removed r_shadow_realtime_world_compilelight cvar and all code relating to it (no...
[xonotic/darkplaces.git] / r_shadow.c
1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142
143 extern void R_Shadow_EditLights_Init(void);
144
145 typedef enum r_shadowstage_e
146 {
147         R_SHADOWSTAGE_NONE,
148         R_SHADOWSTAGE_STENCIL,
149         R_SHADOWSTAGE_STENCILTWOSIDE,
150         R_SHADOWSTAGE_LIGHT_VERTEX,
151         R_SHADOWSTAGE_LIGHT_DOT3,
152         R_SHADOWSTAGE_LIGHT_GLSL,
153         R_SHADOWSTAGE_VISIBLEVOLUMES,
154         R_SHADOWSTAGE_VISIBLELIGHTING,
155 }
156 r_shadowstage_t;
157
158 r_shadowstage_t r_shadowstage = R_SHADOWSTAGE_NONE;
159
160 mempool_t *r_shadow_mempool;
161
162 int maxshadowelements;
163 int *shadowelements;
164
165 int maxshadowmark;
166 int numshadowmark;
167 int *shadowmark;
168 int *shadowmarklist;
169 int shadowmarkcount;
170
171 int maxvertexupdate;
172 int *vertexupdate;
173 int *vertexremap;
174 int vertexupdatenum;
175
176 int r_shadow_buffer_numleafpvsbytes;
177 qbyte *r_shadow_buffer_leafpvs;
178 int *r_shadow_buffer_leaflist;
179
180 int r_shadow_buffer_numsurfacepvsbytes;
181 qbyte *r_shadow_buffer_surfacepvs;
182 int *r_shadow_buffer_surfacelist;
183
184 rtexturepool_t *r_shadow_texturepool;
185 rtexture_t *r_shadow_attenuation2dtexture;
186 rtexture_t *r_shadow_attenuation3dtexture;
187
188 // lights are reloaded when this changes
189 char r_shadow_mapname[MAX_QPATH];
190
191 // used only for light filters (cubemaps)
192 rtexturepool_t *r_shadow_filters_texturepool;
193
194 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
195 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
196 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
197 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"};
198 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
199 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
200 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
201 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
202 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
203 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
204 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
205 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
206 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1"};
207 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0"};
208 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
209 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
210 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
211 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
212 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
213 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
214 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
215 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
216 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
217 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
218 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
219 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
220 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
221 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
222 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0"};
223 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"};
224 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"};
225 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0"};
226 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1"};
227 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
228 cvar_t r_editlights = {0, "r_editlights", "0"};
229 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"};
230 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0"};
231 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"};
232 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"};
233 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
234
235 float r_shadow_attenpower, r_shadow_attenscale;
236
237 rtlight_t *r_shadow_compilingrtlight;
238 dlight_t *r_shadow_worldlightchain;
239 dlight_t *r_shadow_selectedlight;
240 dlight_t r_shadow_bufferlight;
241 vec3_t r_editlights_cursorlocation;
242
243 rtexture_t *lighttextures[5];
244
245 extern int con_vislines;
246
247 typedef struct cubemapinfo_s
248 {
249         char basename[64];
250         rtexture_t *texture;
251 }
252 cubemapinfo_t;
253
254 #define MAX_CUBEMAPS 256
255 static int numcubemaps;
256 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
257
258 #define SHADERPERMUTATION_SPECULAR (1<<0)
259 #define SHADERPERMUTATION_FOG (1<<1)
260 #define SHADERPERMUTATION_CUBEFILTER (1<<2)
261 #define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
262 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<4)
263 #define SHADERPERMUTATION_GEFORCEFX (1<<5)
264 #define SHADERPERMUTATION_COUNT (1<<6)
265
266 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
267
268 void R_Shadow_UncompileWorldLights(void);
269 void R_Shadow_ClearWorldLights(void);
270 void R_Shadow_SaveWorldLights(void);
271 void R_Shadow_LoadWorldLights(void);
272 void R_Shadow_LoadLightsFile(void);
273 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
274 void R_Shadow_EditLights_Reload_f(void);
275 void R_Shadow_ValidateCvars(void);
276 static void R_Shadow_MakeTextures(void);
277 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
278
279 const char *builtinshader_light_vert =
280 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
281 "// written by Forest 'LordHavoc' Hale\n"
282 "\n"
283 "uniform vec3 LightPosition;\n"
284 "\n"
285 "varying vec2 TexCoord;\n"
286 "varying vec3 CubeVector;\n"
287 "varying vec3 LightVector;\n"
288 "\n"
289 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
290 "uniform vec3 EyePosition;\n"
291 "varying vec3 EyeVector;\n"
292 "#endif\n"
293 "\n"
294 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
295 "\n"
296 "void main(void)\n"
297 "{\n"
298 "       // copy the surface texcoord\n"
299 "       TexCoord = gl_MultiTexCoord0.st;\n"
300 "\n"
301 "       // transform vertex position into light attenuation/cubemap space\n"
302 "       // (-1 to +1 across the light box)\n"
303 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
304 "\n"
305 "       // transform unnormalized light direction into tangent space\n"
306 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
307 "       //  normalize it per pixel)\n"
308 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
309 "       LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
310 "       LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
311 "       LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
312 "\n"
313 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
314 "       // transform unnormalized eye direction into tangent space\n"
315 "       vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
316 "       EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
317 "       EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
318 "       EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
319 "#endif\n"
320 "\n"
321 "       // transform vertex to camera space, using ftransform to match non-VS\n"
322 "       // rendering\n"
323 "       gl_Position = ftransform();\n"
324 "}\n"
325 ;
326
327 const char *builtinshader_light_frag =
328 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
329 "// written by Forest 'LordHavoc' Hale\n"
330 "\n"
331 "// use half floats on GEFORCEFX for math performance, otherwise don't\n"
332 "#ifndef GEFORCEFX\n"
333 "#define half float\n"
334 "#define hvec2 vec2\n"
335 "#define hvec3 vec3\n"
336 "#define hvec4 vec4\n"
337 "#endif\n"
338 "\n"
339 "uniform hvec3 LightColor;\n"
340 "#ifdef USEOFFSETMAPPING\n"
341 "uniform half OffsetMapping_Scale;\n"
342 "uniform half OffsetMapping_Bias;\n"
343 "#endif\n"
344 "#ifdef USESPECULAR\n"
345 "uniform half SpecularPower;\n"
346 "#endif\n"
347 "#ifdef USEFOG\n"
348 "uniform half FogRangeRecip;\n"
349 "#endif\n"
350 "uniform half AmbientScale;\n"
351 "uniform half DiffuseScale;\n"
352 "#ifdef USESPECULAR\n"
353 "uniform half SpecularScale;\n"
354 "#endif\n"
355 "\n"
356 "uniform sampler2D Texture_Normal;\n"
357 "uniform sampler2D Texture_Color;\n"
358 "#ifdef USESPECULAR\n"
359 "uniform sampler2D Texture_Gloss;\n"
360 "#endif\n"
361 "#ifdef USECUBEFILTER\n"
362 "uniform samplerCube Texture_Cube;\n"
363 "#endif\n"
364 "#ifdef USEFOG\n"
365 "uniform sampler2D Texture_FogMask;\n"
366 "#endif\n"
367 "\n"
368 "varying vec2 TexCoord;\n"
369 "varying vec3 CubeVector;\n"
370 "varying vec3 LightVector;\n"
371 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
372 "varying vec3 EyeVector;\n"
373 "#endif\n"
374 "\n"
375 "void main(void)\n"
376 "{\n"
377 "       // attenuation\n"
378 "       //\n"
379 "       // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
380 "       // center and sharp falloff at the edge, this is about the most efficient\n"
381 "       // we can get away with as far as providing illumination.\n"
382 "       //\n"
383 "       // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
384 "       // provide significant illumination, large = slow = pain.\n"
385 "       half colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
386 "\n"
387 "#ifdef USEFOG\n"
388 "       // apply fog\n"
389 "       colorscale *= texture2D(Texture_FogMask, hvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
390 "#endif\n"
391 "\n"
392 "#ifdef USEOFFSETMAPPING\n"
393 "       // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
394 "       hvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
395 "       hvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
396 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
397 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
398 "#define TexCoord TexCoordOffset\n"
399 "#endif\n"
400 "\n"
401 "       // get the surface normal\n"
402 "#ifdef SURFACENORMALIZE\n"
403 "       hvec3 surfacenormal = normalize(hvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
404 "#else\n"
405 "       hvec3 surfacenormal = -1.0 + 2.0 * hvec3(texture2D(Texture_Normal, TexCoord));\n"
406 "#endif\n"
407 "\n"
408 "       // calculate shading\n"
409 "       hvec3 diffusenormal = hvec3(normalize(LightVector));\n"
410 "       hvec3 color = hvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
411 "#ifdef USESPECULAR\n"
412 "       hvec3 specularnormal = hvec3(normalize(diffusenormal + hvec3(normalize(EyeVector))));\n"
413 "       color += hvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n"
414 "#endif\n"
415 "\n"
416 "#ifdef USECUBEFILTER\n"
417 "       // apply light cubemap filter\n"
418 "       color *= hvec3(textureCube(Texture_Cube, CubeVector));\n"
419 "#endif\n"
420 "\n"
421 "       // calculate fragment color (apply light color and attenuation/fog scaling)\n"
422 "       gl_FragColor = hvec4(color * LightColor * colorscale, 1);\n"
423 "}\n"
424 ;
425
426 void r_shadow_start(void)
427 {
428         int i;
429         // use half float math where available (speed gain on NVIDIA GFFX and GF6)
430         if (gl_support_half_float)
431                 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
432         // allocate vertex processing arrays
433         numcubemaps = 0;
434         r_shadow_attenuation2dtexture = NULL;
435         r_shadow_attenuation3dtexture = NULL;
436         r_shadow_texturepool = NULL;
437         r_shadow_filters_texturepool = NULL;
438         R_Shadow_ValidateCvars();
439         R_Shadow_MakeTextures();
440         maxshadowelements = 0;
441         shadowelements = NULL;
442         maxvertexupdate = 0;
443         vertexupdate = NULL;
444         vertexremap = NULL;
445         vertexupdatenum = 0;
446         maxshadowmark = 0;
447         numshadowmark = 0;
448         shadowmark = NULL;
449         shadowmarklist = NULL;
450         shadowmarkcount = 0;
451         r_shadow_buffer_numleafpvsbytes = 0;
452         r_shadow_buffer_leafpvs = NULL;
453         r_shadow_buffer_leaflist = NULL;
454         r_shadow_buffer_numsurfacepvsbytes = 0;
455         r_shadow_buffer_surfacepvs = NULL;
456         r_shadow_buffer_surfacelist = NULL;
457         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
458                 r_shadow_program_light[i] = 0;
459         if (gl_support_fragment_shader)
460         {
461                 char *vertstring, *fragstring;
462                 int vertstrings_count;
463                 int fragstrings_count;
464                 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
465                 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
466                 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false);
467                 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false);
468                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
469                 {
470                         vertstrings_count = 0;
471                         fragstrings_count = 0;
472                         if (i & SHADERPERMUTATION_SPECULAR)
473                         {
474                                 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
475                                 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
476                         }
477                         if (i & SHADERPERMUTATION_FOG)
478                         {
479                                 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
480                                 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
481                         }
482                         if (i & SHADERPERMUTATION_CUBEFILTER)
483                         {
484                                 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
485                                 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
486                         }
487                         if (i & SHADERPERMUTATION_OFFSETMAPPING)
488                         {
489                                 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
490                                 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
491                         }
492                         if (i & SHADERPERMUTATION_SURFACENORMALIZE)
493                         {
494                                 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
495                                 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
496                         }
497                         if (i & SHADERPERMUTATION_GEFORCEFX)
498                         {
499                                 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
500                                 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
501                         }
502                         vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
503                         fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
504                         r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
505                         if (!r_shadow_program_light[i])
506                         {
507                                 Con_Printf("permutation %s %s %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", i & 16 ? "surfacenormalize" : "", i & 32 ? "geforcefx" : "", "glsl/light");
508                                 continue;
509                         }
510                         qglUseProgramObjectARB(r_shadow_program_light[i]);
511                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
512                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
513                         if (i & SHADERPERMUTATION_SPECULAR)
514                         {
515                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
516                         }
517                         if (i & SHADERPERMUTATION_CUBEFILTER)
518                         {
519                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
520                         }
521                         if (i & SHADERPERMUTATION_FOG)
522                         {
523                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
524                         }
525                 }
526                 qglUseProgramObjectARB(0);
527                 if (fragstring)
528                         Mem_Free(fragstring);
529                 if (vertstring)
530                         Mem_Free(vertstring);
531         }
532 }
533
534 void r_shadow_shutdown(void)
535 {
536         int i;
537         R_Shadow_UncompileWorldLights();
538         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
539         {
540                 if (r_shadow_program_light[i])
541                 {
542                         GL_Backend_FreeProgram(r_shadow_program_light[i]);
543                         r_shadow_program_light[i] = 0;
544                 }
545         }
546         numcubemaps = 0;
547         r_shadow_attenuation2dtexture = NULL;
548         r_shadow_attenuation3dtexture = NULL;
549         R_FreeTexturePool(&r_shadow_texturepool);
550         R_FreeTexturePool(&r_shadow_filters_texturepool);
551         maxshadowelements = 0;
552         if (shadowelements)
553                 Mem_Free(shadowelements);
554         shadowelements = NULL;
555         maxvertexupdate = 0;
556         if (vertexupdate)
557                 Mem_Free(vertexupdate);
558         vertexupdate = NULL;
559         if (vertexremap)
560                 Mem_Free(vertexremap);
561         vertexremap = NULL;
562         vertexupdatenum = 0;
563         maxshadowmark = 0;
564         numshadowmark = 0;
565         if (shadowmark)
566                 Mem_Free(shadowmark);
567         shadowmark = NULL;
568         if (shadowmarklist)
569                 Mem_Free(shadowmarklist);
570         shadowmarklist = NULL;
571         shadowmarkcount = 0;
572         r_shadow_buffer_numleafpvsbytes = 0;
573         if (r_shadow_buffer_leafpvs)
574                 Mem_Free(r_shadow_buffer_leafpvs);
575         r_shadow_buffer_leafpvs = NULL;
576         if (r_shadow_buffer_leaflist)
577                 Mem_Free(r_shadow_buffer_leaflist);
578         r_shadow_buffer_leaflist = NULL;
579         r_shadow_buffer_numsurfacepvsbytes = 0;
580         if (r_shadow_buffer_surfacepvs)
581                 Mem_Free(r_shadow_buffer_surfacepvs);
582         r_shadow_buffer_surfacepvs = NULL;
583         if (r_shadow_buffer_surfacelist)
584                 Mem_Free(r_shadow_buffer_surfacelist);
585         r_shadow_buffer_surfacelist = NULL;
586 }
587
588 void r_shadow_newmap(void)
589 {
590 }
591
592 void R_Shadow_Help_f(void)
593 {
594         Con_Printf(
595 "Documentation on r_shadow system:\n"
596 "Settings:\n"
597 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
598 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
599 "r_shadow_debuglight : render only this light number (-1 = all)\n"
600 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
601 "r_shadow_gloss2intensity : brightness of forced gloss\n"
602 "r_shadow_glossintensity : brightness of textured gloss\n"
603 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
604 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
605 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
606 "r_shadow_portallight : use portal visibility for static light precomputation\n"
607 "r_shadow_projectdistance : shadow volume projection distance\n"
608 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
609 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
610 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
611 "r_shadow_realtime_world : use high quality world lighting mode\n"
612 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
613 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
614 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
615 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
616 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
617 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
618 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
619 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
620 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
621 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
622 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
623 "r_shadow_scissor : use scissor optimization\n"
624 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
625 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
626 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
627 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
628 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
629 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
630 "Commands:\n"
631 "r_shadow_help : this help\n"
632         );
633 }
634
635 void R_Shadow_Init(void)
636 {
637         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
638         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
639         Cvar_RegisterVariable(&r_shadow_debuglight);
640         Cvar_RegisterVariable(&r_shadow_gloss);
641         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
642         Cvar_RegisterVariable(&r_shadow_glossintensity);
643         Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
644         Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
645         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
646         Cvar_RegisterVariable(&r_shadow_portallight);
647         Cvar_RegisterVariable(&r_shadow_projectdistance);
648         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
649         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
650         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
651         Cvar_RegisterVariable(&r_shadow_realtime_world);
652         Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
653         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
654         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
655         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
656         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
657         Cvar_RegisterVariable(&r_shadow_scissor);
658         Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
659         Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
660         Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
661         Cvar_RegisterVariable(&r_shadow_texture3d);
662         Cvar_RegisterVariable(&r_shadow_visiblelighting);
663         Cvar_RegisterVariable(&r_shadow_visiblevolumes);
664         Cvar_RegisterVariable(&r_shadow_glsl);
665         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
666         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
667         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
668         Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
669         Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
670         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
671         if (gamemode == GAME_TENEBRAE)
672         {
673                 Cvar_SetValue("r_shadow_gloss", 2);
674                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
675         }
676         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
677         R_Shadow_EditLights_Init();
678         r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
679         r_shadow_worldlightchain = NULL;
680         maxshadowelements = 0;
681         shadowelements = NULL;
682         maxvertexupdate = 0;
683         vertexupdate = NULL;
684         vertexremap = NULL;
685         vertexupdatenum = 0;
686         maxshadowmark = 0;
687         numshadowmark = 0;
688         shadowmark = NULL;
689         shadowmarklist = NULL;
690         shadowmarkcount = 0;
691         r_shadow_buffer_numleafpvsbytes = 0;
692         r_shadow_buffer_leafpvs = NULL;
693         r_shadow_buffer_leaflist = NULL;
694         r_shadow_buffer_numsurfacepvsbytes = 0;
695         r_shadow_buffer_surfacepvs = NULL;
696         r_shadow_buffer_surfacelist = NULL;
697         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
698 }
699
700 matrix4x4_t matrix_attenuationxyz =
701 {
702         {
703                 {0.5, 0.0, 0.0, 0.5},
704                 {0.0, 0.5, 0.0, 0.5},
705                 {0.0, 0.0, 0.5, 0.5},
706                 {0.0, 0.0, 0.0, 1.0}
707         }
708 };
709
710 matrix4x4_t matrix_attenuationz =
711 {
712         {
713                 {0.0, 0.0, 0.5, 0.5},
714                 {0.0, 0.0, 0.0, 0.5},
715                 {0.0, 0.0, 0.0, 0.5},
716                 {0.0, 0.0, 0.0, 1.0}
717         }
718 };
719
720 int *R_Shadow_ResizeShadowElements(int numtris)
721 {
722         // make sure shadowelements is big enough for this volume
723         if (maxshadowelements < numtris * 24)
724         {
725                 maxshadowelements = numtris * 24;
726                 if (shadowelements)
727                         Mem_Free(shadowelements);
728                 shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
729         }
730         return shadowelements;
731 }
732
733 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
734 {
735         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
736         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
737         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
738         {
739                 if (r_shadow_buffer_leafpvs)
740                         Mem_Free(r_shadow_buffer_leafpvs);
741                 if (r_shadow_buffer_leaflist)
742                         Mem_Free(r_shadow_buffer_leaflist);
743                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
744                 r_shadow_buffer_leafpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
745                 r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
746         }
747         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
748         {
749                 if (r_shadow_buffer_surfacepvs)
750                         Mem_Free(r_shadow_buffer_surfacepvs);
751                 if (r_shadow_buffer_surfacelist)
752                         Mem_Free(r_shadow_buffer_surfacelist);
753                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
754                 r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
755                 r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
756         }
757 }
758
759 void R_Shadow_PrepareShadowMark(int numtris)
760 {
761         // make sure shadowmark is big enough for this volume
762         if (maxshadowmark < numtris)
763         {
764                 maxshadowmark = numtris;
765                 if (shadowmark)
766                         Mem_Free(shadowmark);
767                 if (shadowmarklist)
768                         Mem_Free(shadowmarklist);
769                 shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
770                 shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
771                 shadowmarkcount = 0;
772         }
773         shadowmarkcount++;
774         // if shadowmarkcount wrapped we clear the array and adjust accordingly
775         if (shadowmarkcount == 0)
776         {
777                 shadowmarkcount = 1;
778                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
779         }
780         numshadowmark = 0;
781 }
782
783 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
784 {
785         int i, j;
786         int outtriangles = 0, outvertices = 0;
787         const int *element;
788         const float *vertex;
789
790         if (maxvertexupdate < innumvertices)
791         {
792                 maxvertexupdate = innumvertices;
793                 if (vertexupdate)
794                         Mem_Free(vertexupdate);
795                 if (vertexremap)
796                         Mem_Free(vertexremap);
797                 vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
798                 vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
799                 vertexupdatenum = 0;
800         }
801         vertexupdatenum++;
802         if (vertexupdatenum == 0)
803         {
804                 vertexupdatenum = 1;
805                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
806                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
807         }
808
809         for (i = 0;i < numshadowmarktris;i++)
810                 shadowmark[shadowmarktris[i]] = shadowmarkcount;
811
812         for (i = 0;i < numshadowmarktris;i++)
813         {
814                 element = inelement3i + shadowmarktris[i] * 3;
815                 // make sure the vertices are created
816                 for (j = 0;j < 3;j++)
817                 {
818                         if (vertexupdate[element[j]] != vertexupdatenum)
819                         {
820                                 float ratio, direction[3];
821                                 vertexupdate[element[j]] = vertexupdatenum;
822                                 vertexremap[element[j]] = outvertices;
823                                 vertex = invertex3f + element[j] * 3;
824                                 // project one copy of the vertex to the sphere radius of the light
825                                 // (FIXME: would projecting it to the light box be better?)
826                                 VectorSubtract(vertex, projectorigin, direction);
827                                 ratio = projectdistance / VectorLength(direction);
828                                 VectorCopy(vertex, outvertex3f);
829                                 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
830                                 outvertex3f += 6;
831                                 outvertices += 2;
832                         }
833                 }
834         }
835
836         for (i = 0;i < numshadowmarktris;i++)
837         {
838                 int remappedelement[3];
839                 int markindex;
840                 const int *neighbortriangle;
841
842                 markindex = shadowmarktris[i] * 3;
843                 element = inelement3i + markindex;
844                 neighbortriangle = inneighbor3i + markindex;
845                 // output the front and back triangles
846                 outelement3i[0] = vertexremap[element[0]];
847                 outelement3i[1] = vertexremap[element[1]];
848                 outelement3i[2] = vertexremap[element[2]];
849                 outelement3i[3] = vertexremap[element[2]] + 1;
850                 outelement3i[4] = vertexremap[element[1]] + 1;
851                 outelement3i[5] = vertexremap[element[0]] + 1;
852
853                 outelement3i += 6;
854                 outtriangles += 2;
855                 // output the sides (facing outward from this triangle)
856                 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
857                 {
858                         remappedelement[0] = vertexremap[element[0]];
859                         remappedelement[1] = vertexremap[element[1]];
860                         outelement3i[0] = remappedelement[1];
861                         outelement3i[1] = remappedelement[0];
862                         outelement3i[2] = remappedelement[0] + 1;
863                         outelement3i[3] = remappedelement[1];
864                         outelement3i[4] = remappedelement[0] + 1;
865                         outelement3i[5] = remappedelement[1] + 1;
866
867                         outelement3i += 6;
868                         outtriangles += 2;
869                 }
870                 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
871                 {
872                         remappedelement[1] = vertexremap[element[1]];
873                         remappedelement[2] = vertexremap[element[2]];
874                         outelement3i[0] = remappedelement[2];
875                         outelement3i[1] = remappedelement[1];
876                         outelement3i[2] = remappedelement[1] + 1;
877                         outelement3i[3] = remappedelement[2];
878                         outelement3i[4] = remappedelement[1] + 1;
879                         outelement3i[5] = remappedelement[2] + 1;
880
881                         outelement3i += 6;
882                         outtriangles += 2;
883                 }
884                 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
885                 {
886                         remappedelement[0] = vertexremap[element[0]];
887                         remappedelement[2] = vertexremap[element[2]];
888                         outelement3i[0] = remappedelement[0];
889                         outelement3i[1] = remappedelement[2];
890                         outelement3i[2] = remappedelement[2] + 1;
891                         outelement3i[3] = remappedelement[0];
892                         outelement3i[4] = remappedelement[2] + 1;
893                         outelement3i[5] = remappedelement[0] + 1;
894
895                         outelement3i += 6;
896                         outtriangles += 2;
897                 }
898         }
899         if (outnumvertices)
900                 *outnumvertices = outvertices;
901         return outtriangles;
902 }
903
904 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
905 {
906         int tris, outverts;
907         if (projectdistance < 0.1)
908         {
909                 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
910                 return;
911         }
912         if (!numverts || !nummarktris)
913                 return;
914         // make sure shadowelements is big enough for this volume
915         if (maxshadowelements < nummarktris * 24)
916                 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
917         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
918         R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
919 }
920
921 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
922 {
923         int t, tend;
924         const int *e;
925         const float *v[3];
926         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
927                 return;
928         tend = firsttriangle + numtris;
929         if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
930          && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
931          && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
932         {
933                 // surface box entirely inside light box, no box cull
934                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
935                         if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
936                                 shadowmarklist[numshadowmark++] = t;
937         }
938         else
939         {
940                 // surface box not entirely inside light box, cull each triangle
941                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
942                 {
943                         v[0] = invertex3f + e[0] * 3;
944                         v[1] = invertex3f + e[1] * 3;
945                         v[2] = invertex3f + e[2] * 3;
946                         if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
947                          && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
948                          && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
949                          && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
950                          && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
951                          && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
952                          && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
953                                 shadowmarklist[numshadowmark++] = t;
954                 }
955         }
956 }
957
958 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
959 {
960         rmeshstate_t m;
961         if (r_shadow_compilingrtlight)
962         {
963                 // if we're compiling an rtlight, capture the mesh
964                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
965                 return;
966         }
967         memset(&m, 0, sizeof(m));
968         m.pointer_vertex = vertex3f;
969         R_Mesh_State(&m);
970         GL_LockArrays(0, numvertices);
971         if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
972         {
973                 // decrement stencil if backface is behind depthbuffer
974                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
975                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
976                 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
977                 c_rt_shadowmeshes++;
978                 c_rt_shadowtris += numtriangles;
979                 // increment stencil if frontface is behind depthbuffer
980                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
981                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
982         }
983         R_Mesh_Draw(0, numvertices, numtriangles, element3i);
984         c_rt_shadowmeshes++;
985         c_rt_shadowtris += numtriangles;
986         GL_LockArrays(0, 0);
987 }
988
989 static void R_Shadow_MakeTextures(void)
990 {
991         int x, y, z, d;
992         float v[3], intensity;
993         qbyte *data;
994         R_FreeTexturePool(&r_shadow_texturepool);
995         r_shadow_texturepool = R_AllocTexturePool();
996         r_shadow_attenpower = r_shadow_lightattenuationpower.value;
997         r_shadow_attenscale = r_shadow_lightattenuationscale.value;
998 #define ATTEN2DSIZE 64
999 #define ATTEN3DSIZE 32
1000         data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1001         for (y = 0;y < ATTEN2DSIZE;y++)
1002         {
1003                 for (x = 0;x < ATTEN2DSIZE;x++)
1004                 {
1005                         v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1006                         v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1007                         v[2] = 0;
1008                         intensity = 1.0f - sqrt(DotProduct(v, v));
1009                         if (intensity > 0)
1010                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1011                         d = bound(0, intensity, 255);
1012                         data[(y*ATTEN2DSIZE+x)*4+0] = d;
1013                         data[(y*ATTEN2DSIZE+x)*4+1] = d;
1014                         data[(y*ATTEN2DSIZE+x)*4+2] = d;
1015                         data[(y*ATTEN2DSIZE+x)*4+3] = d;
1016                 }
1017         }
1018         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1019         if (r_shadow_texture3d.integer)
1020         {
1021                 for (z = 0;z < ATTEN3DSIZE;z++)
1022                 {
1023                         for (y = 0;y < ATTEN3DSIZE;y++)
1024                         {
1025                                 for (x = 0;x < ATTEN3DSIZE;x++)
1026                                 {
1027                                         v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1028                                         v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1029                                         v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1030                                         intensity = 1.0f - sqrt(DotProduct(v, v));
1031                                         if (intensity > 0)
1032                                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1033                                         d = bound(0, intensity, 255);
1034                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1035                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1036                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1037                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1038                                 }
1039                         }
1040                 }
1041                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1042         }
1043         Mem_Free(data);
1044 }
1045
1046 void R_Shadow_ValidateCvars(void)
1047 {
1048         if (r_shadow_texture3d.integer && !gl_texture3d)
1049                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1050         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1051                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1052 }
1053
1054 // light currently being rendered
1055 rtlight_t *r_shadow_rtlight;
1056 // light filter cubemap being used by the light
1057 static rtexture_t *r_shadow_lightcubemap;
1058
1059 // this is the location of the eye in entity space
1060 static vec3_t r_shadow_entityeyeorigin;
1061 // this is the location of the light in entity space
1062 static vec3_t r_shadow_entitylightorigin;
1063 // this transforms entity coordinates to light filter cubemap coordinates
1064 // (also often used for other purposes)
1065 static matrix4x4_t r_shadow_entitytolight;
1066 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1067 // of attenuation texturing in full 3D (Z result often ignored)
1068 static matrix4x4_t r_shadow_entitytoattenuationxyz;
1069 // this transforms only the Z to S, and T is always 0.5
1070 static matrix4x4_t r_shadow_entitytoattenuationz;
1071 // rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
1072 static vec3_t r_shadow_entitylightcolor;
1073
1074 static int r_shadow_lightpermutation;
1075 static int r_shadow_lightprog;
1076
1077 void R_Shadow_Stage_Begin(void)
1078 {
1079         rmeshstate_t m;
1080
1081         R_Shadow_ValidateCvars();
1082
1083         if (!r_shadow_attenuation2dtexture
1084          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1085          || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1086          || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1087                 R_Shadow_MakeTextures();
1088
1089         memset(&m, 0, sizeof(m));
1090         GL_BlendFunc(GL_ONE, GL_ZERO);
1091         GL_DepthMask(false);
1092         GL_DepthTest(true);
1093         R_Mesh_State(&m);
1094         GL_Color(0, 0, 0, 1);
1095         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1096         qglEnable(GL_CULL_FACE);
1097         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1098         r_shadowstage = R_SHADOWSTAGE_NONE;
1099 }
1100
1101 void R_Shadow_Stage_ActiveLight(rtlight_t *rtlight)
1102 {
1103         r_shadow_rtlight = rtlight;
1104 }
1105
1106 void R_Shadow_Stage_Reset(void)
1107 {
1108         rmeshstate_t m;
1109         if (gl_support_stenciltwoside)
1110                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1111         if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
1112         {
1113                 qglUseProgramObjectARB(0);
1114                 // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering in 6xxx drivers
1115                 qglBegin(GL_TRIANGLES);
1116                 qglEnd();
1117                 CHECKGLERROR
1118         }
1119         memset(&m, 0, sizeof(m));
1120         R_Mesh_State(&m);
1121 }
1122
1123 void R_Shadow_Stage_StencilShadowVolumes(void)
1124 {
1125         R_Shadow_Stage_Reset();
1126         GL_Color(1, 1, 1, 1);
1127         GL_ColorMask(0, 0, 0, 0);
1128         GL_BlendFunc(GL_ONE, GL_ZERO);
1129         GL_DepthMask(false);
1130         GL_DepthTest(true);
1131         qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1132         //if (r_shadow_shadow_polygonoffset.value != 0)
1133         //{
1134         //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1135         //      qglEnable(GL_POLYGON_OFFSET_FILL);
1136         //}
1137         //else
1138         //      qglDisable(GL_POLYGON_OFFSET_FILL);
1139         qglDepthFunc(GL_LESS);
1140         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1141         qglEnable(GL_STENCIL_TEST);
1142         qglStencilFunc(GL_ALWAYS, 128, ~0);
1143         if (gl_ext_stenciltwoside.integer)
1144         {
1145                 r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE;
1146                 qglDisable(GL_CULL_FACE);
1147                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1148                 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1149                 qglStencilMask(~0);
1150                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1151                 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1152                 qglStencilMask(~0);
1153                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1154         }
1155         else
1156         {
1157                 r_shadowstage = R_SHADOWSTAGE_STENCIL;
1158                 qglEnable(GL_CULL_FACE);
1159                 qglStencilMask(~0);
1160                 // this is changed by every shadow render so its value here is unimportant
1161                 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1162         }
1163         GL_Clear(GL_STENCIL_BUFFER_BIT);
1164         c_rt_clears++;
1165 }
1166
1167 void R_Shadow_Stage_Lighting(int stenciltest)
1168 {
1169         rmeshstate_t m;
1170         R_Shadow_Stage_Reset();
1171         GL_BlendFunc(GL_ONE, GL_ONE);
1172         GL_DepthMask(false);
1173         GL_DepthTest(true);
1174         qglPolygonOffset(0, 0);
1175         //qglDisable(GL_POLYGON_OFFSET_FILL);
1176         GL_Color(1, 1, 1, 1);
1177         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1178         qglDepthFunc(GL_EQUAL);
1179         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1180         qglEnable(GL_CULL_FACE);
1181         if (r_shadowstage == R_SHADOWSTAGE_STENCIL || r_shadowstage == R_SHADOWSTAGE_STENCILTWOSIDE)
1182                 qglEnable(GL_STENCIL_TEST);
1183         else
1184                 qglDisable(GL_STENCIL_TEST);
1185         qglStencilMask(~0);
1186         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1187         // only draw light where this geometry was already rendered AND the
1188         // stencil is 128 (values other than this mean shadow)
1189         qglStencilFunc(GL_EQUAL, 128, ~0);
1190         if (r_shadow_glsl.integer && r_shadow_program_light[0])
1191         {
1192                 r_shadowstage = R_SHADOWSTAGE_LIGHT_GLSL;
1193                 memset(&m, 0, sizeof(m));
1194                 m.pointer_vertex = varray_vertex3f;
1195                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1196                 m.pointer_texcoord3f[1] = varray_svector3f;
1197                 m.pointer_texcoord3f[2] = varray_tvector3f;
1198                 m.pointer_texcoord3f[3] = varray_normal3f;
1199                 m.tex[0] = R_GetTexture(r_texture_blanknormalmap); // normal
1200                 m.tex[1] = R_GetTexture(r_texture_white); // diffuse
1201                 m.tex[2] = R_GetTexture(r_texture_white); // gloss
1202                 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter
1203                 // TODO: support fog (after renderer is converted to texture fog)
1204                 m.tex[4] = R_GetTexture(r_texture_white); // fog
1205                 //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
1206                 R_Mesh_State(&m);
1207                 GL_BlendFunc(GL_ONE, GL_ONE);
1208                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1209                 CHECKGLERROR
1210                 r_shadow_lightpermutation = 0;
1211                 // only add a feature to the permutation if that permutation exists
1212                 // (otherwise it might end up not using a shader at all, which looks
1213                 // worse than using less features)
1214                 if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1215                         r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1216                 //if (fog && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1217                 //      r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1218                 if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1219                         r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1220                 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1221                         r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1222                 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1223                         r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1224                 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1225                         r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1226                 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1227                 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1228                 // TODO: support fog (after renderer is converted to texture fog)
1229                 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1230                 {
1231                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), 0);CHECKGLERROR
1232                 }
1233                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1234                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1235                 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1236                 {
1237                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1238                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
1239                 }
1240                 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1241                 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
1242                 //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1243                 //{
1244                 //      qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
1245                 //}
1246                 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1247                 {
1248                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1249                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1250                 }
1251         }
1252         else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1253                 r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3;
1254         else
1255                 r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX;
1256 }
1257
1258 void R_Shadow_Stage_VisibleShadowVolumes(void)
1259 {
1260         R_Shadow_Stage_Reset();
1261         GL_BlendFunc(GL_ONE, GL_ONE);
1262         GL_DepthMask(false);
1263         GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1264         qglPolygonOffset(0, 0);
1265         GL_Color(0.0, 0.0125, 0.1, 1);
1266         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1267         qglDepthFunc(GL_GEQUAL);
1268         qglCullFace(GL_FRONT); // this culls back
1269         qglDisable(GL_CULL_FACE);
1270         qglDisable(GL_STENCIL_TEST);
1271         r_shadowstage = R_SHADOWSTAGE_VISIBLEVOLUMES;
1272 }
1273
1274 void R_Shadow_Stage_VisibleLighting(int stenciltest)
1275 {
1276         R_Shadow_Stage_Reset();
1277         GL_BlendFunc(GL_ONE, GL_ONE);
1278         GL_DepthMask(false);
1279         GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1280         qglPolygonOffset(0, 0);
1281         GL_Color(0.1, 0.0125, 0, 1);
1282         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1283         qglDepthFunc(GL_EQUAL);
1284         qglCullFace(GL_FRONT); // this culls back
1285         qglEnable(GL_CULL_FACE);
1286         if (stenciltest)
1287                 qglEnable(GL_STENCIL_TEST);
1288         else
1289                 qglDisable(GL_STENCIL_TEST);
1290         r_shadowstage = R_SHADOWSTAGE_VISIBLELIGHTING;
1291 }
1292
1293 void R_Shadow_Stage_End(void)
1294 {
1295         R_Shadow_Stage_Reset();
1296         R_Shadow_Stage_ActiveLight(NULL);
1297         GL_BlendFunc(GL_ONE, GL_ZERO);
1298         GL_DepthMask(true);
1299         GL_DepthTest(true);
1300         qglPolygonOffset(0, 0);
1301         //qglDisable(GL_POLYGON_OFFSET_FILL);
1302         GL_Color(1, 1, 1, 1);
1303         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1304         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1305         qglDepthFunc(GL_LEQUAL);
1306         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1307         qglDisable(GL_STENCIL_TEST);
1308         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1309         if (gl_support_stenciltwoside)
1310                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1311         qglStencilMask(~0);
1312         qglStencilFunc(GL_ALWAYS, 128, ~0);
1313         r_shadowstage = R_SHADOWSTAGE_NONE;
1314 }
1315
1316 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1317 {
1318         int i, ix1, iy1, ix2, iy2;
1319         float x1, y1, x2, y2;
1320         vec4_t v, v2;
1321         rmesh_t mesh;
1322         mplane_t planes[11];
1323         float vertex3f[256*3];
1324
1325         // if view is inside the light box, just say yes it's visible
1326         if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1327         {
1328                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1329                 return false;
1330         }
1331
1332         // create a temporary brush describing the area the light can affect in worldspace
1333         VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1334         VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1335         VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1336         VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1337         VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1338         VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
1339         VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
1340         VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
1341         VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
1342         VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
1343         VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
1344
1345         // turn the brush into a mesh
1346         memset(&mesh, 0, sizeof(rmesh_t));
1347         mesh.maxvertices = 256;
1348         mesh.vertex3f = vertex3f;
1349         mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1350         R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1351
1352         // if that mesh is empty, the light is not visible at all
1353         if (!mesh.numvertices)
1354                 return true;
1355
1356         if (!r_shadow_scissor.integer)
1357                 return false;
1358
1359         // if that mesh is not empty, check what area of the screen it covers
1360         x1 = y1 = x2 = y2 = 0;
1361         v[3] = 1.0f;
1362         for (i = 0;i < mesh.numvertices;i++)
1363         {
1364                 VectorCopy(mesh.vertex3f + i * 3, v);
1365                 GL_TransformToScreen(v, v2);
1366                 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
1367                 if (i)
1368                 {
1369                         if (x1 > v2[0]) x1 = v2[0];
1370                         if (x2 < v2[0]) x2 = v2[0];
1371                         if (y1 > v2[1]) y1 = v2[1];
1372                         if (y2 < v2[1]) y2 = v2[1];
1373                 }
1374                 else
1375                 {
1376                         x1 = x2 = v2[0];
1377                         y1 = y2 = v2[1];
1378                 }
1379         }
1380
1381         // now convert the scissor rectangle to integer screen coordinates
1382         ix1 = x1 - 1.0f;
1383         iy1 = y1 - 1.0f;
1384         ix2 = x2 + 1.0f;
1385         iy2 = y2 + 1.0f;
1386         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1387
1388         // clamp it to the screen
1389         if (ix1 < r_view_x) ix1 = r_view_x;
1390         if (iy1 < r_view_y) iy1 = r_view_y;
1391         if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1392         if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1393
1394         // if it is inside out, it's not visible
1395         if (ix2 <= ix1 || iy2 <= iy1)
1396                 return true;
1397
1398         // the light area is visible, set up the scissor rectangle
1399         GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1400         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1401         //qglEnable(GL_SCISSOR_TEST);
1402         c_rt_scissored++;
1403         return false;
1404 }
1405
1406 static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
1407 {
1408         float *color4f = varray_color4f;
1409         float dist, dot, intensity, v[3], n[3];
1410         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1411         {
1412                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1413                 if ((dist = DotProduct(v, v)) < 1)
1414                 {
1415                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1416                         if ((dot = DotProduct(n, v)) > 0)
1417                         {
1418                                 dist = sqrt(dist);
1419                                 intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1420                                 intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1421                                 VectorScale(lightcolor, intensity, color4f);
1422                                 color4f[3] = 1;
1423                         }
1424                         else
1425                         {
1426                                 VectorClear(color4f);
1427                                 color4f[3] = 1;
1428                         }
1429                 }
1430                 else
1431                 {
1432                         VectorClear(color4f);
1433                         color4f[3] = 1;
1434                 }
1435         }
1436 }
1437
1438 static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
1439 {
1440         float *color4f = varray_color4f;
1441         float dist, dot, intensity, v[3], n[3];
1442         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1443         {
1444                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1445                 if ((dist = fabs(v[2])) < 1)
1446                 {
1447                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1448                         if ((dot = DotProduct(n, v)) > 0)
1449                         {
1450                                 intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1451                                 intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1452                                 VectorScale(lightcolor, intensity, color4f);
1453                                 color4f[3] = 1;
1454                         }
1455                         else
1456                         {
1457                                 VectorClear(color4f);
1458                                 color4f[3] = 1;
1459                         }
1460                 }
1461                 else
1462                 {
1463                         VectorClear(color4f);
1464                         color4f[3] = 1;
1465                 }
1466         }
1467 }
1468
1469 static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
1470 {
1471         float *color4f = varray_color4f;
1472         float dot, intensity, v[3], n[3];
1473         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1474         {
1475                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1476                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1477                 if ((dot = DotProduct(n, v)) > 0)
1478                 {
1479                         intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1480                         VectorScale(lightcolor, intensity, color4f);
1481                         color4f[3] = 1;
1482                 }
1483                 else
1484                 {
1485                         VectorClear(color4f);
1486                         color4f[3] = 1;
1487                 }
1488         }
1489 }
1490
1491 static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor)
1492 {
1493         float *color4f = varray_color4f;
1494         float dist, intensity, v[3];
1495         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1496         {
1497                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1498                 if ((dist = DotProduct(v, v)) < 1)
1499                 {
1500                         dist = sqrt(dist);
1501                         intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1502                         VectorScale(lightcolor, intensity, color4f);
1503                         color4f[3] = 1;
1504                 }
1505                 else
1506                 {
1507                         VectorClear(color4f);
1508                         color4f[3] = 1;
1509                 }
1510         }
1511 }
1512
1513 static void R_Shadow_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor)
1514 {
1515         float *color4f = varray_color4f;
1516         float dist, intensity, v[3];
1517         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1518         {
1519                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1520                 if ((dist = fabs(v[2])) < 1)
1521                 {
1522                         intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1523                         VectorScale(lightcolor, intensity, color4f);
1524                         color4f[3] = 1;
1525                 }
1526                 else
1527                 {
1528                         VectorClear(color4f);
1529                         color4f[3] = 1;
1530                 }
1531         }
1532 }
1533
1534 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1535 #define USETEXMATRIX
1536
1537 #ifndef USETEXMATRIX
1538 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1539 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1540 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1541 {
1542         do
1543         {
1544                 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1545                 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1546                 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1547                 vertex3f += 3;
1548                 tc3f += 3;
1549         }
1550         while (--numverts);
1551 }
1552
1553 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1554 {
1555         do
1556         {
1557                 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1558                 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1559                 vertex3f += 3;
1560                 tc2f += 2;
1561         }
1562         while (--numverts);
1563 }
1564 #endif
1565
1566 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1567 {
1568         int i;
1569         float lightdir[3];
1570         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1571         {
1572                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1573                 // the cubemap normalizes this for us
1574                 out3f[0] = DotProduct(svector3f, lightdir);
1575                 out3f[1] = DotProduct(tvector3f, lightdir);
1576                 out3f[2] = DotProduct(normal3f, lightdir);
1577         }
1578 }
1579
1580 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1581 {
1582         int i;
1583         float lightdir[3], eyedir[3], halfdir[3];
1584         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1585         {
1586                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1587                 VectorNormalize(lightdir);
1588                 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1589                 VectorNormalize(eyedir);
1590                 VectorAdd(lightdir, eyedir, halfdir);
1591                 // the cubemap normalizes this for us
1592                 out3f[0] = DotProduct(svector3f, halfdir);
1593                 out3f[1] = DotProduct(tvector3f, halfdir);
1594                 out3f[2] = DotProduct(normal3f, halfdir);
1595         }
1596 }
1597
1598 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture)
1599 {
1600         int renders;
1601         float color[3], color2[3], colorscale, specularscale;
1602         rmeshstate_t m;
1603         // FIXME: support MATERIALFLAG_NODEPTHTEST
1604         if (r_shadowstage == R_SHADOWSTAGE_VISIBLELIGHTING)
1605         {
1606                 int passes = 0;
1607                 if (r_shadow_glsl.integer && r_shadow_program_light[0])
1608                 {
1609                         // GLSL shader path (GFFX5200, Radeon 9500)
1610                         // TODO: add direct pants/shirt rendering
1611                         if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
1612                                 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
1613                         if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
1614                                 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
1615                         passes++;
1616                 }
1617                 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1618                 {
1619                         // TODO: add direct pants/shirt rendering
1620                         if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
1621                                 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
1622                         if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
1623                                 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
1624                         if (r_shadow_rtlight->ambientscale)
1625                         {
1626                                 colorscale = r_shadow_rtlight->ambientscale;
1627                                 if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1628                                 {
1629                                 }
1630                                 else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1631                                 {
1632                                 }
1633                                 else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
1634                                 {
1635                                 }
1636                                 else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
1637                                 {
1638                                 }
1639                                 else
1640                                         passes++;
1641                                 VectorScale(lightcolorbase, colorscale, color2);
1642                                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1643                                         passes++;
1644                         }
1645                         if (r_shadow_rtlight->diffusescale)
1646                         {
1647                                 colorscale = r_shadow_rtlight->diffusescale;
1648                                 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1649                                 {
1650                                         // 3/2 3D combine path (Geforce3, Radeon 8500)
1651                                         passes++;
1652                                 }
1653                                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
1654                                 {
1655                                         // 1/2/2 3D combine path (original Radeon)
1656                                         passes += 2;
1657                                 }
1658                                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
1659                                 {
1660                                         // 2/2 3D combine path (original Radeon)
1661                                         passes++;
1662                                 }
1663                                 else if (r_textureunits.integer >= 4)
1664                                 {
1665                                         // 4/2 2D combine path (Geforce3, Radeon 8500)
1666                                         passes++;
1667                                 }
1668                                 else
1669                                 {
1670                                         // 2/2/2 2D combine path (any dot3 card)
1671                                         passes += 2;
1672                                 }
1673                                 VectorScale(lightcolorbase, colorscale, color2);
1674                                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1675                                         passes++;
1676                         }
1677                         if (specularscale && glosstexture != r_texture_black)
1678                         {
1679                                 //if (gl_support_blendsquare)
1680                                 {
1681                                         colorscale = specularscale;
1682                                         if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1683                                                 passes += 4;
1684                                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1685                                                 passes += 3;
1686                                         else
1687                                                 passes += 4;
1688                                         VectorScale(lightcolorbase, colorscale, color2);
1689                                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1690                                                 passes++;
1691                                 }
1692                         }
1693                 }
1694                 else
1695                 {
1696                         // TODO: add direct pants/shirt rendering
1697                         if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
1698                                 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
1699                         if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
1700                                 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
1701                         if (r_shadow_rtlight->ambientscale)
1702                         {
1703                                 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
1704                                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1705                                         passes++;
1706                         }
1707                         if (r_shadow_rtlight->diffusescale)
1708                         {
1709                                 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2);
1710                                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1711                                         passes++;
1712                         }
1713                 }
1714                 if (passes)
1715                 {
1716                         GL_Color(0.1*passes, 0.025*passes, 0, 1);
1717                         memset(&m, 0, sizeof(m));
1718                         m.pointer_vertex = vertex3f;
1719                         R_Mesh_State(&m);
1720                         GL_LockArrays(firstvertex, numvertices);
1721                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1722                         GL_LockArrays(0, 0);
1723                 }
1724                 return;
1725         }
1726         else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
1727         {
1728                 // GLSL shader path (GFFX5200, Radeon 9500)
1729                 // TODO: add direct pants/shirt rendering
1730                 if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
1731                         R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
1732                 if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
1733                         R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
1734                 R_Mesh_VertexPointer(vertex3f);
1735                 R_Mesh_TexCoordPointer(0, 2, texcoord2f);
1736                 R_Mesh_TexCoordPointer(1, 3, svector3f);
1737                 R_Mesh_TexCoordPointer(2, 3, tvector3f);
1738                 R_Mesh_TexCoordPointer(3, 3, normal3f);
1739                 R_Mesh_TexBind(0, R_GetTexture(bumptexture));
1740                 R_Mesh_TexBind(1, R_GetTexture(basetexture));
1741                 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1742                 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1743                 {
1744                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1745                 }
1746                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1747                 GL_LockArrays(firstvertex, numvertices);
1748                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1749                 c_rt_lightmeshes++;
1750                 c_rt_lighttris += numtriangles;
1751                 GL_LockArrays(0, 0);
1752         }
1753         else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_DOT3)
1754         {
1755                 // TODO: add direct pants/shirt rendering
1756                 if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
1757                         R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
1758                 if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
1759                         R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
1760                 if (r_shadow_rtlight->ambientscale)
1761                 {
1762                         GL_Color(1,1,1,1);
1763                         colorscale = r_shadow_rtlight->ambientscale;
1764                         // colorscale accounts for how much we multiply the brightness
1765                         // during combine.
1766                         //
1767                         // mult is how many times the final pass of the lighting will be
1768                         // performed to get more brightness than otherwise possible.
1769                         //
1770                         // Limit mult to 64 for sanity sake.
1771                         if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1772                         {
1773                                 // 3 3D combine path (Geforce3, Radeon 8500)
1774                                 memset(&m, 0, sizeof(m));
1775                                 m.pointer_vertex = vertex3f;
1776                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1777 #ifdef USETEXMATRIX
1778                                 m.pointer_texcoord3f[0] = vertex3f;
1779                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1780 #else
1781                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1782                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1783 #endif
1784                                 m.tex[1] = R_GetTexture(basetexture);
1785                                 m.pointer_texcoord[1] = texcoord2f;
1786                                 m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
1787 #ifdef USETEXMATRIX
1788                                 m.pointer_texcoord3f[2] = vertex3f;
1789                                 m.texmatrix[2] = r_shadow_entitytolight;
1790 #else
1791                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1792                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
1793 #endif
1794                                 GL_BlendFunc(GL_ONE, GL_ONE);
1795                         }
1796                         else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1797                         {
1798                                 // 2 3D combine path (Geforce3, original Radeon)
1799                                 memset(&m, 0, sizeof(m));
1800                                 m.pointer_vertex = vertex3f;
1801                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1802 #ifdef USETEXMATRIX
1803                                 m.pointer_texcoord3f[0] = vertex3f;
1804                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1805 #else
1806                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1807                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1808 #endif
1809                                 m.tex[1] = R_GetTexture(basetexture);
1810                                 m.pointer_texcoord[1] = texcoord2f;
1811                                 GL_BlendFunc(GL_ONE, GL_ONE);
1812                         }
1813                         else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
1814                         {
1815                                 // 4 2D combine path (Geforce3, Radeon 8500)
1816                                 memset(&m, 0, sizeof(m));
1817                                 m.pointer_vertex = vertex3f;
1818                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1819 #ifdef USETEXMATRIX
1820                                 m.pointer_texcoord3f[0] = vertex3f;
1821                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1822 #else
1823                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1824                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1825 #endif
1826                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1827 #ifdef USETEXMATRIX
1828                                 m.pointer_texcoord3f[1] = vertex3f;
1829                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1830 #else
1831                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1832                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
1833 #endif
1834                                 m.tex[2] = R_GetTexture(basetexture);
1835                                 m.pointer_texcoord[2] = texcoord2f;
1836                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1837                                 {
1838                                         m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
1839 #ifdef USETEXMATRIX
1840                                         m.pointer_texcoord3f[3] = vertex3f;
1841                                         m.texmatrix[3] = r_shadow_entitytolight;
1842 #else
1843                                         m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1844                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
1845 #endif
1846                                 }
1847                                 GL_BlendFunc(GL_ONE, GL_ONE);
1848                         }
1849                         else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
1850                         {
1851                                 // 3 2D combine path (Geforce3, original Radeon)
1852                                 memset(&m, 0, sizeof(m));
1853                                 m.pointer_vertex = vertex3f;
1854                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1855 #ifdef USETEXMATRIX
1856                                 m.pointer_texcoord3f[0] = vertex3f;
1857                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1858 #else
1859                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1860                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1861 #endif
1862                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1863 #ifdef USETEXMATRIX
1864                                 m.pointer_texcoord3f[1] = vertex3f;
1865                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1866 #else
1867                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1868                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
1869 #endif
1870                                 m.tex[2] = R_GetTexture(basetexture);
1871                                 m.pointer_texcoord[2] = texcoord2f;
1872                                 GL_BlendFunc(GL_ONE, GL_ONE);
1873                         }
1874                         else
1875                         {
1876                                 // 2/2/2 2D combine path (any dot3 card)
1877                                 memset(&m, 0, sizeof(m));
1878                                 m.pointer_vertex = vertex3f;
1879                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1880 #ifdef USETEXMATRIX
1881                                 m.pointer_texcoord3f[0] = vertex3f;
1882                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1883 #else
1884                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1885                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1886 #endif
1887                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1888 #ifdef USETEXMATRIX
1889                                 m.pointer_texcoord3f[1] = vertex3f;
1890                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1891 #else
1892                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1893                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
1894 #endif
1895                                 R_Mesh_State(&m);
1896                                 GL_ColorMask(0,0,0,1);
1897                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1898                                 GL_LockArrays(firstvertex, numvertices);
1899                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1900                                 GL_LockArrays(0, 0);
1901                                 c_rt_lightmeshes++;
1902                                 c_rt_lighttris += numtriangles;
1903
1904                                 memset(&m, 0, sizeof(m));
1905                                 m.pointer_vertex = vertex3f;
1906                                 m.tex[0] = R_GetTexture(basetexture);
1907                                 m.pointer_texcoord[0] = texcoord2f;
1908                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1909                                 {
1910                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1911 #ifdef USETEXMATRIX
1912                                         m.pointer_texcoord3f[1] = vertex3f;
1913                                         m.texmatrix[1] = r_shadow_entitytolight;
1914 #else
1915                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1916                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
1917 #endif
1918                                 }
1919                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1920                         }
1921                         // this final code is shared
1922                         R_Mesh_State(&m);
1923                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1924                         VectorScale(lightcolorbase, colorscale, color2);
1925                         GL_LockArrays(firstvertex, numvertices);
1926                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1927                         {
1928                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1929                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1930                                 c_rt_lightmeshes++;
1931                                 c_rt_lighttris += numtriangles;
1932                         }
1933                         GL_LockArrays(0, 0);
1934                 }
1935                 if (r_shadow_rtlight->diffusescale)
1936                 {
1937                         GL_Color(1,1,1,1);
1938                         colorscale = r_shadow_rtlight->diffusescale;
1939                         // colorscale accounts for how much we multiply the brightness
1940                         // during combine.
1941                         //
1942                         // mult is how many times the final pass of the lighting will be
1943                         // performed to get more brightness than otherwise possible.
1944                         //
1945                         // Limit mult to 64 for sanity sake.
1946                         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1947                         {
1948                                 // 3/2 3D combine path (Geforce3, Radeon 8500)
1949                                 memset(&m, 0, sizeof(m));
1950                                 m.pointer_vertex = vertex3f;
1951                                 m.tex[0] = R_GetTexture(bumptexture);
1952                                 m.texcombinergb[0] = GL_REPLACE;
1953                                 m.pointer_texcoord[0] = texcoord2f;
1954                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1955                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1956                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1957                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
1958                                 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1959 #ifdef USETEXMATRIX
1960                                 m.pointer_texcoord3f[2] = vertex3f;
1961                                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1962 #else
1963                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1964                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1965 #endif
1966                                 R_Mesh_State(&m);
1967                                 GL_ColorMask(0,0,0,1);
1968                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1969                                 GL_LockArrays(firstvertex, numvertices);
1970                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1971                                 GL_LockArrays(0, 0);
1972                                 c_rt_lightmeshes++;
1973                                 c_rt_lighttris += numtriangles;
1974
1975                                 memset(&m, 0, sizeof(m));
1976                                 m.pointer_vertex = vertex3f;
1977                                 m.tex[0] = R_GetTexture(basetexture);
1978                                 m.pointer_texcoord[0] = texcoord2f;
1979                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1980                                 {
1981                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1982 #ifdef USETEXMATRIX
1983                                         m.pointer_texcoord3f[1] = vertex3f;
1984                                         m.texmatrix[1] = r_shadow_entitytolight;
1985 #else
1986                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1987                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
1988 #endif
1989                                 }
1990                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1991                         }
1992                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
1993                         {
1994                                 // 1/2/2 3D combine path (original Radeon)
1995                                 memset(&m, 0, sizeof(m));
1996                                 m.pointer_vertex = vertex3f;
1997                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1998 #ifdef USETEXMATRIX
1999                                 m.pointer_texcoord3f[0] = vertex3f;
2000                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2001 #else
2002                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2003                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2004 #endif
2005                                 R_Mesh_State(&m);
2006                                 GL_ColorMask(0,0,0,1);
2007                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2008                                 GL_LockArrays(firstvertex, numvertices);
2009                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2010                                 GL_LockArrays(0, 0);
2011                                 c_rt_lightmeshes++;
2012                                 c_rt_lighttris += numtriangles;
2013
2014                                 memset(&m, 0, sizeof(m));
2015                                 m.pointer_vertex = vertex3f;
2016                                 m.tex[0] = R_GetTexture(bumptexture);
2017                                 m.texcombinergb[0] = GL_REPLACE;
2018                                 m.pointer_texcoord[0] = texcoord2f;
2019                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2020                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2021                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2022                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
2023                                 R_Mesh_State(&m);
2024                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2025                                 GL_LockArrays(firstvertex, numvertices);
2026                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2027                                 GL_LockArrays(0, 0);
2028                                 c_rt_lightmeshes++;
2029                                 c_rt_lighttris += numtriangles;
2030
2031                                 memset(&m, 0, sizeof(m));
2032                                 m.pointer_vertex = vertex3f;
2033                                 m.tex[0] = R_GetTexture(basetexture);
2034                                 m.pointer_texcoord[0] = texcoord2f;
2035                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2036                                 {
2037                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2038 #ifdef USETEXMATRIX
2039                                         m.pointer_texcoord3f[1] = vertex3f;
2040                                         m.texmatrix[1] = r_shadow_entitytolight;
2041 #else
2042                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2043                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2044 #endif
2045                                 }
2046                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2047                         }
2048                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
2049                         {
2050                                 // 2/2 3D combine path (original Radeon)
2051                                 memset(&m, 0, sizeof(m));
2052                                 m.pointer_vertex = vertex3f;
2053                                 m.tex[0] = R_GetTexture(bumptexture);
2054                                 m.texcombinergb[0] = GL_REPLACE;
2055                                 m.pointer_texcoord[0] = texcoord2f;
2056                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2057                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2058                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2059                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
2060                                 R_Mesh_State(&m);
2061                                 GL_ColorMask(0,0,0,1);
2062                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2063                                 GL_LockArrays(firstvertex, numvertices);
2064                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2065                                 GL_LockArrays(0, 0);
2066                                 c_rt_lightmeshes++;
2067                                 c_rt_lighttris += numtriangles;
2068
2069                                 memset(&m, 0, sizeof(m));
2070                                 m.pointer_vertex = vertex3f;
2071                                 m.tex[0] = R_GetTexture(basetexture);
2072                                 m.pointer_texcoord[0] = texcoord2f;
2073                                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2074 #ifdef USETEXMATRIX
2075                                 m.pointer_texcoord3f[1] = vertex3f;
2076                                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2077 #else
2078                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2079                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2080 #endif
2081                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2082                         }
2083                         else if (r_textureunits.integer >= 4)
2084                         {
2085                                 // 4/2 2D combine path (Geforce3, Radeon 8500)
2086                                 memset(&m, 0, sizeof(m));
2087                                 m.pointer_vertex = vertex3f;
2088                                 m.tex[0] = R_GetTexture(bumptexture);
2089                                 m.texcombinergb[0] = GL_REPLACE;
2090                                 m.pointer_texcoord[0] = texcoord2f;
2091                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2092                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2093                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2094                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
2095                                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2096 #ifdef USETEXMATRIX
2097                                 m.pointer_texcoord3f[2] = vertex3f;
2098                                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2099 #else
2100                                 m.pointer_texcoord[2] = varray_texcoord2f[2];
2101                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2102 #endif
2103                                 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2104 #ifdef USETEXMATRIX
2105                                 m.pointer_texcoord3f[3] = vertex3f;
2106                                 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2107 #else
2108                                 m.pointer_texcoord[3] = varray_texcoord2f[3];
2109                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2110 #endif
2111                                 R_Mesh_State(&m);
2112                                 GL_ColorMask(0,0,0,1);
2113                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2114                                 GL_LockArrays(firstvertex, numvertices);
2115                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2116                                 GL_LockArrays(0, 0);
2117                                 c_rt_lightmeshes++;
2118                                 c_rt_lighttris += numtriangles;
2119
2120                                 memset(&m, 0, sizeof(m));
2121                                 m.pointer_vertex = vertex3f;
2122                                 m.tex[0] = R_GetTexture(basetexture);
2123                                 m.pointer_texcoord[0] = texcoord2f;
2124                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2125                                 {
2126                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2127 #ifdef USETEXMATRIX
2128                                         m.pointer_texcoord3f[1] = vertex3f;
2129                                         m.texmatrix[1] = r_shadow_entitytolight;
2130 #else
2131                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2132                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2133 #endif
2134                                 }
2135                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2136                         }
2137                         else
2138                         {
2139                                 // 2/2/2 2D combine path (any dot3 card)
2140                                 memset(&m, 0, sizeof(m));
2141                                 m.pointer_vertex = vertex3f;
2142                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2143 #ifdef USETEXMATRIX
2144                                 m.pointer_texcoord3f[0] = vertex3f;
2145                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2146 #else
2147                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2148                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2149 #endif
2150                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2151 #ifdef USETEXMATRIX
2152                                 m.pointer_texcoord3f[1] = vertex3f;
2153                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2154 #else
2155                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2156                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2157 #endif
2158                                 R_Mesh_State(&m);
2159                                 GL_ColorMask(0,0,0,1);
2160                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2161                                 GL_LockArrays(firstvertex, numvertices);
2162                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2163                                 GL_LockArrays(0, 0);
2164                                 c_rt_lightmeshes++;
2165                                 c_rt_lighttris += numtriangles;
2166
2167                                 memset(&m, 0, sizeof(m));
2168                                 m.pointer_vertex = vertex3f;
2169                                 m.tex[0] = R_GetTexture(bumptexture);
2170                                 m.texcombinergb[0] = GL_REPLACE;
2171                                 m.pointer_texcoord[0] = texcoord2f;
2172                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2173                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2174                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2175                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
2176                                 R_Mesh_State(&m);
2177                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2178                                 GL_LockArrays(firstvertex, numvertices);
2179                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2180                                 GL_LockArrays(0, 0);
2181                                 c_rt_lightmeshes++;
2182                                 c_rt_lighttris += numtriangles;
2183
2184                                 memset(&m, 0, sizeof(m));
2185                                 m.pointer_vertex = vertex3f;
2186                                 m.tex[0] = R_GetTexture(basetexture);
2187                                 m.pointer_texcoord[0] = texcoord2f;
2188                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2189                                 {
2190                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2191 #ifdef USETEXMATRIX
2192                                         m.pointer_texcoord3f[1] = vertex3f;
2193                                         m.texmatrix[1] = r_shadow_entitytolight;
2194 #else
2195                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2196                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2197 #endif
2198                                 }
2199                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2200                         }
2201                         // this final code is shared
2202                         R_Mesh_State(&m);
2203                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2204                         VectorScale(lightcolorbase, colorscale, color2);
2205                         GL_LockArrays(firstvertex, numvertices);
2206                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2207                         {
2208                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2209                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2210                                 c_rt_lightmeshes++;
2211                                 c_rt_lighttris += numtriangles;
2212                         }
2213                         GL_LockArrays(0, 0);
2214                 }
2215                 if (specularscale && glosstexture != r_texture_black)
2216                 {
2217                         // FIXME: detect blendsquare!
2218                         //if (gl_support_blendsquare)
2219                         {
2220                                 colorscale = specularscale;
2221                                 GL_Color(1,1,1,1);
2222                                 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2223                                 {
2224                                         // 2/0/0/1/2 3D combine blendsquare path
2225                                         memset(&m, 0, sizeof(m));
2226                                         m.pointer_vertex = vertex3f;
2227                                         m.tex[0] = R_GetTexture(bumptexture);
2228                                         m.pointer_texcoord[0] = texcoord2f;
2229                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2230                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2231                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2232                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2233                                         R_Mesh_State(&m);
2234                                         GL_ColorMask(0,0,0,1);
2235                                         // this squares the result
2236                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2237                                         GL_LockArrays(firstvertex, numvertices);
2238                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2239                                         GL_LockArrays(0, 0);
2240                                         c_rt_lightmeshes++;
2241                                         c_rt_lighttris += numtriangles;
2242
2243                                         memset(&m, 0, sizeof(m));
2244                                         m.pointer_vertex = vertex3f;
2245                                         R_Mesh_State(&m);
2246                                         GL_LockArrays(firstvertex, numvertices);
2247                                         // square alpha in framebuffer a few times to make it shiny
2248                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2249                                         // these comments are a test run through this math for intensity 0.5
2250                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2251                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2252                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2253                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2254                                         c_rt_lightmeshes++;
2255                                         c_rt_lighttris += numtriangles;
2256                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2257                                         c_rt_lightmeshes++;
2258                                         c_rt_lighttris += numtriangles;
2259                                         GL_LockArrays(0, 0);
2260
2261                                         memset(&m, 0, sizeof(m));
2262                                         m.pointer_vertex = vertex3f;
2263                                         m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2264 #ifdef USETEXMATRIX
2265                                         m.pointer_texcoord3f[0] = vertex3f;
2266                                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2267 #else
2268                                         m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2269                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2270 #endif
2271                                         R_Mesh_State(&m);
2272                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2273                                         GL_LockArrays(firstvertex, numvertices);
2274                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2275                                         GL_LockArrays(0, 0);
2276                                         c_rt_lightmeshes++;
2277                                         c_rt_lighttris += numtriangles;
2278
2279                                         memset(&m, 0, sizeof(m));
2280                                         m.pointer_vertex = vertex3f;
2281                                         m.tex[0] = R_GetTexture(glosstexture);
2282                                         m.pointer_texcoord[0] = texcoord2f;
2283                                         if (r_shadow_lightcubemap != r_texture_whitecube)
2284                                         {
2285                                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2286 #ifdef USETEXMATRIX
2287                                                 m.pointer_texcoord3f[1] = vertex3f;
2288                                                 m.texmatrix[1] = r_shadow_entitytolight;
2289 #else
2290                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2291                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2292 #endif
2293                                         }
2294                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2295                                 }
2296                                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2297                                 {
2298                                         // 2/0/0/2 3D combine blendsquare path
2299                                         memset(&m, 0, sizeof(m));
2300                                         m.pointer_vertex = vertex3f;
2301                                         m.tex[0] = R_GetTexture(bumptexture);
2302                                         m.pointer_texcoord[0] = texcoord2f;
2303                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2304                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2305                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2306                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2307                                         R_Mesh_State(&m);
2308                                         GL_ColorMask(0,0,0,1);
2309                                         // this squares the result
2310                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2311                                         GL_LockArrays(firstvertex, numvertices);
2312                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2313                                         GL_LockArrays(0, 0);
2314                                         c_rt_lightmeshes++;
2315                                         c_rt_lighttris += numtriangles;
2316
2317                                         memset(&m, 0, sizeof(m));
2318                                         m.pointer_vertex = vertex3f;
2319                                         R_Mesh_State(&m);
2320                                         GL_LockArrays(firstvertex, numvertices);
2321                                         // square alpha in framebuffer a few times to make it shiny
2322                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2323                                         // these comments are a test run through this math for intensity 0.5
2324                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2325                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2326                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2327                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2328                                         c_rt_lightmeshes++;
2329                                         c_rt_lighttris += numtriangles;
2330                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2331                                         c_rt_lightmeshes++;
2332                                         c_rt_lighttris += numtriangles;
2333                                         GL_LockArrays(0, 0);
2334
2335                                         memset(&m, 0, sizeof(m));
2336                                         m.pointer_vertex = vertex3f;
2337                                         m.tex[0] = R_GetTexture(glosstexture);
2338                                         m.pointer_texcoord[0] = texcoord2f;
2339                                         m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2340 #ifdef USETEXMATRIX
2341                                         m.pointer_texcoord3f[1] = vertex3f;
2342                                         m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2343 #else
2344                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2345                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2346 #endif
2347                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2348                                 }
2349                                 else
2350                                 {
2351                                         // 2/0/0/2/2 2D combine blendsquare path
2352                                         memset(&m, 0, sizeof(m));
2353                                         m.pointer_vertex = vertex3f;
2354                                         m.tex[0] = R_GetTexture(bumptexture);
2355                                         m.pointer_texcoord[0] = texcoord2f;
2356                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2357                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2358                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2359                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2360                                         R_Mesh_State(&m);
2361                                         GL_ColorMask(0,0,0,1);
2362                                         // this squares the result
2363                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2364                                         GL_LockArrays(firstvertex, numvertices);
2365                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2366                                         GL_LockArrays(0, 0);
2367                                         c_rt_lightmeshes++;
2368                                         c_rt_lighttris += numtriangles;
2369
2370                                         memset(&m, 0, sizeof(m));
2371                                         m.pointer_vertex = vertex3f;
2372                                         R_Mesh_State(&m);
2373                                         GL_LockArrays(firstvertex, numvertices);
2374                                         // square alpha in framebuffer a few times to make it shiny
2375                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2376                                         // these comments are a test run through this math for intensity 0.5
2377                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2378                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2379                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2380                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2381                                         c_rt_lightmeshes++;
2382                                         c_rt_lighttris += numtriangles;
2383                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2384                                         c_rt_lightmeshes++;
2385                                         c_rt_lighttris += numtriangles;
2386                                         GL_LockArrays(0, 0);
2387
2388                                         memset(&m, 0, sizeof(m));
2389                                         m.pointer_vertex = vertex3f;
2390                                         m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2391 #ifdef USETEXMATRIX
2392                                         m.pointer_texcoord3f[0] = vertex3f;
2393                                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2394 #else
2395                                         m.pointer_texcoord[0] = varray_texcoord2f[0];
2396                                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2397 #endif
2398                                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2399 #ifdef USETEXMATRIX
2400                                         m.pointer_texcoord3f[1] = vertex3f;
2401                                         m.texmatrix[1] = r_shadow_entitytoattenuationz;
2402 #else
2403                                         m.pointer_texcoord[1] = varray_texcoord2f[1];
2404                                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2405 #endif
2406                                         R_Mesh_State(&m);
2407                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2408                                         GL_LockArrays(firstvertex, numvertices);
2409                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2410                                         GL_LockArrays(0, 0);
2411                                         c_rt_lightmeshes++;
2412                                         c_rt_lighttris += numtriangles;
2413
2414                                         memset(&m, 0, sizeof(m));
2415                                         m.pointer_vertex = vertex3f;
2416                                         m.tex[0] = R_GetTexture(glosstexture);
2417                                         m.pointer_texcoord[0] = texcoord2f;
2418                                         if (r_shadow_lightcubemap != r_texture_whitecube)
2419                                         {
2420                                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2421 #ifdef USETEXMATRIX
2422                                                 m.pointer_texcoord3f[1] = vertex3f;
2423                                                 m.texmatrix[1] = r_shadow_entitytolight;
2424 #else
2425                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2426                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2427 #endif
2428                                         }
2429                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2430                                 }
2431                                 R_Mesh_State(&m);
2432                                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2433                                 VectorScale(lightcolorbase, colorscale, color2);
2434                                 GL_LockArrays(firstvertex, numvertices);
2435                                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2436                                 {
2437                                         GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2438                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2439                                         c_rt_lightmeshes++;
2440                                         c_rt_lighttris += numtriangles;
2441                                 }
2442                                 GL_LockArrays(0, 0);
2443                         }
2444                 }
2445         }
2446         else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_VERTEX)
2447         {
2448                 // TODO: add direct pants/shirt rendering
2449                 if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
2450                         R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
2451                 if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
2452                         R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
2453                 if (r_shadow_rtlight->ambientscale)
2454                 {
2455                         GL_BlendFunc(GL_ONE, GL_ONE);
2456                         VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
2457                         memset(&m, 0, sizeof(m));
2458                         m.pointer_vertex = vertex3f;
2459                         m.tex[0] = R_GetTexture(basetexture);
2460                         m.pointer_texcoord[0] = texcoord2f;
2461                         if (r_textureunits.integer >= 2)
2462                         {
2463                                 // voodoo2
2464                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2465 #ifdef USETEXMATRIX
2466                                 m.pointer_texcoord3f[1] = vertex3f;
2467                                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2468 #else
2469                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2470                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2471 #endif
2472                                 if (r_textureunits.integer >= 3)
2473                                 {
2474                                         // Geforce3/Radeon class but not using dot3
2475                                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2476 #ifdef USETEXMATRIX
2477                                         m.pointer_texcoord3f[2] = vertex3f;
2478                                         m.texmatrix[2] = r_shadow_entitytoattenuationz;
2479 #else
2480                                         m.pointer_texcoord[2] = varray_texcoord2f[2];
2481                                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2482 #endif
2483                                 }
2484                         }
2485                         if (r_textureunits.integer >= 3)
2486                                 m.pointer_color = NULL;
2487                         else
2488                                 m.pointer_color = varray_color4f;
2489                         R_Mesh_State(&m);
2490                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2491                         {
2492                                 color[0] = bound(0, color2[0], 1);
2493                                 color[1] = bound(0, color2[1], 1);
2494                                 color[2] = bound(0, color2[2], 1);
2495                                 if (r_textureunits.integer >= 3)
2496                                         GL_Color(color[0], color[1], color[2], 1);
2497                                 else if (r_textureunits.integer >= 2)
2498                                         R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
2499                                 else
2500                                         R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
2501                                 GL_LockArrays(firstvertex, numvertices);
2502                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2503                                 GL_LockArrays(0, 0);
2504                                 c_rt_lightmeshes++;
2505                                 c_rt_lighttris += numtriangles;
2506                         }
2507                 }
2508                 if (r_shadow_rtlight->diffusescale)
2509                 {
2510                         GL_BlendFunc(GL_ONE, GL_ONE);
2511                         VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2);
2512                         memset(&m, 0, sizeof(m));
2513                         m.pointer_vertex = vertex3f;
2514                         m.pointer_color = varray_color4f;
2515                         m.tex[0] = R_GetTexture(basetexture);
2516                         m.pointer_texcoord[0] = texcoord2f;
2517                         if (r_textureunits.integer >= 2)
2518                         {
2519                                 // voodoo2
2520                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2521 #ifdef USETEXMATRIX
2522                                 m.pointer_texcoord3f[1] = vertex3f;
2523                                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2524 #else
2525                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2526                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2527 #endif
2528                                 if (r_textureunits.integer >= 3)
2529                                 {
2530                                         // Geforce3/Radeon class but not using dot3
2531                                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2532 #ifdef USETEXMATRIX
2533                                         m.pointer_texcoord3f[2] = vertex3f;
2534                                         m.texmatrix[2] = r_shadow_entitytoattenuationz;
2535 #else
2536                                         m.pointer_texcoord[2] = varray_texcoord2f[2];
2537                                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2538 #endif
2539                                 }
2540                         }
2541                         R_Mesh_State(&m);
2542                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2543                         {
2544                                 color[0] = bound(0, color2[0], 1);
2545                                 color[1] = bound(0, color2[1], 1);
2546                                 color[2] = bound(0, color2[2], 1);
2547                                 if (r_textureunits.integer >= 3)
2548                                         R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
2549                                 else if (r_textureunits.integer >= 2)
2550                                         R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
2551                                 else
2552                                         R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
2553                                 GL_LockArrays(firstvertex, numvertices);
2554                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2555                                 GL_LockArrays(0, 0);
2556                                 c_rt_lightmeshes++;
2557                                 c_rt_lighttris += numtriangles;
2558                         }
2559                 }
2560         }
2561 }
2562
2563 void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
2564 {
2565         int j, k;
2566         float scale;
2567         R_RTLight_Uncompile(rtlight);
2568         memset(rtlight, 0, sizeof(*rtlight));
2569
2570         VectorCopy(light->origin, rtlight->shadoworigin);
2571         VectorCopy(light->color, rtlight->color);
2572         rtlight->radius = light->radius;
2573         //rtlight->cullradius = rtlight->radius;
2574         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2575         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2576         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2577         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2578         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2579         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2580         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2581         rtlight->cubemapname[0] = 0;
2582         if (light->cubemapname[0])
2583                 strcpy(rtlight->cubemapname, light->cubemapname);
2584         else if (light->cubemapnum > 0)
2585                 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2586         rtlight->shadow = light->shadow;
2587         rtlight->corona = light->corona;
2588         rtlight->style = light->style;
2589         rtlight->isstatic = isstatic;
2590         rtlight->coronasizescale = light->coronasizescale;
2591         rtlight->ambientscale = light->ambientscale;
2592         rtlight->diffusescale = light->diffusescale;
2593         rtlight->specularscale = light->specularscale;
2594         rtlight->flags = light->flags;
2595         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2596         // ConcatScale won't work here because this needs to scale rotate and
2597         // translate, not just rotate
2598         scale = 1.0f / rtlight->radius;
2599         for (k = 0;k < 3;k++)
2600                 for (j = 0;j < 4;j++)
2601                         rtlight->matrix_worldtolight.m[k][j] *= scale;
2602
2603         rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2604         rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2605         VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2606         rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2607 }
2608
2609 // compiles rtlight geometry
2610 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2611 void R_RTLight_Compile(rtlight_t *rtlight)
2612 {
2613         int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2614         entity_render_t *ent = r_refdef.worldentity;
2615         model_t *model = r_refdef.worldmodel;
2616         qbyte *data;
2617
2618         // compile the light
2619         rtlight->compiled = true;
2620         rtlight->static_numleafs = 0;
2621         rtlight->static_numleafpvsbytes = 0;
2622         rtlight->static_leaflist = NULL;
2623         rtlight->static_leafpvs = NULL;
2624         rtlight->static_numsurfaces = 0;
2625         rtlight->static_surfacelist = NULL;
2626         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2627         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2628         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2629         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2630         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2631         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2632
2633         if (model && model->GetLightInfo)
2634         {
2635                 // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering
2636                 r_shadow_compilingrtlight = rtlight;
2637                 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2638                 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);
2639                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2640                 data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2641                 rtlight->static_numleafs = numleafs;
2642                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2643                 rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs;
2644                 rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes;
2645                 rtlight->static_numsurfaces = numsurfaces;
2646                 rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces;
2647                 if (numleafs)
2648                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2649                 if (numleafpvsbytes)
2650                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2651                 if (numsurfaces)
2652                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2653                 if (model->DrawShadowVolume && rtlight->shadow)
2654                 {
2655                         rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
2656                         model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist, rtlight->cullmins, rtlight->cullmaxs);
2657                         rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
2658                 }
2659                 // switch back to rendering when DrawShadowVolume or DrawLight is called
2660                 r_shadow_compilingrtlight = NULL;
2661         }
2662
2663
2664         // use smallest available cullradius - box radius or light radius
2665         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2666         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2667
2668         shadowmeshes = 0;
2669         shadowtris = 0;
2670         if (rtlight->static_meshchain_shadow)
2671         {
2672                 shadowmesh_t *mesh;
2673                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2674                 {
2675                         shadowmeshes++;
2676                         shadowtris += mesh->numtriangles;
2677                 }
2678         }
2679
2680         Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2681 }
2682
2683 void R_RTLight_Uncompile(rtlight_t *rtlight)
2684 {
2685         if (rtlight->compiled)
2686         {
2687                 if (rtlight->static_meshchain_shadow)
2688                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2689                 rtlight->static_meshchain_shadow = NULL;
2690                 // these allocations are grouped
2691                 if (rtlight->static_leaflist)
2692                         Mem_Free(rtlight->static_leaflist);
2693                 rtlight->static_numleafs = 0;
2694                 rtlight->static_numleafpvsbytes = 0;
2695                 rtlight->static_leaflist = NULL;
2696                 rtlight->static_leafpvs = NULL;
2697                 rtlight->static_numsurfaces = 0;
2698                 rtlight->static_surfacelist = NULL;
2699                 rtlight->compiled = false;
2700         }
2701 }
2702
2703 void R_Shadow_UncompileWorldLights(void)
2704 {
2705         dlight_t *light;
2706         for (light = r_shadow_worldlightchain;light;light = light->next)
2707                 R_RTLight_Uncompile(&light->rtlight);
2708 }
2709
2710 void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2711 {
2712         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2713         vec_t relativeshadowradius;
2714         if (ent == r_refdef.worldentity)
2715         {
2716                 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2717                 {
2718                         shadowmesh_t *mesh;
2719                         R_Mesh_Matrix(&ent->matrix);
2720                         for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2721                         {
2722                                 R_Mesh_VertexPointer(mesh->vertex3f);
2723                                 GL_LockArrays(0, mesh->numverts);
2724                                 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
2725                                 {
2726                                         // decrement stencil if backface is behind depthbuffer
2727                                         qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2728                                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2729                                         R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2730                                         c_rtcached_shadowmeshes++;
2731                                         c_rtcached_shadowtris += mesh->numtriangles;
2732                                         // increment stencil if frontface is behind depthbuffer
2733                                         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2734                                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2735                                 }
2736                                 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2737                                 c_rtcached_shadowmeshes++;
2738                                 c_rtcached_shadowtris += mesh->numtriangles;
2739                                 GL_LockArrays(0, 0);
2740                         }
2741                 }
2742                 else if (numsurfaces)
2743                 {
2744                         R_Mesh_Matrix(&ent->matrix);
2745                         ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
2746                 }
2747         }
2748         else
2749         {
2750                 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin);
2751                 relativeshadowradius = rtlight->radius / ent->scale;
2752                 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2753                 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2754                 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2755                 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2756                 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2757                 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2758                 R_Mesh_Matrix(&ent->matrix);
2759                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2760         }
2761 }
2762
2763 void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolorbase, int numsurfaces, int *surfacelist)
2764 {
2765         // set up properties for rendering light onto this entity
2766         r_shadow_entitylightcolor[0] = lightcolorbase[0] * ent->colormod[0] * ent->alpha;
2767         r_shadow_entitylightcolor[1] = lightcolorbase[1] * ent->colormod[1] * ent->alpha;
2768         r_shadow_entitylightcolor[2] = lightcolorbase[2] * ent->colormod[2] * ent->alpha;
2769         Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
2770         Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2771         Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2772         Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, r_shadow_entitylightorigin);
2773         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2774         R_Mesh_Matrix(&ent->matrix);
2775         if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
2776         {
2777                 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_lightcubemap));
2778                 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2779                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
2780                 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
2781                 {
2782                         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
2783                 }
2784         }
2785         if (ent == r_refdef.worldentity)
2786                 ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
2787         else
2788                 ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist);
2789 }
2790
2791 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2792 {
2793         int i, usestencil;
2794         float f;
2795         vec3_t lightcolor;
2796         int numleafs, numsurfaces;
2797         int *leaflist, *surfacelist;
2798         qbyte *leafpvs;
2799         int numlightentities;
2800         int numshadowentities;
2801         entity_render_t *lightentities[MAX_EDICTS];
2802         entity_render_t *shadowentities[MAX_EDICTS];
2803
2804         // skip lights that don't light (corona only lights)
2805         if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f))
2806                 return;
2807
2808         f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2809         VectorScale(rtlight->color, f, lightcolor);
2810         if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
2811                 return;
2812         /*
2813         if (rtlight->selected)
2814         {
2815                 f = 2 + sin(realtime * M_PI * 4.0);
2816                 VectorScale(lightcolor, f, lightcolor);
2817         }
2818         */
2819
2820         // loading is done before visibility checks because loading should happen
2821         // all at once at the start of a level, not when it stalls gameplay.
2822         // (especially important to benchmarks)
2823         // compile light
2824         if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2825                 R_RTLight_Compile(rtlight);
2826         // load cubemap
2827         r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2828
2829         // if the light box is offscreen, skip it
2830         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2831                 return;
2832
2833         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2834         {
2835                 // compiled light, world available and can receive realtime lighting
2836                 // retrieve leaf information
2837                 numleafs = rtlight->static_numleafs;
2838                 leaflist = rtlight->static_leaflist;
2839                 leafpvs = rtlight->static_leafpvs;
2840                 numsurfaces = rtlight->static_numsurfaces;
2841                 surfacelist = rtlight->static_surfacelist;
2842         }
2843         else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2844         {
2845                 // dynamic light, world available and can receive realtime lighting
2846                 // calculate lit surfaces and leafs
2847                 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2848                 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2849                 leaflist = r_shadow_buffer_leaflist;
2850                 leafpvs = r_shadow_buffer_leafpvs;
2851                 surfacelist = r_shadow_buffer_surfacelist;
2852                 // if the reduced leaf bounds are offscreen, skip it
2853                 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2854                         return;
2855         }
2856         else
2857         {
2858                 // no world
2859                 numleafs = 0;
2860                 leaflist = NULL;
2861                 leafpvs = NULL;
2862                 numsurfaces = 0;
2863                 surfacelist = NULL;
2864         }
2865         // check if light is illuminating any visible leafs
2866         if (numleafs)
2867         {
2868                 for (i = 0;i < numleafs;i++)
2869                         if (r_worldleafvisible[leaflist[i]])
2870                                 break;
2871                 if (i == numleafs)
2872                         return;
2873         }
2874         // set up a scissor rectangle for this light
2875         if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2876                 return;
2877
2878         numlightentities = 0;
2879         if (numsurfaces)
2880                 lightentities[numlightentities++] = r_refdef.worldentity;
2881         numshadowentities = 0;
2882         if (numsurfaces)
2883                 shadowentities[numshadowentities++] = r_refdef.worldentity;
2884         if (r_drawentities.integer)
2885         {
2886                 for (i = 0;i < r_refdef.numentities;i++)
2887                 {
2888                         entity_render_t *ent = r_refdef.entities[i];
2889                         if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2890                          && ent->model
2891                          && !(ent->flags & RENDER_TRANSPARENT)
2892                          && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2893                         {
2894                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2895                                 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2896                                         shadowentities[numshadowentities++] = ent;
2897                                 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2898                                         lightentities[numlightentities++] = ent;
2899                         }
2900                 }
2901         }
2902
2903         // return if there's nothing at all to light
2904         if (!numlightentities)
2905                 return;
2906
2907         R_Shadow_Stage_ActiveLight(rtlight);
2908         c_rt_lights++;
2909
2910         usestencil = false;
2911         if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2912         {
2913                 usestencil = true;
2914                 R_Shadow_Stage_StencilShadowVolumes();
2915                 for (i = 0;i < numshadowentities;i++)
2916                         R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2917         }
2918
2919         if (numlightentities && !visible)
2920         {
2921                 R_Shadow_Stage_Lighting(usestencil);
2922                 for (i = 0;i < numlightentities;i++)
2923                         R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2924         }
2925
2926         if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2927         {
2928              &nbs