight->cached_shadowtrispvs = shadowtrispvs;
4132                 rtlight->cached_lighttrispvs = lighttrispvs;
4133                 rtlight->cached_surfacelist = surfacelist;
4134         }
4135 }
4136
4137 void R_Shadow_DrawLight(rtlight_t *rtlight)
4138 {
4139         int i;
4140         int numsurfaces;
4141         unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4142         int numlightentities;
4143         int numlightentities_noselfshadow;
4144         int numshadowentities;
4145         int numshadowentities_noselfshadow;
4146         entity_render_t **lightentities;
4147         entity_render_t **lightentities_noselfshadow;
4148         entity_render_t **shadowentities;
4149         entity_render_t **shadowentities_noselfshadow;
4150         int *surfacelist;
4151         static unsigned char entitysides[MAX_EDICTS];
4152         static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4153         vec3_t nearestpoint;
4154         vec_t distance;
4155         qboolean castshadows;
4156         int lodlinear;
4157
4158         // check if we cached this light this frame (meaning it is worth drawing)
4159         if (!rtlight->draw)
4160                 return;
4161
4162         numlightentities = rtlight->cached_numlightentities;
4163         numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4164         numshadowentities = rtlight->cached_numshadowentities;
4165         numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4166         numsurfaces = rtlight->cached_numsurfaces;
4167         lightentities = rtlight->cached_lightentities;
4168         lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4169         shadowentities = rtlight->cached_shadowentities;
4170         shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4171         shadowtrispvs = rtlight->cached_shadowtrispvs;
4172         lighttrispvs = rtlight->cached_lighttrispvs;
4173         surfacelist = rtlight->cached_surfacelist;
4174
4175         // set up a scissor rectangle for this light
4176         if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4177                 return;
4178
4179         // don't let sound skip if going slow
4180         if (r_refdef.scene.extraupdate)
4181                 S_ExtraUpdate ();
4182
4183         // make this the active rtlight for rendering purposes
4184         R_Shadow_RenderMode_ActiveLight(rtlight);
4185
4186         if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4187         {
4188                 // optionally draw visible shape of the shadow volumes
4189                 // for performance analysis by level designers
4190                 R_Shadow_RenderMode_VisibleShadowVolumes();
4191                 if (numsurfaces)
4192                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4193                 for (i = 0;i < numshadowentities;i++)
4194                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4195                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4196                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4197                 R_Shadow_RenderMode_VisibleLighting(false, false);
4198         }
4199
4200         if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4201         {
4202                 // optionally draw the illuminated areas
4203                 // for performance analysis by level designers
4204                 R_Shadow_RenderMode_VisibleLighting(false, false);
4205                 if (numsurfaces)
4206                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4207                 for (i = 0;i < numlightentities;i++)
4208                         R_Shadow_DrawEntityLight(lightentities[i]);
4209                 for (i = 0;i < numlightentities_noselfshadow;i++)
4210                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4211         }
4212
4213         castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4214
4215         nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4216         nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4217         nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4218         distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4219
4220         lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4221         //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4222         lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4223
4224         if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4225         {
4226                 float borderbias;
4227                 int side;
4228                 int size;
4229                 int castermask = 0;
4230                 int receivermask = 0;
4231                 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4232                 Matrix4x4_Abs(&radiustolight);
4233
4234                 r_shadow_shadowmaplod = 0;
4235                 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4236                         if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4237                                 r_shadow_shadowmaplod = i;
4238
4239                 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4240                         
4241                 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4242
4243                 surfacesides = NULL;
4244                 if (numsurfaces)
4245                 {
4246                         if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4247                         {
4248                                 castermask = rtlight->static_shadowmap_casters;
4249                                 receivermask = rtlight->static_shadowmap_receivers;
4250                         }
4251                         else
4252                         {
4253                                 surfacesides = r_shadow_buffer_surfacesides;
4254                                 for(i = 0;i < numsurfaces;i++)
4255                                 {
4256                                         msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4257                                         surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);           
4258                                         castermask |= surfacesides[i];
4259                                         receivermask |= surfacesides[i];
4260                                 }
4261                         }
4262                 }
4263                 if (receivermask < 0x3F) 
4264                 {
4265                         for (i = 0;i < numlightentities;i++)
4266                                 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4267                         if (receivermask < 0x3F)
4268                                 for(i = 0; i < numlightentities_noselfshadow;i++)
4269                                         receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4270                 }
4271
4272                 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4273
4274                 if (receivermask)
4275                 {
4276                         for (i = 0;i < numshadowentities;i++)
4277                                 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4278                         for (i = 0;i < numshadowentities_noselfshadow;i++)
4279                                 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
4280                 }
4281
4282                 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4283
4284                 // render shadow casters into 6 sided depth texture
4285                 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4286                 {
4287                         R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4288                         if (! (castermask & (1 << side))) continue;
4289                         if (numsurfaces)
4290                                 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4291                         for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4292                                 R_Shadow_DrawEntityShadow(shadowentities[i]);
4293                 }
4294
4295                 if (numlightentities_noselfshadow)
4296                 {
4297                         // render lighting using the depth texture as shadowmap
4298                         // draw lighting in the unmasked areas
4299                         R_Shadow_RenderMode_Lighting(false, false, true);
4300                         for (i = 0;i < numlightentities_noselfshadow;i++)
4301                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4302                 }
4303
4304                 // render shadow casters into 6 sided depth texture
4305                 if (numshadowentities_noselfshadow)
4306                 {
4307                         for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4308                         {
4309                                 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4310                                 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4311                                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4312                         }
4313                 }
4314
4315                 // render lighting using the depth texture as shadowmap
4316                 // draw lighting in the unmasked areas
4317                 R_Shadow_RenderMode_Lighting(false, false, true);
4318                 // draw lighting in the unmasked areas
4319                 if (numsurfaces)
4320                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4321                 for (i = 0;i < numlightentities;i++)
4322                         R_Shadow_DrawEntityLight(lightentities[i]);
4323         }
4324         else if (castshadows && vid.stencil)
4325         {
4326                 // draw stencil shadow volumes to mask off pixels that are in shadow
4327                 // so that they won't receive lighting
4328                 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4329                 R_Shadow_ClearStencil();
4330
4331                 if (numsurfaces)
4332                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4333                 for (i = 0;i < numshadowentities;i++)
4334                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4335
4336                 // draw lighting in the unmasked areas
4337                 R_Shadow_RenderMode_Lighting(true, false, false);
4338                 for (i = 0;i < numlightentities_noselfshadow;i++)
4339                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4340
4341                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4342                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4343
4344                 // draw lighting in the unmasked areas
4345                 R_Shadow_RenderMode_Lighting(true, false, false);
4346                 if (numsurfaces)
4347                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4348                 for (i = 0;i < numlightentities;i++)
4349                         R_Shadow_DrawEntityLight(lightentities[i]);
4350         }
4351         else
4352         {
4353                 // draw lighting in the unmasked areas
4354                 R_Shadow_RenderMode_Lighting(false, false, false);
4355                 if (numsurfaces)
4356                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4357                 for (i = 0;i < numlightentities;i++)
4358                         R_Shadow_DrawEntityLight(lightentities[i]);
4359                 for (i = 0;i < numlightentities_noselfshadow;i++)
4360                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4361         }
4362
4363         if (r_shadow_usingdeferredprepass)
4364         {
4365                 // when rendering deferred lighting, we simply rasterize the box
4366                 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4367                         R_Shadow_RenderMode_DrawDeferredLight(false, true);
4368                 else if (castshadows && vid.stencil)
4369                         R_Shadow_RenderMode_DrawDeferredLight(true, false);
4370                 else
4371                         R_Shadow_RenderMode_DrawDeferredLight(false, false);
4372         }
4373 }
4374
4375 static void R_Shadow_FreeDeferred(void)
4376 {
4377         R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4378         r_shadow_prepassgeometryfbo = 0;
4379
4380         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4381         r_shadow_prepasslightingdiffusespecularfbo = 0;
4382
4383         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4384         r_shadow_prepasslightingdiffusefbo = 0;
4385
4386         if (r_shadow_prepassgeometrydepthtexture)
4387                 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
4388         r_shadow_prepassgeometrydepthtexture = NULL;
4389
4390         if (r_shadow_prepassgeometrydepthcolortexture)
4391                 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
4392         r_shadow_prepassgeometrydepthcolortexture = NULL;
4393
4394         if (r_shadow_prepassgeometrynormalmaptexture)
4395                 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4396         r_shadow_prepassgeometrynormalmaptexture = NULL;
4397
4398         if (r_shadow_prepasslightingdiffusetexture)
4399                 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4400         r_shadow_prepasslightingdiffusetexture = NULL;
4401
4402         if (r_shadow_prepasslightingspeculartexture)
4403                 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4404         r_shadow_prepasslightingspeculartexture = NULL;
4405 }
4406
4407 void R_Shadow_DrawPrepass(void)
4408 {
4409         int i;
4410         int flag;
4411         int lnum;
4412         size_t lightindex;
4413         dlight_t *light;
4414         size_t range;
4415         entity_render_t *ent;
4416         float clearcolor[4];
4417
4418         R_Mesh_ResetTextureState();
4419         GL_DepthMask(true);
4420         GL_ColorMask(1,1,1,1);
4421         GL_BlendFunc(GL_ONE, GL_ZERO);
4422         GL_Color(1,1,1,1);
4423         GL_DepthTest(true);
4424         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4425         Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4426         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4427         if (r_timereport_active)
4428                 R_TimeReport("prepasscleargeom");
4429
4430         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4431                 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4432         if (r_timereport_active)
4433                 R_TimeReport("prepassworld");
4434
4435         for (i = 0;i < r_refdef.scene.numentities;i++)
4436         {
4437                 if (!r_refdef.viewcache.entityvisible[i])
4438                         continue;
4439                 ent = r_refdef.scene.entities[i];
4440                 if (ent->model && ent->model->DrawPrepass != NULL)
4441                         ent->model->DrawPrepass(ent);
4442         }
4443
4444         if (r_timereport_active)
4445                 R_TimeReport("prepassmodels");
4446
4447         GL_DepthMask(false);
4448         GL_ColorMask(1,1,1,1);
4449         GL_Color(1,1,1,1);
4450         GL_DepthTest(true);
4451         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4452         Vector4Set(clearcolor, 0, 0, 0, 0);
4453         GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4454         if (r_timereport_active)
4455                 R_TimeReport("prepassclearlit");
4456
4457         R_Shadow_RenderMode_Begin();
4458
4459         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4460         if (r_shadow_debuglight.integer >= 0)
4461         {
4462                 lightindex = r_shadow_debuglight.integer;
4463                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4464                 if (light && (light->flags & flag) && light->rtlight.draw)
4465                         R_Shadow_DrawLight(&light->rtlight);
4466         }
4467         else
4468         {
4469                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4470                 for (lightindex = 0;lightindex < range;lightindex++)
4471                 {
4472                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4473                         if (light && (light->flags & flag) && light->rtlight.draw)
4474                                 R_Shadow_DrawLight(&light->rtlight);
4475                 }
4476         }
4477         if (r_refdef.scene.rtdlight)
4478                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4479                         if (r_refdef.scene.lights[lnum]->draw)
4480                                 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4481
4482         R_Mesh_SetMainRenderTargets();
4483
4484         R_Shadow_RenderMode_End();
4485
4486         if (r_timereport_active)
4487                 R_TimeReport("prepasslights");
4488 }
4489
4490 void R_Shadow_DrawLightSprites(void);
4491 void R_Shadow_PrepareLights(void)
4492 {
4493         int flag;
4494         int lnum;
4495         size_t lightindex;
4496         dlight_t *light;
4497         size_t range;
4498         float f;
4499         GLenum status;
4500
4501         if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4502                 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4503                 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || 
4504                 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
4505                 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
4506                 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4507                 R_Shadow_FreeShadowMaps();
4508
4509         r_shadow_usingshadowmaportho = false;
4510
4511         switch (vid.renderpath)
4512         {
4513         case RENDERPATH_GL20:
4514         case RENDERPATH_D3D9:
4515         case RENDERPATH_D3D10:
4516         case RENDERPATH_D3D11:
4517         case RENDERPATH_SOFT:
4518 #ifndef USE_GLES2
4519                 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4520                 {
4521                         r_shadow_usingdeferredprepass = false;
4522                         if (r_shadow_prepass_width)
4523                                 R_Shadow_FreeDeferred();
4524                         r_shadow_prepass_width = r_shadow_prepass_height = 0;
4525                         break;
4526                 }
4527
4528                 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4529                 {
4530                         R_Shadow_FreeDeferred();
4531
4532                         r_shadow_usingdeferredprepass = true;
4533                         r_shadow_prepass_width = vid.width;
4534                         r_shadow_prepass_height = vid.height;
4535                         r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4536                         switch (vid.renderpath)
4537                         {
4538                         case RENDERPATH_D3D9:
4539                                 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);
4540                                 break;
4541                         default:
4542                                 break;
4543                         }
4544                         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);
4545                         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);
4546                         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);
4547
4548                         // set up the geometry pass fbo (depth + normalmap)
4549                         r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4550                         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4551                         // render depth into one texture and normalmap into the other
4552                         if (qglDrawBuffersARB)
4553                         {
4554                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
4555                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4556                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
4557                                 if (status != GL_FRAMEBUFFER_COMPLETE)
4558                                 {
4559                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4560                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4561                                         r_shadow_usingdeferredprepass = false;
4562                                 }
4563                         }
4564
4565                         // set up the lighting pass fbo (diffuse + specular)
4566                         r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4567                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4568                         // render diffuse into one texture and specular into another,
4569                         // with depth and normalmap bound as textures,
4570                         // with depth bound as attachment as well
4571                         if (qglDrawBuffersARB)
4572                         {
4573                                 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4574                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4575                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
4576                                 if (status != GL_FRAMEBUFFER_COMPLETE)
4577                                 {
4578                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4579                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4580                                         r_shadow_usingdeferredprepass = false;
4581                                 }
4582                         }
4583
4584                         // set up the lighting pass fbo (diffuse)
4585                         r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4586                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4587                         // render diffuse into one texture,
4588                         // with depth and normalmap bound as textures,
4589                         // with depth bound as attachment as well
4590                         if (qglDrawBuffersARB)
4591                         {
4592                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
4593                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4594                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
4595                                 if (status != GL_FRAMEBUFFER_COMPLETE)
4596                                 {
4597                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4598                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4599                                         r_shadow_usingdeferredprepass = false;
4600                                 }
4601                         }
4602                 }
4603 #endif
4604                 break;
4605         case RENDERPATH_GL11:
4606         case RENDERPATH_GL13:
4607         case RENDERPATH_GLES1:
4608         case RENDERPATH_GLES2:
4609                 r_shadow_usingdeferredprepass = false;
4610                 break;
4611         }
4612
4613         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);
4614
4615         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4616         if (r_shadow_bouncegrid.integer != 2)
4617         {
4618                 if (r_shadow_debuglight.integer >= 0)
4619                 {
4620                         lightindex = r_shadow_debuglight.integer;
4621                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4622                         if (light)
4623                                 R_Shadow_PrepareLight(&light->rtlight);
4624                 }
4625                 else
4626                 {
4627                         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4628                         for (lightindex = 0;lightindex < range;lightindex++)
4629                         {
4630                                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4631                                 if (light && (light->flags & flag))
4632                                         R_Shadow_PrepareLight(&light->rtlight);
4633                         }
4634                 }
4635         }
4636         if (r_refdef.scene.rtdlight)
4637         {
4638                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4639                         R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4640         }
4641         else if(gl_flashblend.integer)
4642         {
4643                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4644                 {
4645                         rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4646                         f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4647                         VectorScale(rtlight->color, f, rtlight->currentcolor);
4648                 }
4649         }
4650
4651         if (r_editlights.integer)
4652                 R_Shadow_DrawLightSprites();
4653 }
4654
4655 void R_Shadow_DrawLights(void)
4656 {
4657         int flag;
4658         int lnum;
4659         size_t lightindex;
4660         dlight_t *light;
4661         size_t range;
4662
4663         R_Shadow_RenderMode_Begin();
4664
4665         if (r_shadow_bouncegrid.integer != 2)
4666         {
4667                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4668                 if (r_shadow_debuglight.integer >= 0)
4669                 {
4670                         lightindex = r_shadow_debuglight.integer;
4671                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4672                         if (light)
4673                                 R_Shadow_DrawLight(&light->rtlight);
4674                 }
4675                 else
4676                 {
4677                         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4678                         for (lightindex = 0;lightindex < range;lightindex++)
4679                         {
4680                                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4681                                 if (light && (light->flags & flag))
4682                                         R_Shadow_DrawLight(&light->rtlight);
4683                         }
4684                 }
4685         }
4686         if (r_refdef.scene.rtdlight)
4687                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4688                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4689
4690         R_Shadow_RenderMode_End();
4691 }
4692
4693 void R_Shadow_PrepareModelShadows(void)
4694 {
4695         int i;
4696         float scale, size, radius, dot1, dot2;
4697         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4698         entity_render_t *ent;
4699
4700         if (!r_refdef.scene.numentities)
4701                 return;
4702
4703         switch (r_shadow_shadowmode)
4704         {
4705         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4706                 if (r_shadows.integer >= 2) 
4707                         break;
4708                 // fall through
4709         case R_SHADOW_SHADOWMODE_STENCIL:
4710                 for (i = 0;i < r_refdef.scene.numentities;i++)
4711                 {
4712                         ent = r_refdef.scene.entities[i];
4713                         if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4714                                 R_AnimCache_GetEntity(ent, false, false);
4715                 }
4716                 return;
4717         default:
4718                 return;
4719         }
4720
4721         size = 2*r_shadow_shadowmapmaxsize;
4722         scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4723         radius = 0.5f * size / scale;
4724
4725         Math_atov(r_shadows_throwdirection.string, shadowdir);
4726         VectorNormalize(shadowdir);
4727         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4728         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4729         if (fabs(dot1) <= fabs(dot2))
4730                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4731         else
4732                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4733         VectorNormalize(shadowforward);
4734         CrossProduct(shadowdir, shadowforward, shadowright);
4735         Math_atov(r_shadows_focus.string, shadowfocus);
4736         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4737         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4738         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4739         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4740         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4741                 dot1 = 1;
4742         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4743
4744         shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4745         shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4746         shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4747         shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4748         shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4749         shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4750
4751         for (i = 0;i < r_refdef.scene.numentities;i++)
4752         {
4753                 ent = r_refdef.scene.entities[i];
4754                 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4755                         continue;
4756                 // cast shadows from anything of the map (submodels are optional)
4757                 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4758                         R_AnimCache_GetEntity(ent, false, false);
4759         }
4760 }
4761
4762 void R_DrawModelShadowMaps(void)
4763 {
4764         int i;
4765         float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4766         entity_render_t *ent;
4767         vec3_t relativelightorigin;
4768         vec3_t relativelightdirection, relativeforward, relativeright;
4769         vec3_t relativeshadowmins, relativeshadowmaxs;
4770         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4771         float m[12];
4772         matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4773         r_viewport_t viewport;
4774         GLuint fbo = 0;
4775         float clearcolor[4];
4776
4777         if (!r_refdef.scene.numentities)
4778                 return;
4779
4780         switch (r_shadow_shadowmode)
4781         {
4782         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4783                 break;
4784         default:
4785                 return;
4786         }
4787
4788         R_ResetViewRendering3D();
4789         R_Shadow_RenderMode_Begin();
4790         R_Shadow_RenderMode_ActiveLight(NULL);
4791
4792         switch (r_shadow_shadowmode)
4793         {
4794         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4795                 if (!r_shadow_shadowmap2dtexture)
4796                         R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4797                 fbo = r_shadow_fbo2d;
4798                 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4799                 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4800                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4801                 break;
4802         default:
4803                 break;
4804         }
4805
4806         size = 2*r_shadow_shadowmapmaxsize;
4807         scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4808         radius = 0.5f / scale;
4809         nearclip = -r_shadows_throwdistance.value;
4810         farclip = r_shadows_throwdistance.value;
4811         bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4812
4813         r_shadow_shadowmap_parameters[0] = size;
4814         r_shadow_shadowmap_parameters[1] = size;
4815         r_shadow_shadowmap_parameters[2] = 1.0;
4816         r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4817
4818         Math_atov(r_shadows_throwdirection.string, shadowdir);
4819         VectorNormalize(shadowdir);
4820         Math_atov(r_shadows_focus.string, shadowfocus);
4821         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4822         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4823         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4824         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4825         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4826         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4827         if (fabs(dot1) <= fabs(dot2)) 
4828                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4829         else
4830                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4831         VectorNormalize(shadowforward);
4832         VectorM(scale, shadowforward, &m[0]);
4833         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4834                 dot1 = 1;
4835         m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4836         CrossProduct(shadowdir, shadowforward, shadowright);
4837         VectorM(scale, shadowright, &m[4]);
4838         m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4839         VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4840         m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4841         Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4842         Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4843         R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL); 
4844
4845         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4846
4847         R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4848         R_SetupShader_DepthOrShadow(true);
4849         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4850         GL_DepthMask(true);
4851         GL_DepthTest(true);
4852         R_SetViewport(&viewport);
4853         GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4854         Vector4Set(clearcolor, 1,1,1,1);
4855         // in D3D9 we have to render to a color texture shadowmap
4856         // in GL we render directly to a depth texture only
4857         if (r_shadow_shadowmap2dtexture)
4858                 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4859         else
4860                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4861         // render into a slightly restricted region so that the borders of the
4862         // shadowmap area fade away, rather than streaking across everything
4863         // outside the usable area
4864         GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4865
4866 #if 0
4867         // debugging
4868         R_Mesh_SetMainRenderTargets();
4869         R_SetupShader_ShowDepth(true);
4870         GL_ColorMask(1,1,1,1);
4871         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4872 #endif
4873
4874         for (i = 0;i < r_refdef.scene.numentities;i++)
4875         {
4876                 ent = r_refdef.scene.entities[i];
4877
4878                 // cast shadows from anything of the map (submodels are optional)
4879                 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4880                 {
4881                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4882                         Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4883                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4884                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4885                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4886                         relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4887                         relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4888                         relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4889                         relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4890                         relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4891                         relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4892                         RSurf_ActiveModelEntity(ent, false, false, false);
4893                         ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4894                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4895                 }
4896         }
4897
4898 #if 0
4899         if (r_test.integer)
4900         {
4901                 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4902                 CHECKGLERROR
4903                 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4904                 CHECKGLERROR
4905                 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4906                 Cvar_SetValueQuick(&r_test, 0);
4907                 Z_Free(rawpixels);
4908         }
4909 #endif
4910
4911         R_Shadow_RenderMode_End();
4912
4913         Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4914         Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4915         Matrix4x4_CreateScale3(&scalematrix, size, -size, 1); 
4916         Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4917         Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4918         Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4919
4920         switch (vid.renderpath)
4921         {
4922         case RENDERPATH_GL11:
4923         case RENDERPATH_GL13:
4924         case RENDERPATH_GL20:
4925         case RENDERPATH_SOFT:
4926         case RENDERPATH_GLES1:
4927         case RENDERPATH_GLES2:
4928                 break;
4929         case RENDERPATH_D3D9:
4930         case RENDERPATH_D3D10:
4931         case RENDERPATH_D3D11:
4932 #ifdef OPENGL_ORIENTATION
4933                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4934                 r_shadow_shadowmapmatrix.m[0][1]        *= -1.0f;
4935                 r_shadow_shadowmapmatrix.m[0][2]        *= -1.0f;
4936                 r_shadow_shadowmapmatrix.m[0][3]        *= -1.0f;
4937 #else
4938                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4939                 r_shadow_shadowmapmatrix.m[1][0]        *= -1.0f;
4940                 r_shadow_shadowmapmatrix.m[2][0]        *= -1.0f;
4941                 r_shadow_shadowmapmatrix.m[3][0]        *= -1.0f;
4942 #endif
4943                 break;
4944         }
4945
4946         r_shadow_usingshadowmaportho = true;
4947         switch (r_shadow_shadowmode)
4948         {
4949         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4950                 r_shadow_usingshadowmap2d = true;
4951                 break;
4952         default:
4953                 break;
4954         }
4955 }
4956
4957 void R_DrawModelShadows(void)
4958 {
4959         int i;
4960         float relativethrowdistance;
4961         entity_render_t *ent;
4962         vec3_t relativelightorigin;
4963         vec3_t relativelightdirection;
4964         vec3_t relativeshadowmins, relativeshadowmaxs;
4965         vec3_t tmp, shadowdir;
4966
4967         if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4968                 return;
4969
4970         R_ResetViewRendering3D();
4971         //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4972         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4973         R_Shadow_RenderMode_Begin();
4974         R_Shadow_RenderMode_ActiveLight(NULL);
4975         r_shadow_lightscissor[0] = r_refdef.view.x;
4976         r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4977         r_shadow_lightscissor[2] = r_refdef.view.width;
4978         r_shadow_lightscissor[3] = r_refdef.view.height;
4979         R_Shadow_RenderMode_StencilShadowVolumes(false);
4980
4981         // get shadow dir
4982         if (r_shadows.integer == 2)
4983         {
4984                 Math_atov(r_shadows_throwdirection.string, shadowdir);
4985                 VectorNormalize(shadowdir);
4986         }
4987
4988         R_Shadow_ClearStencil();
4989
4990         for (i = 0;i < r_refdef.scene.numentities;i++)
4991         {
4992                 ent = r_refdef.scene.entities[i];
4993
4994                 // cast shadows from anything of the map (submodels are optional)
4995                 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4996                 {
4997                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4998                         VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4999                         VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
5000                         if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
5001                                 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
5002                         else
5003                         {
5004                                 if(ent->entitynumber != 0)
5005                                 {
5006                                         if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5007                                         {
5008                                                 // FIXME handle this
5009                                                 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5010                                         }
5011                                         else
5012                                         {
5013                                                 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5014                                                 int entnum, entnum2, recursion;
5015                                                 entnum = entnum2 = ent->entitynumber;
5016                                                 for(recursion = 32; recursion > 0; --recursion)
5017                                                 {
5018                                                         entnum2 = cl.entities[entnum].state_current.tagentity;
5019                                                         if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5020                                                                 entnum = entnum2;
5021                                                         else
5022                                                                 break;
5023                                                 }
5024                                                 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5025                                                 {
5026                                                         VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5027                                                         // transform into modelspace of OUR entity
5028                                                         Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5029                                                         Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5030                                                 }
5031                                                 else
5032                                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
5033                                         }
5034                                 }
5035                                 else
5036                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
5037                         }
5038
5039                         VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5040                         RSurf_ActiveModelEntity(ent, false, false, false);
5041                         ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5042                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5043                 }
5044         }
5045
5046         // not really the right mode, but this will disable any silly stencil features
5047         R_Shadow_RenderMode_End();
5048
5049         // set up ortho view for rendering this pass
5050         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5051         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5052         //GL_ScissorTest(true);
5053         //R_EntityMatrix(&identitymatrix);
5054         //R_Mesh_ResetTextureState();
5055         R_ResetViewRendering2D();
5056
5057         // set up a darkening blend on shadowed areas
5058         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5059         //GL_DepthRange(0, 1);
5060         //GL_DepthTest(false);
5061         //GL_DepthMask(false);
5062         //GL_PolygonOffset(0, 0);CHECKGLERROR
5063         GL_Color(0, 0, 0, r_shadows_darken.value);
5064         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5065         //GL_DepthFunc(GL_ALWAYS);
5066         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5067
5068         // apply the blend to the shadowed areas
5069         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5070         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
5071         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5072
5073         // restore the viewport
5074         R_SetViewport(&r_refdef.view.viewport);
5075
5076         // restore other state to normal
5077         //R_Shadow_RenderMode_End();
5078 }
5079
5080 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5081 {
5082         float zdist;
5083         vec3_t centerorigin;
5084         float vertex3f[12];
5085         // if it's too close, skip it
5086         if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5087                 return;
5088         zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5089         if (zdist < 32)
5090                 return;
5091         if (usequery && r_numqueries + 2 <= r_maxqueries)
5092         {
5093                 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5094                 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5095                 // 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
5096                 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5097
5098                 switch(vid.renderpath)
5099                 {
5100                 case RENDERPATH_GL11:
5101                 case RENDERPATH_GL13:
5102                 case RENDERPATH_GL20:
5103                 case RENDERPATH_GLES1:
5104                 case RENDERPATH_GLES2:
5105 #ifdef GL_SAMPLES_PASSED_ARB
5106                         CHECKGLERROR
5107                         // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5108                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5109                         GL_DepthFunc(GL_ALWAYS);
5110                         R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5111                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5112                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5113                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5114                         GL_DepthFunc(GL_LEQUAL);
5115                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5116                         R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5117                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5118                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5119                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5120                         CHECKGLERROR
5121 #endif
5122                         break;
5123                 case RENDERPATH_D3D9:
5124                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5125                         break;
5126                 case RENDERPATH_D3D10:
5127                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5128                         break;
5129                 case RENDERPATH_D3D11:
5130                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5131                         break;
5132                 case RENDERPATH_SOFT:
5133                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5134                         break;
5135                 }
5136         }
5137         rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5138 }
5139
5140 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5141
5142 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5143 {
5144         vec3_t color;
5145         GLint allpixels = 0, visiblepixels = 0;
5146         // now we have to check the query result
5147         if (rtlight->corona_queryindex_visiblepixels)
5148         {
5149                 switch(vid.renderpath)
5150                 {
5151                 case RENDERPATH_GL11:
5152                 case RENDERPATH_GL13:
5153                 case RENDERPATH_GL20:
5154                 case RENDERPATH_GLES1:
5155                 case RENDERPATH_GLES2:
5156 #ifdef GL_SAMPLES_PASSED_ARB
5157                         CHECKGLERROR
5158                         qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5159                         qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5160                         CHECKGLERROR
5161 #endif
5162                         break;
5163                 case RENDERPATH_D3D9:
5164                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5165                         break;
5166                 case RENDERPATH_D3D10:
5167                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5168                         break;
5169                 case RENDERPATH_D3D11:
5170                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5171                         break;
5172                 case RENDERPATH_SOFT:
5173                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5174                         break;
5175                 }
5176                 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
5177                 if (visiblepixels < 1 || allpixels < 1)
5178                         return;
5179                 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5180                 cscale *= rtlight->corona_visibility;
5181         }
5182         else
5183         {
5184                 // FIXME: these traces should scan all render entities instead of cl.world
5185                 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
5186                         return;
5187         }
5188         VectorScale(rtlight->currentcolor, cscale, color);
5189         if (VectorLength(color) > (1.0f / 256.0f))
5190         {
5191                 float vertex3f[12];
5192                 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5193                 if(negated)
5194                 {
5195                         VectorNegate(color, color);
5196                         GL_BlendEquationSubtract(true);
5197                 }
5198                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5199                 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);
5200                 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5201                 if(negated)
5202                         GL_BlendEquationSubtract(false);
5203         }
5204 }
5205
5206 void R_Shadow_DrawCoronas(void)
5207 {
5208         int i, flag;
5209         qboolean usequery = false;
5210         size_t lightindex;
5211         dlight_t *light;
5212         rtlight_t *rtlight;
5213         size_t range;
5214         if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5215                 return;
5216         if (r_fb.water.renderingscene)
5217                 return;
5218         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5219         R_EntityMatrix(&identitymatrix);
5220
5221         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5222
5223         // check occlusion of coronas
5224         // use GL_ARB_occlusion_query if available
5225         // otherwise use raytraces
5226         r_numqueries = 0;
5227         switch (vid.renderpath)
5228         {
5229         case RENDERPATH_GL11:
5230         case RENDERPATH_GL13:
5231         case RENDERPATH_GL20:
5232         case RENDERPATH_GLES1:
5233         case RENDERPATH_GLES2:
5234                 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5235 #ifdef GL_SAMPLES_PASSED_ARB
5236                 if (usequery)
5237                 {
5238                         GL_ColorMask(0,0,0,0);
5239                         if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5240                         if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5241                         {
5242                                 i = r_maxqueries;
5243                                 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5244                                 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5245                                 CHECKGLERROR
5246                                 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5247                                 CHECKGLERROR
5248                         }
5249                         RSurf_ActiveWorldEntity();
5250                         GL_BlendFunc(GL_ONE, GL_ZERO);
5251                         GL_CullFace(GL_NONE);
5252                         GL_DepthMask(false);
5253                         GL_DepthRange(0, 1);
5254                         GL_PolygonOffset(0, 0);
5255                         GL_DepthTest(true);
5256                         R_Mesh_ResetTextureState();
5257                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
5258                 }
5259 #endif
5260                 break;
5261         case RENDERPATH_D3D9:
5262                 usequery = false;
5263                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5264                 break;
5265         case RENDERPATH_D3D10:
5266                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5267                 break;
5268         case RENDERPATH_D3D11:
5269                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5270                 break;
5271         case RENDERPATH_SOFT:
5272                 usequery = false;
5273                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5274                 break;
5275         }
5276         for (lightindex = 0;lightindex < range;lightindex++)
5277         {
5278                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5279                 if (!light)
5280                         continue;
5281                 rtlight = &light->rtlight;
5282                 rtlight->corona_visibility = 0;
5283                 rtlight->corona_queryindex_visiblepixels = 0;
5284                 rtlight->corona_queryindex_allpixels = 0;
5285                 if (!(rtlight->flags & flag))
5286                         continue;
5287                 if (rtlight->corona <= 0)
5288                         continue;
5289                 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5290                         continue;
5291                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5292         }
5293         for (i = 0;i < r_refdef.scene.numlights;i++)
5294         {
5295                 rtlight = r_refdef.scene.lights[i];
5296                 rtlight->corona_visibility = 0;
5297                 rtlight->corona_queryindex_visiblepixels = 0;
5298                 rtlight->corona_queryindex_allpixels = 0;
5299                 if (!(rtlight->flags & flag))
5300                         continue;
5301                 if (rtlight->corona <= 0)
5302                         continue;
5303                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5304         }
5305         if (usequery)
5306                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5307
5308         // now draw the coronas using the query data for intensity info
5309         for (lightindex = 0;lightindex < range;lightindex++)
5310         {
5311                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5312                 if (!light)
5313                         continue;
5314                 rtlight = &light->rtlight;
5315                 if (rtlight->corona_visibility <= 0)
5316                         continue;
5317                 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5318         }
5319         for (i = 0;i < r_refdef.scene.numlights;i++)
5320         {
5321                 rtlight = r_refdef.scene.lights[i];
5322                 if (rtlight->corona_visibility <= 0)
5323                         continue;
5324                 if (gl_flashblend.integer)
5325                         R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5326                 else
5327                         R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5328         }
5329 }
5330
5331
5332
5333 dlight_t *R_Shadow_NewWorldLight(void)
5334 {
5335         return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5336 }
5337
5338 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)
5339 {
5340         matrix4x4_t matrix;
5341         // validate parameters
5342         if (style < 0 || style >= MAX_LIGHTSTYLES)
5343         {
5344                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5345                 style = 0;
5346         }
5347         if (!cubemapname)
5348                 cubemapname = "";
5349
5350         // copy to light properties
5351         VectorCopy(origin, light->origin);
5352         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5353         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5354         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5355         /*
5356         light->color[0] = max(color[0], 0);
5357         light->color[1] = max(color[1], 0);
5358         light->color[2] = max(color[2], 0);
5359         */
5360         light->color[0] = color[0];
5361         light->color[1] = color[1];
5362         light->color[2] = color[2];
5363         light->radius = max(radius, 0);
5364         light->style = style;
5365         light->shadow = shadowenable;
5366         light->corona = corona;
5367         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5368         light->coronasizescale = coronasizescale;
5369         light->ambientscale = ambientscale;
5370         light->diffusescale = diffusescale;
5371         light->specularscale = specularscale;
5372         light->flags = flags;
5373
5374         // update renderable light data
5375         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5376         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);
5377 }
5378
5379 void R_Shadow_FreeWorldLight(dlight_t *light)
5380 {
5381         if (r_shadow_selectedlight == light)
5382                 r_shadow_selectedlight = NULL;
5383         R_RTLight_Uncompile(&light->rtlight);
5384         Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5385 }
5386
5387 void R_Shadow_ClearWorldLights(void)
5388 {
5389         size_t lightindex;
5390         dlight_t *light;
5391         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5392         for (lightindex = 0;lightindex < range;lightindex++)
5393         {
5394                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5395                 if (light)
5396                         R_Shadow_FreeWorldLight(light);
5397         }
5398         r_shadow_selectedlight = NULL;
5399 }
5400
5401 void R_Shadow_SelectLight(dlight_t *light)
5402 {
5403         if (r_shadow_selectedlight)
5404                 r_shadow_selectedlight->selected = false;
5405         r_shadow_selectedlight = light;
5406         if (r_shadow_selectedlight)
5407                 r_shadow_selectedlight->selected = true;
5408 }
5409
5410 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5411 {
5412         // this is never batched (there can be only one)
5413         float vertex3f[12];
5414         R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5415         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5416         R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5417 }
5418
5419 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5420 {
5421         float intensity;
5422         float s;
5423         vec3_t spritecolor;
5424         skinframe_t *skinframe;
5425         float vertex3f[12];
5426
5427         // this is never batched (due to the ent parameter changing every time)
5428         // so numsurfaces == 1 and surfacelist[0] == lightnumber
5429         const dlight_t *light = (dlight_t *)ent;
5430         s = EDLIGHTSPRSIZE;
5431
5432         R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5433
5434         intensity = 0.5f;
5435         VectorScale(light->color, intensity, spritecolor);
5436         if (VectorLength(spritecolor) < 0.1732f)
5437                 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5438         if (VectorLength(spritecolor) > 1.0f)
5439                 VectorNormalize(spritecolor);
5440
5441         // draw light sprite
5442         if (light->cubemapname[0] && !light->shadow)
5443                 skinframe = r_editlights_sprcubemapnoshadowlight;
5444         else if (light->cubemapname[0])
5445                 skinframe = r_editlights_sprcubemaplight;
5446         else if (!light->shadow)
5447                 skinframe = r_editlights_sprnoshadowlight;
5448         else
5449                 skinframe = r_editlights_sprlight;
5450
5451         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);
5452         R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5453
5454         // draw selection sprite if light is selected
5455         if (light->selected)
5456         {
5457                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5458                 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5459                 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5460         }
5461 }
5462
5463 void R_Shadow_DrawLightSprites(void)
5464 {
5465         size_t lightindex;
5466         dlight_t *light;
5467         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5468         for (lightindex = 0;lightindex < range;lightindex++)
5469         {
5470                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5471                 if (light)
5472                         R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5473         }
5474         if (!r_editlights_lockcursor)
5475                 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5476 }
5477
5478 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5479 {
5480         unsigned int range;
5481         dlight_t *light;
5482         rtlight_t *rtlight;
5483         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5484         if (lightindex >= range)
5485                 return -1;
5486         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5487         if (!light)
5488                 return 0;
5489         rtlight = &light->rtlight;
5490         //if (!(rtlight->flags & flag))
5491         //      return 0;
5492         VectorCopy(rtlight->shadoworigin, origin);
5493         *radius = rtlight->radius;
5494         VectorCopy(rtlight->color, color);
5495         return 1;
5496 }
5497
5498 void R_Shadow_SelectLightInView(void)
5499 {
5500         float bestrating, rating, temp[3];
5501         dlight_t *best;
5502         size_t lightindex;
5503         dlight_t *light;
5504         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5505         best = NULL;
5506         bestrating = 0;
5507
5508         if (r_editlights_lockcursor)
5509                 return;
5510         for (lightindex = 0;lightindex < range;lightindex++)
5511         {
5512                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5513                 if (!light)
5514                         continue;
5515                 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5516                 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5517                 if (rating >= 0.95)
5518                 {
5519                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5520                         if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5521                         {
5522                                 bestrating = rating;
5523                                 best = light;
5524                         }
5525                 }
5526         }
5527         R_Shadow_SelectLight(best);
5528 }
5529
5530 void R_Shadow_LoadWorldLights(void)
5531 {
5532         int n, a, style, shadow, flags;
5533         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5534         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5535         if (cl.worldmodel == NULL)
5536         {
5537                 Con_Print("No map loaded.\n");
5538                 return;
5539         }
5540         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5541         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5542         if (lightsstring)
5543         {
5544                 s = lightsstring;
5545                 n = 0;
5546                 while (*s)
5547                 {
5548                         t = s;
5549                         /*
5550                         shadow = true;
5551                         for (;COM_Parse(t, true) && strcmp(
5552                         if (COM_Parse(t, true))
5553                         {
5554                                 if (com_token[0] == '!')
5555                                 {
5556                                         shadow = false;
5557                                         origin[0] = atof(com_token+1);
5558                                 }
5559                                 else
5560                                         origin[0] = atof(com_token);
5561                                 if (Com_Parse(t
5562                         }
5563                         */
5564                         t = s;
5565                         while (*s && *s != '\n' && *s != '\r')
5566                                 s++;
5567                         if (!*s)
5568                                 break;
5569                         tempchar = *s;
5570                         shadow = true;
5571                         // check for modifier flags
5572                         if (*t == '!')
5573                         {
5574                                 shadow = false;
5575                                 t++;
5576                         }
5577                         *s = 0;
5578 #if _MSC_VER >= 1400
5579 #define sscanf sscanf_s
5580 #endif
5581                         cubemapname[sizeof(cubemapname)-1] = 0;
5582 #if MAX_QPATH != 128
5583 #error update this code if MAX_QPATH changes
5584 #endif
5585                         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
5586 #if _MSC_VER >= 1400
5587 , sizeof(cubemapname)
5588 #endif
5589 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5590                         *s = tempchar;
5591                         if (a < 18)
5592                                 flags = LIGHTFLAG_REALTIMEMODE;
5593                         if (a < 17)
5594                                 specularscale = 1;
5595                         if (a < 16)
5596                                 diffusescale = 1;
5597                         if (a < 15)
5598                                 ambientscale = 0;
5599                         if (a < 14)
5600                                 coronasizescale = 0.25f;
5601                         if (a < 13)
5602                                 VectorClear(angles);
5603                         if (a < 10)
5604                                 corona = 0;
5605                         if (a < 9 || !strcmp(cubemapname, "\"\""))
5606                                 cubemapname[0] = 0;
5607                         // remove quotes on cubemapname
5608                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5609                         {
5610                                 size_t namelen;
5611                                 namelen = strlen(cubemapname) - 2;
5612                                 memmove(cubemapname, cubemapname + 1, namelen);
5613                                 cubemapname[namelen] = '\0';
5614                         }
5615                         if (a < 8)
5616                         {
5617                                 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);
5618                                 break;
5619                         }
5620                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5621                         if (*s == '\r')
5622                                 s++;
5623                         if (*s == '\n')
5624                                 s++;
5625                         n++;
5626                 }
5627                 if (*s)
5628                         Con_Printf("invalid rtlights file \"%s\"\n", name);
5629                 Mem_Free(lightsstring);
5630         }
5631 }
5632
5633 void R_Shadow_SaveWorldLights(void)
5634 {
5635         size_t lightindex;
5636         dlight_t *light;
5637         size_t bufchars, bufmaxchars;
5638         char *buf, *oldbuf;
5639         char name[MAX_QPATH];
5640         char line[MAX_INPUTLINE];
5641         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5642         // I hate lines which are 3 times my screen size :( --blub
5643         if (!range)
5644                 return;
5645         if (cl.worldmodel == NULL)
5646         {
5647                 Con_Print("No map loaded.\n");
5648                 return;
5649         }
5650         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5651         bufchars = bufmaxchars = 0;
5652         buf = NULL;
5653         for (lightindex = 0;lightindex < range;lightindex++)
5654         {
5655                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5656                 if (!light)
5657                         continue;
5658                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5659                         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);
5660                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5661                         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]);
5662                 else
5663                         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);
5664                 if (bufchars + strlen(line) > bufmaxchars)
5665                 {
5666                         bufmaxchars = bufchars + strlen(line) + 2048;
5667                         oldbuf = buf;
5668                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5669                         if (oldbuf)
5670                         {
5671                                 if (bufchars)
5672                                         memcpy(buf, oldbuf, bufchars);
5673                                 Mem_Free(oldbuf);
5674                         }
5675                 }
5676                 if (strlen(line))
5677                 {
5678                         memcpy(buf + bufchars, line, strlen(line));
5679                         bufchars += strlen(line);
5680                 }
5681         }
5682         if (bufchars)
5683                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5684         if (buf)
5685                 Mem_Free(buf);
5686 }
5687
5688 void R_Shadow_LoadLightsFile(void)
5689 {
5690         int n, a, style;
5691         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5692         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5693         if (cl.worldmodel == NULL)
5694         {
5695                 Con_Print("No map loaded.\n");
5696                 return;
5697         }
5698         dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5699         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5700         if (lightsstring)
5701         {
5702                 s = lightsstring;
5703                 n = 0;
5704                 while (*s)
5705                 {
5706                         t = s;
5707                         while (*s && *s != '\n' && *s != '\r')
5708                                 s++;
5709                         if (!*s)
5710                                 break;
5711                         tempchar = *s;
5712                         *s = 0;
5713                         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);
5714                         *s = tempchar;
5715                         if (a < 14)
5716                         {
5717                                 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);
5718                                 break;
5719                         }
5720                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5721                         radius = bound(15, radius, 4096);
5722                         VectorScale(color, (2.0f / (8388608.0f)), color);
5723                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5724                         if (*s == '\r')
5725                                 s++;
5726                         if (*s == '\n')
5727                                 s++;
5728                         n++;
5729                 }
5730                 if (*s)
5731                         Con_Printf("invalid lights file \"%s\"\n", name);
5732                 Mem_Free(lightsstring);
5733         }
5734 }
5735
5736 // tyrlite/hmap2 light types in the delay field
5737 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5738
5739 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5740 {
5741         int entnum;
5742         int style;
5743         int islight;
5744         int skin;
5745         int pflags;
5746         //int effects;
5747         int type;
5748         int n;
5749         char *entfiledata;
5750         const char *data;
5751         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5752         char key[256], value[MAX_INPUTLINE];
5753
5754         if (cl.worldmodel == NULL)
5755         {
5756                 Con_Print("No map loaded.\n");
5757                 return;
5758         }
5759         // try to load a .ent file first
5760         dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5761         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5762         // and if that is not found, fall back to the bsp file entity string
5763         if (!data)
5764                 data = cl.worldmodel->brush.entities;
5765         if (!data)
5766                 return;
5767         for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5768         {
5769                 type = LIGHTTYPE_MINUSX;
5770                 origin[0] = origin[1] = origin[2] = 0;
5771                 originhack[0] = originhack[1] = originhack[2] = 0;
5772                 angles[0] = angles[1] = angles[2] = 0;
5773                 color[0] = color[1] = color[2] = 1;
5774                 light[0] = light[1] = light[2] = 1;light[3] = 300;
5775                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5776                 fadescale = 1;
5777                 lightscale = 1;
5778                 style = 0;
5779                 skin = 0;
5780                 pflags = 0;
5781                 //effects = 0;
5782                 islight = false;
5783                 while (1)
5784                 {
5785                         if (!COM_ParseToken_Simple(&data, false, false))
5786                                 break; // error
5787                         if (com_token[0] == '}')
5788                                 break; // end of entity
5789                         if (com_token[0] == '_')
5790                                 strlcpy(key, com_token + 1, sizeof(key));
5791                         else
5792                                 strlcpy(key, com_token, sizeof(key));
5793                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
5794                                 key[strlen(key)-1] = 0;
5795                         if (!COM_ParseToken_Simple(&data, false, false))
5796                                 break; // error
5797                         strlcpy(value, com_token, sizeof(value));
5798
5799                         // now that we have the key pair worked out...
5800                         if (!strcmp("light", key))
5801                         {
5802                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5803                                 if (n == 1)
5804                                 {
5805                                         // quake
5806                                         light[0] = vec[0] * (1.0f / 256.0f);
5807                                         light[1] = vec[0] * (1.0f / 256.0f);
5808                                         light[2] = vec[0] * (1.0f / 256.0f);
5809                                         light[3] = vec[0];
5810                                 }
5811                                 else if (n == 4)
5812                                 {
5813                                         // halflife
5814                                         light[0] = vec[0] * (1.0f / 255.0f);
5815                                         light[1] = vec[1] * (1.0f / 255.0f);
5816                                         light[2] = vec[2] * (1.0f / 255.0f);
5817                                         light[3] = vec[3];
5818                                 }
5819                         }
5820                         else if (!strcmp("delay", key))
5821                                 type = atoi(value);
5822                         else if (!strcmp("origin", key))
5823                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5824                         else if (!strcmp("angle", key))
5825                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5826                         else if (!strcmp("angles", key))
5827                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5828                         else if (!strcmp("color", key))
5829                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5830                         else if (!strcmp("wait", key))
5831                                 fadescale = atof(value);
5832                         else if (!strcmp("classname", key))
5833                         {
5834                                 if (!strncmp(value, "light", 5))
5835                                 {
5836                                         islight = true;
5837                                         if (!strcmp(value, "light_fluoro"))
5838                                         {
5839                                                 originhack[0] = 0;
5840                                                 originhack[1] = 0;
5841                                                 originhack[2] = 0;
5842                                                 overridecolor[0] = 1;
5843                                                 overridecolor[1] = 1;
5844                                                 overridecolor[2] = 1;
5845                                         }
5846                                         if (!strcmp(value, "light_fluorospark"))
5847                                         {
5848                                                 originhack[0] = 0;
5849                                                 originhack[1] = 0;
5850                                                 originhack[2] = 0;
5851                                                 overridecolor[0] = 1;
5852                                                 overridecolor[1] = 1;
5853                                                 overridecolor[2] = 1;
5854                                         }
5855                                         if (!strcmp(value, "light_globe"))
5856                                         {
5857                                                 originhack[0] = 0;
5858                                                 originhack[1] = 0;
5859                                                 originhack[2] = 0;
5860                                                 overridecolor[0] = 1;
5861                                                 overridecolor[1] = 0.8;
5862                                                 overridecolor[2] = 0.4;
5863                                         }
5864                                         if (!strcmp(value, "light_flame_large_yellow"))
5865                                         {
5866                                                 originhack[0] = 0;
5867                                                 originhack[1] = 0;
5868                                                 originhack[2] = 0;
5869                                                 overridecolor[0] = 1;
5870                                                 overridecolor[1] = 0.5;
5871                                                 overridecolor[2] = 0.1;
5872                                         }
5873                                         if (!strcmp(value, "light_flame_small_yellow"))
5874                                         {
5875                                                 originhack[0] = 0;
5876                                                 originhack[1] = 0;
5877                                                 originhack[2] = 0;
5878                                                 overridecolor[0] = 1;
5879                                                 overridecolor[1] = 0.5;
5880                                                 overridecolor[2] = 0.1;
5881                                         }
5882                                         if (!strcmp(value, "light_torch_small_white"))
5883                                         {
5884                                                 originhack[0] = 0;
5885                                                 originhack[1] = 0;
5886                                                 originhack[2] = 0;
5887                                                 overridecolor[0] = 1;
5888                                                 overridecolor[1] = 0.5;
5889                                                 overridecolor[2] = 0.1;
5890                                         }
5891                                         if (!strcmp(value, "light_torch_small_walltorch"))
5892                                         {
5893                                                 originhack[0] = 0;
5894                                                 originhack[1] = 0;
5895                                                 originhack[2] = 0;
5896                                                 overridecolor[0] = 1;
5897                                                 overridecolor[1] = 0.5;
5898                                                 overridecolor[2] = 0.1;
5899                                         }
5900                                 }
5901                         }
5902                         else if (!strcmp("style", key))
5903                                 style = atoi(value);
5904                         else if (!strcmp("skin", key))
5905                                 skin = (int)atof(value);
5906                         else if (!strcmp("pflags", key))
5907                                 pflags = (int)atof(value);
5908                         //else if (!strcmp("effects", key))
5909                         //      effects = (int)atof(value);
5910                         else if (cl.worldmodel->type == mod_brushq3)
5911                         {
5912                                 if (!strcmp("scale", key))
5913                                         lightscale = atof(value);
5914                                 if (!strcmp("fade", key))
5915                                         fadescale = atof(value);
5916                         }
5917                 }
5918                 if (!islight)
5919                         continue;
5920                 if (lightscale <= 0)
5921                         lightscale = 1;
5922                 if (fadescale <= 0)
5923                         fadescale = 1;
5924                 if (color[0] == color[1] && color[0] == color[2])
5925                 {
5926                         color[0] *= overridecolor[0];
5927                         color[1] *= overridecolor[1];
5928                         color[2] *= overridecolor[2];
5929                 }
5930                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5931                 color[0] = color[0] * light[0];
5932                 color[1] = color[1] * light[1];
5933                 color[2] = color[2] * light[2];
5934                 switch (type)
5935                 {
5936                 case LIGHTTYPE_MINUSX:
5937                         break;
5938                 case LIGHTTYPE_RECIPX:
5939                         radius *= 2;
5940                         VectorScale(color, (1.0f / 16.0f), color);
5941                         break;
5942                 case LIGHTTYPE_RECIPXX:
5943                         radius *= 2;
5944                         VectorScale(color, (1.0f / 16.0f), color);
5945                         break;
5946                 default:
5947                 case LIGHTTYPE_NONE:
5948                         break;
5949                 case LIGHTTYPE_SUN:
5950                         break;
5951                 case LIGHTTYPE_MINUSXX:
5952                         break;
5953                 }
5954                 VectorAdd(origin, originhack, origin);
5955                 if (radius >= 1)
5956                         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);
5957         }
5958         if (entfiledata)
5959                 Mem_Free(entfiledata);
5960 }
5961
5962
5963 void R_Shadow_SetCursorLocationForView(void)
5964 {
5965         vec_t dist, push;
5966         vec3_t dest, endpos;
5967         trace_t trace;
5968         VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5969         trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
5970         if (trace.fraction < 1)
5971         {
5972                 dist = trace.fraction * r_editlights_cursordistance.value;
5973                 push = r_editlights_cursorpushback.value;
5974                 if (push > dist)
5975                         push = dist;
5976                 push = -push;
5977                 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5978                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5979         }
5980         else
5981         {
5982                 VectorClear( endpos );
5983         }
5984         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5985         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5986         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5987 }
5988
5989 void R_Shadow_UpdateWorldLightSelection(void)
5990 {
5991         if (r_editlights.integer)
5992         {
5993                 R_Shadow_SetCursorLocationForView();
5994                 R_Shadow_SelectLightInView();
5995         }
5996         else
5997                 R_Shadow_SelectLight(NULL);
5998 }
5999
6000 void R_Shadow_EditLights_Clear_f(void)
6001 {
6002         R_Shadow_ClearWorldLights();
6003 }
6004
6005 void R_Shadow_EditLights_Reload_f(void)
6006 {
6007         if (!cl.worldmodel)
6008                 return;
6009         strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6010         R_Shadow_ClearWorldLights();
6011         R_Shadow_LoadWorldLights();
6012         if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6013         {
6014                 R_Shadow_LoadLightsFile();
6015                 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6016                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6017         }
6018 }
6019
6020 void R_Shadow_EditLights_Save_f(void)
6021 {
6022         if (!cl.worldmodel)
6023                 return;
6024         R_Shadow_SaveWorldLights();
6025 }
6026
6027 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6028 {
6029         R_Shadow_ClearWorldLights();
6030         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6031 }
6032
6033 void R_Shadow_EditLights_ImportLightsFile_f(void)
6034 {
6035         R_Shadow_ClearWorldLights();
6036         R_Shadow_LoadLightsFile();
6037 }
6038
6039 void R_Shadow_EditLights_Spawn_f(void)
6040 {
6041         vec3_t color;
6042         if (!r_editlights.integer)
6043         {
6044                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6045                 return;
6046         }
6047         if (Cmd_Argc() != 1)
6048         {
6049                 Con_Print("r_editlights_spawn does not take parameters\n");
6050                 return;
6051         }
6052         color[0] = color[1] = color[2] = 1;
6053         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6054 }
6055
6056 void R_Shadow_EditLights_Edit_f(void)
6057 {
6058         vec3_t origin, angles, color;
6059         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6060         int style, shadows, flags, normalmode, realtimemode;
6061         char cubemapname[MAX_INPUTLINE];
6062         if (!r_editlights.integer)
6063         {
6064                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6065                 return;
6066         }
6067         if (!r_shadow_selectedlight)
6068         {
6069                 Con_Print("No selected light.\n");
6070                 return;
6071         }
6072         VectorCopy(r_shadow_selectedlight->origin, origin);
6073         VectorCopy(r_shadow_selectedlight->angles, angles);
6074         VectorCopy(r_shadow_selectedlight->color, color);
6075         radius = r_shadow_selectedlight->radius;
6076         style = r_shadow_selectedlight->style;
6077         if (r_shadow_selectedlight->cubemapname)
6078                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6079         else
6080                 cubemapname[0] = 0;
6081         shadows = r_shadow_selectedlight->shadow;
6082         corona = r_shadow_selectedlight->corona;
6083         coronasizescale = r_shadow_selectedlight->coronasizescale;
6084         ambientscale = r_shadow_selectedlight->ambientscale;
6085         diffusescale = r_shadow_selectedlight->diffusescale;
6086         specularscale = r_shadow_selectedlight->specularscale;
6087         flags = r_shadow_selectedlight->flags;
6088         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6089         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6090         if (!strcmp(Cmd_Argv(1), "origin"))
6091         {
6092                 if (Cmd_Argc() != 5)
6093                 {
6094                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6095                         return;
6096                 }
6097                 origin[0] = atof(Cmd_Argv(2));
6098                 origin[1] = atof(Cmd_Argv(3));
6099                 origin[2] = atof(Cmd_Argv(4));
6100         }
6101         else if (!strcmp(Cmd_Argv(1), "originscale"))
6102         {
6103                 if (Cmd_Argc() != 5)
6104                 {
6105                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6106                         return;
6107                 }
6108                 origin[0] *= atof(Cmd_Argv(2));
6109                 origin[1] *= atof(Cmd_Argv(3));
6110                 origin[2] *= atof(Cmd_Argv(4));
6111         }
6112         else if (!strcmp(Cmd_Argv(1), "originx"))
6113         {
6114                 if (Cmd_Argc() != 3)
6115                 {
6116                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6117                         return;
6118                 }
6119                 origin[0] = atof(Cmd_Argv(2));
6120         }
6121         else if (!strcmp(Cmd_Argv(1), "originy"))
6122         {
6123                 if (Cmd_Argc() != 3)
6124                 {
6125                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6126                         return;
6127                 }
6128                 origin[1] = atof(Cmd_Argv(2));
6129         }
6130         else if (!strcmp(Cmd_Argv(1), "originz"))
6131         {
6132                 if (Cmd_Argc() != 3)
6133                 {
6134                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6135                         return;
6136                 }
6137                 origin[2] = atof(Cmd_Argv(2));
6138         }
6139         else if (!strcmp(Cmd_Argv(1), "move"))
6140         {
6141                 if (Cmd_Argc() != 5)
6142                 {
6143                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6144                         return;
6145                 }
6146                 origin[0] += atof(Cmd_Argv(2));
6147                 origin[1] += atof(Cmd_Argv(3));
6148                 origin[2] += atof(Cmd_Argv(4));
6149         }
6150         else if (!strcmp(Cmd_Argv(1), "movex"))
6151         {
6152                 if (Cmd_Argc() != 3)
6153                 {
6154                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6155                         return;
6156                 }
6157                 origin[0] += atof(Cmd_Argv(2));
6158         }
6159         else if (!strcmp(Cmd_Argv(1), "movey"))
6160         {
6161                 if (Cmd_Argc() != 3)
6162                 {
6163                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6164                         return;
6165                 }
6166                 origin[1] += atof(Cmd_Argv(2));
6167         }
6168         else if (!strcmp(Cmd_Argv(1), "movez"))
6169         {
6170                 if (Cmd_Argc() != 3)
6171                 {
6172                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6173                         return;
6174                 }
6175                 origin[2] += atof(Cmd_Argv(2));
6176         }
6177         else if (!strcmp(Cmd_Argv(1), "angles"))
6178         {
6179                 if (Cmd_Argc() != 5)
6180                 {
6181                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6182                         return;
6183                 }
6184                 angles[0] = atof(Cmd_Argv(2));
6185                 angles[1] = atof(Cmd_Argv(3));
6186                 angles[2] = atof(Cmd_Argv(4));
6187         }
6188         else if (!strcmp(Cmd_Argv(1), "anglesx"))
6189         {
6190                 if (Cmd_Argc() != 3)
6191                 {
6192                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6193                         return;
6194                 }
6195                 angles[0] = atof(Cmd_Argv(2));
6196         }
6197         else if (!strcmp(Cmd_Argv(1), "anglesy"))
6198         {
6199                 if (Cmd_Argc() != 3)
6200                 {
6201                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6202                         return;
6203                 }
6204                 angles[1] = atof(Cmd_Argv(2));
6205         }
6206         else if (!strcmp(Cmd_Argv(1), "anglesz"))
6207         {
6208                 if (Cmd_Argc() != 3)
6209                 {
6210                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6211                         return;
6212                 }
6213                 angles[2] = atof(Cmd_Argv(2));
6214         }
6215         else if (!strcmp(Cmd_Argv(1), "color"))
6216         {
6217                 if (Cmd_Argc() != 5)
6218                 {
6219                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6220                         return;
6221                 }
6222                 color[0] = atof(Cmd_Argv(2));
6223                 color[1] = atof(Cmd_Argv(3));
6224                 color[2] = atof(Cmd_Argv(4));
6225         }
6226         else if (!strcmp(Cmd_Argv(1), "radius"))
6227         {
6228                 if (Cmd_Argc() != 3)
6229                 {
6230                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6231                         return;
6232                 }
6233                 radius = atof(Cmd_Argv(2));
6234         }
6235         else if (!strcmp(Cmd_Argv(1), "colorscale"))
6236         {
6237                 if (Cmd_Argc() == 3)
6238                 {
6239                         double scale = atof(Cmd_Argv(2));
6240                         color[0] *= scale;
6241                         color[1] *= scale;
6242                         color[2] *= scale;
6243                 }
6244                 else
6245                 {
6246                         if (Cmd_Argc() != 5)
6247                         {
6248                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
6249                                 return;
6250                         }
6251                         color[0] *= atof(Cmd_Argv(2));
6252                         color[1] *= atof(Cmd_Argv(3));
6253                         color[2] *= atof(Cmd_Argv(4));
6254                 }
6255         }
6256         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6257         {
6258                 if (Cmd_Argc() != 3)
6259                 {
6260                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6261                         return;
6262                 }
6263                 radius *= atof(Cmd_Argv(2));
6264         }
6265         else if (!strcmp(Cmd_Argv(1), "style"))
6266         {
6267                 if (Cmd_Argc() != 3)
6268                 {
6269                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6270                         return;
6271                 }
6272                 style = atoi(Cmd_Argv(2));
6273         }
6274         else if (!strcmp(Cmd_Argv(1), "cubemap"))
6275         {
6276                 if (Cmd_Argc() > 3)
6277                 {
6278                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6279                         return;
6280                 }
6281                 if (Cmd_Argc() == 3)
6282                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6283                 else
6284                         cubemapname[0] = 0;
6285         }
6286         else if (!strcmp(Cmd_Argv(1), "shadows"))
6287         {
6288                 if (Cmd_Argc() != 3)
6289                 {
6290                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6291                         return;
6292                 }
6293                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6294         }
6295         else if (!strcmp(Cmd_Argv(1), "corona"))
6296         {
6297                 if (Cmd_Argc() != 3)
6298                 {
6299                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6300                         return;
6301                 }
6302                 corona = atof(Cmd_Argv(2));
6303         }
6304         else if (!strcmp(Cmd_Argv(1), "coronasize"))
6305         {
6306                 if (Cmd_Argc() != 3)
6307                 {
6308                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6309                         return;
6310                 }
6311                 coronasizescale = atof(Cmd_Argv(2));
6312         }
6313         else if (!strcmp(Cmd_Argv(1), "ambient"))
6314         {
6315                 if (Cmd_Argc() != 3)
6316                 {
6317                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6318                         return;
6319                 }
6320                 ambientscale = atof(Cmd_Argv(2));
6321         }
6322         else if (!strcmp(Cmd_Argv(1), "diffuse"))
6323         {
6324                 if (Cmd_Argc() != 3)
6325                 {
6326                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6327                         return;
6328                 }
6329                 diffusescale = atof(Cmd_Argv(2));
6330         }
6331         else if (!strcmp(Cmd_Argv(1), "specular"))
6332         {
6333                 if (Cmd_Argc() != 3)
6334                 {
6335                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6336                         return;
6337                 }
6338                 specularscale = atof(Cmd_Argv(2));
6339         }
6340         else if (!strcmp(Cmd_Argv(1), "normalmode"))
6341         {
6342                 if (Cmd_Argc() != 3)
6343                 {
6344                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6345                         return;
6346                 }
6347                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6348         }
6349         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6350         {
6351                 if (Cmd_Argc() != 3)
6352                 {
6353                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6354                         return;
6355                 }
6356                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6357         }
6358         else
6359         {
6360                 Con_Print("usage: r_editlights_edit [property] [value]\n");
6361                 Con_Print("Selected light's properties:\n");
6362                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6363                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6364                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6365                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
6366                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
6367                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
6368                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6369                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
6370                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
6371                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
6372                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
6373                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
6374                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6375                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6376                 return;
6377         }
6378         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6379         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6380 }
6381
6382 void R_Shadow_EditLights_EditAll_f(void)
6383 {
6384         size_t lightindex;
6385         dlight_t *light, *oldselected;
6386         size_t range;
6387
6388         if (!r_editlights.integer)
6389         {
6390                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6391                 return;
6392         }
6393
6394         oldselected = r_shadow_selectedlight;
6395         // EditLights doesn't seem to have a "remove" command or something so:
6396         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6397         for (lightindex = 0;lightindex < range;lightindex++)
6398         {
6399                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6400                 if (!light)
6401                         continue;
6402                 R_Shadow_SelectLight(light);
6403                 R_Shadow_EditLights_Edit_f();
6404         }
6405         // return to old selected (to not mess editing once selection is locked)
6406         R_Shadow_SelectLight(oldselected);
6407 }
6408
6409 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6410 {
6411         int lightnumber, lightcount;
6412         size_t lightindex, range;
6413         dlight_t *light;
6414         float x, y;
6415         char temp[256];
6416         if (!r_editlights.integer)
6417                 return;
6418         x = vid_conwidth.value - 240;
6419         y = 5;
6420         DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6421         lightnumber = -1;
6422         lightcount = 0;
6423         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6424         for (lightindex = 0;lightindex < range;lightindex++)
6425         {
6426                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6427                 if (!light)
6428                         continue;
6429                 if (light == r_shadow_selectedlight)
6430                         lightnumber = lightindex;
6431                 lightcount++;
6432         }
6433         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;
6434         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;
6435         y += 8;
6436         if (r_shadow_selectedlight == NULL)
6437                 return;
6438         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;
6439         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;
6440         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;
6441         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;
6442         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;
6443         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;
6444         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;
6445         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;
6446         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;
6447         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;
6448         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;
6449         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;
6450         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;
6451         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;
6452         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;
6453 }
6454
6455 void R_Shadow_EditLights_ToggleShadow_f(void)
6456 {
6457         if (!r_editlights.integer)
6458         {
6459                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6460                 return;
6461         }
6462         if (!r_shadow_selectedlight)
6463         {
6464                 Con_Print("No selected light.\n");
6465                 return;
6466         }
6467         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);
6468 }
6469
6470 void R_Shadow_EditLights_ToggleCorona_f(void)
6471 {
6472         if (!r_editlights.integer)
6473         {
6474                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6475                 return;
6476         }
6477         if (!r_shadow_selectedlight)
6478         {
6479                 Con_Print("No selected light.\n");
6480                 return;
6481         }
6482         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);
6483 }
6484
6485 void R_Shadow_EditLights_Remove_f(void)
6486 {
6487         if (!r_editlights.integer)
6488         {
6489                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
6490                 return;
6491         }
6492         if (!r_shadow_selectedlight)
6493         {
6494                 Con_Print("No selected light.\n");
6495                 return;
6496         }
6497         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6498         r_shadow_selectedlight = NULL;
6499 }
6500
6501 void R_Shadow_EditLights_Help_f(void)
6502 {
6503         Con_Print(
6504 "Documentation on r_editlights system:\n"
6505 "Settings:\n"
6506 "r_editlights : enable/disable editing mode\n"
6507 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6508 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6509 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6510 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6511 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6512 "Commands:\n"
6513 "r_editlights_help : this help\n"
6514 "r_editlights_clear : remove all lights\n"
6515 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6516 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6517 "r_editlights_save : save to .rtlights file\n"
6518 "r_editlights_spawn : create a light with default settings\n"
6519 "r_editlights_edit command : edit selected light - more documentation below\n"
6520 "r_editlights_remove : remove selected light\n"
6521 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6522 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6523 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6524 "Edit commands:\n"
6525 "origin x y z : set light location\n"
6526 "originx x: set x component of light location\n"
6527 "originy y: set y component of light location\n"
6528 "originz z: set z component of light location\n"
6529 "move x y z : adjust light location\n"
6530 "movex x: adjust x component of light location\n"
6531 "movey y: adjust y component of light location\n"
6532 "movez z: adjust z component of light location\n"
6533 "angles x y z : set light angles\n"
6534 "anglesx x: set x component of light angles\n"
6535 "anglesy y: set y component of light angles\n"
6536 "anglesz z: set z component of light angles\n"
6537 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6538 "radius radius : set radius (size) of light\n"
6539 "colorscale grey : multiply color of light (1 does nothing)\n"
6540 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6541 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6542 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6543 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6544 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6545 "cubemap basename : set filter cubemap of light (not yet supported)\n"
6546 "shadows 1/0 : turn on/off shadows\n"
6547 "corona n : set corona intensity\n"
6548 "coronasize n : set corona size (0-1)\n"
6549 "ambient n : set ambient intensity (0-1)\n"
6550 "diffuse n : set diffuse intensity (0-1)\n"
6551 "specular n : set specular intensity (0-1)\n"
6552 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6553 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6554 "<nothing> : print light properties to console\n"
6555         );
6556 }
6557
6558 void R_Shadow_EditLights_CopyInfo_f(void)
6559 {
6560         if (!r_editlights.integer)
6561         {
6562                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
6563                 return;
6564         }
6565         if (!r_shadow_selectedlight)
6566         {
6567                 Con_Print("No selected light.\n");
6568                 return;
6569         }
6570         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6571         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6572         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6573         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6574         if (r_shadow_selectedlight->cubemapname)
6575                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6576         else
6577                 r_shadow_bufferlight.cubemapname[0] = 0;
6578         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6579         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6580         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6581         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6582         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6583         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6584         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6585 }
6586
6587 void R_Shadow_EditLights_PasteInfo_f(void)
6588 {
6589         if (!r_editlights.integer)
6590         {
6591                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
6592                 return;
6593         }
6594         if (!r_shadow_selectedlight)
6595         {
6596                 Con_Print("No selected light.\n");
6597                 return;
6598         }
6599         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);
6600 }
6601
6602 void R_Shadow_EditLights_Lock_f(void)
6603 {
6604         if (!r_editlights.integer)
6605         {
6606                 Con_Print("Cannot lock on light when not in editing mode.  Set r_editlights to 1.\n");
6607                 return;
6608         }
6609         if (r_editlights_lockcursor)
6610         {
6611                 r_editlights_lockcursor = false;
6612                 return;
6613         }
6614         if (!r_shadow_selectedlight)
6615         {
6616                 Con_Print("No selected light to lock on.\n");
6617                 return;
6618         }
6619         r_editlights_lockcursor = true;
6620 }
6621
6622 void R_Shadow_EditLights_Init(void)
6623 {
6624         Cvar_RegisterVariable(&r_editlights);
6625         Cvar_RegisterVariable(&r_editlights_cursordistance);
6626         Cvar_RegisterVariable(&r_editlights_cursorpushback);
6627         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6628         Cvar_RegisterVariable(&r_editlights_cursorgrid);
6629         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6630         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6631         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6632         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)");
6633         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6634         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6635         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6636         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)");
6637         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6638         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6639         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6640         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6641         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6642         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6643         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)");
6644         Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6645 }
6646
6647
6648
6649 /*
6650 =============================================================================
6651
6652 LIGHT SAMPLING
6653
6654 =============================================================================
6655 */
6656
6657 void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
6658 {
6659         int i, numlights, flag;
6660         float f, relativepoint[3], dist, dist2, lightradius2;
6661         vec3_t diffuse, n;
6662         rtlight_t *light;
6663         dlight_t *dlight;
6664
6665         if (r_fullbright.integer)
6666         {
6667                 VectorSet(color, 1, 1, 1);
6668                 return;
6669         }
6670
6671         VectorClear(color);
6672
6673         if (flags & LP_LIGHTMAP)
6674         {
6675                 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6676                 {
6677                         VectorClear(diffuse);
6678                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6679                         VectorAdd(color, diffuse, color);
6680                 }
6681                 else
6682                         VectorSet(color, 1, 1, 1);
6683                 color[0] += r_refdef.scene.ambient;
6684                 color[1] += r_refdef.scene.ambient;
6685                 color[2] += r_refdef.scene.ambient;
6686         }
6687
6688         if (flags & LP_RTWORLD)
6689         {
6690                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6691                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6692                 for (i = 0; i < numlights; i++)
6693                 {
6694                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6695                         if (!dlight)
6696                                 continue;
6697                         light = &dlight->rtlight;
6698                         if (!(light->flags & flag))
6699                                 continue;
6700                         // sample
6701                         lightradius2 = light->radius * light->radius;
6702                         VectorSubtract(light->shadoworigin, p, relativepoint);
6703                         dist2 = VectorLength2(relativepoint);
6704                         if (dist2 >= lightradius2)
6705                                 continue;
6706                         dist = sqrt(dist2) / light->radius;
6707                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6708                         if (f <= 0)
6709                                 continue;
6710                         // todo: add to both ambient and diffuse
6711                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6712                                 VectorMA(color, f, light->currentcolor, color);
6713                 }
6714         }
6715         if (flags & LP_DYNLIGHT)
6716         {
6717                 // sample dlights
6718                 for (i = 0;i < r_refdef.scene.numlights;i++)
6719                 {
6720                         light = r_refdef.scene.lights[i];
6721                         // sample
6722                         lightradius2 = light->radius * light->radius;
6723                         VectorSubtract(light->shadoworigin, p, relativepoint);
6724                         dist2 = VectorLength2(relativepoint);
6725                         if (dist2 >= lightradius2)
6726                                 continue;
6727                         dist = sqrt(dist2) / light->radius;
6728                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6729                         if (f <= 0)
6730                                 continue;
6731                         // todo: add to both ambient and diffuse
6732                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6733                                 VectorMA(color, f, light->color, color);
6734                 }
6735         }
6736 }
6737
6738 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6739 {
6740         int i, numlights, flag;
6741         rtlight_t *light;
6742         dlight_t *dlight;
6743         float relativepoint[3];
6744         float color[3];
6745         float dir[3];
6746         float dist;
6747         float dist2;
6748         float intensity;
6749         float sample[5*3];
6750         float lightradius2;
6751
6752         if (r_fullbright.integer)
6753         {
6754                 VectorSet(ambient, 1, 1, 1);
6755                 VectorClear(diffuse);
6756                 VectorClear(lightdir);
6757                 return;
6758         }
6759
6760         if (flags == LP_LIGHTMAP)
6761         {
6762                 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6763                 VectorClear(diffuse);
6764                 VectorClear(lightdir);
6765                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6766                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6767                 else
6768                         VectorSet(ambient, 1, 1, 1);
6769                 return;
6770         }
6771
6772         memset(sample, 0, sizeof(sample));
6773         VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6774
6775         if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6776         {
6777                 vec3_t tempambient;
6778                 VectorClear(tempambient);
6779                 VectorClear(color);
6780                 VectorClear(relativepoint);
6781                 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6782                 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6783                 VectorScale(color, r_refdef.lightmapintensity, color);
6784                 VectorAdd(sample, tempambient, sample);
6785                 VectorMA(sample    , 0.5f            , color, sample    );
6786                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6787                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6788                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6789                 // calculate a weighted average light direction as well
6790                 intensity = VectorLength(color);
6791                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6792         }
6793
6794         if (flags & LP_RTWORLD)
6795         {
6796                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6797                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6798                 for (i = 0; i < numlights; i++)
6799                 {
6800                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6801                         if (!dlight)
6802                                 continue;
6803                         light = &dlight->rtlight;
6804                         if (!(light->flags & flag))
6805                                 continue;
6806                         // sample
6807                         lightradius2 = light->radius * light->radius;
6808                         VectorSubtract(light->shadoworigin, p, relativepoint);
6809                         dist2 = VectorLength2(relativepoint);
6810                         if (dist2 >= lightradius2)
6811                                 continue;
6812                         dist = sqrt(dist2) / light->radius;
6813                         intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6814                         if (intensity <= 0.0f)
6815                                 continue;
6816                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6817                                 continue;
6818                         // scale down intensity to add to both ambient and diffuse
6819                         //intensity *= 0.5f;
6820                         VectorNormalize(relativepoint);
6821                         VectorScale(light->currentcolor, intensity, color);
6822                         VectorMA(sample    , 0.5f            , color, sample    );
6823                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6824                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6825                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6826                         // calculate a weighted average light direction as well
6827                         intensity *= VectorLength(color);
6828                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6829                 }
6830                 // FIXME: sample bouncegrid too!
6831         }
6832
6833         if (flags & LP_DYNLIGHT)
6834         {
6835                 // sample dlights
6836                 for (i = 0;i < r_refdef.scene.numlights;i++)
6837                 {
6838                         light = r_refdef.scene.lights[i];
6839                         // sample
6840                         lightradius2 = light->radius * light->radius;
6841                         VectorSubtract(light->shadoworigin, p, relativepoint);
6842                         dist2 = VectorLength2(relativepoint);
6843                         if (dist2 >= lightradius2)
6844                                 continue;
6845                         dist = sqrt(dist2) / light->radius;
6846                         intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6847                         if (intensity <= 0.0f)
6848                                 continue;
6849                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6850                                 continue;
6851                         // scale down intensity to add to both ambient and diffuse
6852                         //intensity *= 0.5f;
6853                         VectorNormalize(relativepoint);
6854                         VectorScale(light->currentcolor, intensity, color);
6855                         VectorMA(sample    , 0.5f            , color, sample    );
6856                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6857                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6858                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6859                         // calculate a weighted average light direction as well
6860                         intensity *= VectorLength(color);
6861                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6862                 }
6863         }
6864
6865         // calculate the direction we'll use to reduce the sample to a directional light source
6866         VectorCopy(sample + 12, dir);
6867         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6868         VectorNormalize(dir);
6869         // extract the diffuse color along the chosen direction and scale it
6870         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6871         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6872         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6873         // subtract some of diffuse from ambient
6874         VectorMA(sample, -0.333f, diffuse, ambient);
6875         // store the normalized lightdir
6876         VectorCopy(dir, lightdir);
6877 }