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1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142
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_compilelight = {0, "r_shadow_realtime_world_compilelight", "1"};
214 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
215 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
216 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
217 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
218 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
219 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
220 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
221 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
222 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
223 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "1"};
224 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"};
225 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"};
226 cvar_t r_shadow_glsl_geforcefxlowquality = {0, "r_shadow_glsl_geforcefxlowquality", "1"};
227 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1"};
228 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
229 cvar_t r_editlights = {0, "r_editlights", "0"};
230 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"};
231 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0"};
232 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"};
233 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"};
234 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
235
236 float r_shadow_attenpower, r_shadow_attenscale;
237
238 rtlight_t *r_shadow_compilingrtlight;
239 dlight_t *r_shadow_worldlightchain;
240 dlight_t *r_shadow_selectedlight;
241 dlight_t r_shadow_bufferlight;
242 vec3_t r_editlights_cursorlocation;
243
244 rtexture_t *lighttextures[5];
245
246 extern int con_vislines;
247
248 typedef struct cubemapinfo_s
249 {
250         char basename[64];
251         rtexture_t *texture;
252 }
253 cubemapinfo_t;
254
255 #define MAX_CUBEMAPS 256
256 static int numcubemaps;
257 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
258
259 #define SHADERPERMUTATION_SPECULAR (1<<0)
260 #define SHADERPERMUTATION_FOG (1<<1)
261 #define SHADERPERMUTATION_CUBEFILTER (1<<2)
262 #define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
263 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<4)
264 #define SHADERPERMUTATION_GEFORCEFX (1<<5)
265 #define SHADERPERMUTATION_COUNT (1<<6)
266
267 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
268
269 void R_Shadow_UncompileWorldLights(void);
270 void R_Shadow_ClearWorldLights(void);
271 void R_Shadow_SaveWorldLights(void);
272 void R_Shadow_LoadWorldLights(void);
273 void R_Shadow_LoadLightsFile(void);
274 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
275 void R_Shadow_EditLights_Reload_f(void);
276 void R_Shadow_ValidateCvars(void);
277 static void R_Shadow_MakeTextures(void);
278 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
279
280 const char *builtinshader_light_vert =
281 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
282 "// written by Forest 'LordHavoc' Hale\n"
283 "\n"
284 "uniform vec3 LightPosition;\n"
285 "\n"
286 "varying vec2 TexCoord;\n"
287 "varying vec3 CubeVector;\n"
288 "varying vec3 LightVector;\n"
289 "\n"
290 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
291 "uniform vec3 EyePosition;\n"
292 "varying vec3 EyeVector;\n"
293 "#endif\n"
294 "\n"
295 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
296 "\n"
297 "void main(void)\n"
298 "{\n"
299 "       // copy the surface texcoord\n"
300 "       TexCoord = gl_MultiTexCoord0.st;\n"
301 "\n"
302 "       // transform vertex position into light attenuation/cubemap space\n"
303 "       // (-1 to +1 across the light box)\n"
304 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
305 "\n"
306 "       // transform unnormalized light direction into tangent space\n"
307 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
308 "       //  normalize it per pixel)\n"
309 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
310 "       LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
311 "       LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
312 "       LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
313 "\n"
314 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
315 "       // transform unnormalized eye direction into tangent space\n"
316 "       vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
317 "       EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
318 "       EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
319 "       EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
320 "#endif\n"
321 "\n"
322 "       // transform vertex to camera space, using ftransform to match non-VS\n"
323 "       // rendering\n"
324 "       gl_Position = ftransform();\n"
325 "}\n"
326 ;
327
328 const char *builtinshader_light_frag =
329 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
330 "// written by Forest 'LordHavoc' Hale\n"
331 "\n"
332 "// use half floats on GEFORCEFX for math performance, otherwise don't\n"
333 "#ifndef GEFORCEFX\n"
334 "#define half float\n"
335 "#define hvec2 vec2\n"
336 "#define hvec3 vec3\n"
337 "#define hvec4 vec4\n"
338 "#endif\n"
339 "\n"
340 "uniform hvec3 LightColor;\n"
341 "#ifdef USEOFFSETMAPPING\n"
342 "uniform half OffsetMapping_Scale;\n"
343 "uniform half OffsetMapping_Bias;\n"
344 "#endif\n"
345 "#ifdef USESPECULAR\n"
346 "uniform half SpecularPower;\n"
347 "#endif\n"
348 "#ifdef USEFOG\n"
349 "uniform half FogRangeRecip;\n"
350 "#endif\n"
351 "uniform half AmbientScale;\n"
352 "uniform half DiffuseScale;\n"
353 "#ifdef USESPECULAR\n"
354 "uniform half SpecularScale;\n"
355 "#endif\n"
356 "\n"
357 "uniform sampler2D Texture_Normal;\n"
358 "uniform sampler2D Texture_Color;\n"
359 "#ifdef USESPECULAR\n"
360 "uniform sampler2D Texture_Gloss;\n"
361 "#endif\n"
362 "#ifdef USECUBEFILTER\n"
363 "uniform samplerCube Texture_Cube;\n"
364 "#endif\n"
365 "#ifdef USEFOG\n"
366 "uniform sampler2D Texture_FogMask;\n"
367 "#endif\n"
368 "\n"
369 "varying vec2 TexCoord;\n"
370 "varying vec3 CubeVector;\n"
371 "varying vec3 LightVector;\n"
372 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
373 "varying vec3 EyeVector;\n"
374 "#endif\n"
375 "\n"
376 "void main(void)\n"
377 "{\n"
378 "       // attenuation\n"
379 "       //\n"
380 "       // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
381 "       // center and sharp falloff at the edge, this is about the most efficient\n"
382 "       // we can get away with as far as providing illumination.\n"
383 "       //\n"
384 "       // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
385 "       // provide significant illumination, large = slow = pain.\n"
386 "       half colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
387 "\n"
388 "#ifdef USEFOG\n"
389 "       // apply fog\n"
390 "       colorscale *= texture2D(Texture_FogMask, hvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
391 "#endif\n"
392 "\n"
393 "#ifdef USEOFFSETMAPPING\n"
394 "       // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
395 "       hvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
396 "       hvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
397 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
398 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
399 "#define TexCoord TexCoordOffset\n"
400 "#endif\n"
401 "\n"
402 "       // get the surface normal\n"
403 "#ifdef SURFACENORMALIZE\n"
404 "       hvec3 surfacenormal = normalize(hvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
405 "#else\n"
406 "       hvec3 surfacenormal = -1.0 + 2.0 * hvec3(texture2D(Texture_Normal, TexCoord));\n"
407 "#endif\n"
408 "\n"
409 "       // calculate shading\n"
410 "       hvec3 diffusenormal = hvec3(normalize(LightVector));\n"
411 "       hvec3 color = hvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
412 "#ifdef USESPECULAR\n"
413 "       hvec3 specularnormal = hvec3(normalize(diffusenormal + hvec3(normalize(EyeVector))));\n"
414 "       color += hvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n"
415 "#endif\n"
416 "\n"
417 "#ifdef USECUBEFILTER\n"
418 "       // apply light cubemap filter\n"
419 "       color *= hvec3(textureCube(Texture_Cube, CubeVector));\n"
420 "#endif\n"
421 "\n"
422 "       // calculate fragment color (apply light color and attenuation/fog scaling)\n"
423 "       gl_FragColor = hvec4(color * LightColor * colorscale, 1);\n"
424 "}\n"
425 ;
426
427 void r_shadow_start(void)
428 {
429         int i;
430         // if not a GeForce FX, turn off the lowquality cvar
431         if (strncmp(gl_renderer, "GeForce FX ", strlen("GeForce FX ")))
432                 Cvar_SetValue("r_shadow_glsl_geforcefxlowquality", 0);
433         // allocate vertex processing arrays
434         numcubemaps = 0;
435         r_shadow_attenuation2dtexture = NULL;
436         r_shadow_attenuation3dtexture = NULL;
437         r_shadow_texturepool = NULL;
438         r_shadow_filters_texturepool = NULL;
439         R_Shadow_ValidateCvars();
440         R_Shadow_MakeTextures();
441         maxshadowelements = 0;
442         shadowelements = NULL;
443         maxvertexupdate = 0;
444         vertexupdate = NULL;
445         vertexremap = NULL;
446         vertexupdatenum = 0;
447         maxshadowmark = 0;
448         numshadowmark = 0;
449         shadowmark = NULL;
450         shadowmarklist = NULL;
451         shadowmarkcount = 0;
452         r_shadow_buffer_numleafpvsbytes = 0;
453         r_shadow_buffer_leafpvs = NULL;
454         r_shadow_buffer_leaflist = NULL;
455         r_shadow_buffer_numsurfacepvsbytes = 0;
456         r_shadow_buffer_surfacepvs = NULL;
457         r_shadow_buffer_surfacelist = NULL;
458         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
459                 r_shadow_program_light[i] = 0;
460         if (gl_support_fragment_shader)
461         {
462                 char *vertstring, *fragstring;
463                 int vertstrings_count;
464                 int fragstrings_count;
465                 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
466                 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
467                 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false);
468                 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false);
469                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
470                 {
471                         vertstrings_count = 0;
472                         fragstrings_count = 0;
473                         if (i & SHADERPERMUTATION_SPECULAR)
474                         {
475                                 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
476                                 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
477                         }
478                         if (i & SHADERPERMUTATION_FOG)
479                         {
480                                 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
481                                 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
482                         }
483                         if (i & SHADERPERMUTATION_CUBEFILTER)
484                         {
485                                 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
486                                 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
487                         }
488                         if (i & SHADERPERMUTATION_OFFSETMAPPING)
489                         {
490                                 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
491                                 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
492                         }
493                         if (i & SHADERPERMUTATION_SURFACENORMALIZE)
494                         {
495                                 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
496                                 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
497                         }
498                         if (i & SHADERPERMUTATION_GEFORCEFX)
499                         {
500                                 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
501                                 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
502                         }
503                         vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
504                         fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
505                         r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
506                         if (!r_shadow_program_light[i])
507                         {
508                                 Con_Printf("permutation %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" : "", "glsl/light");
509                                 continue;
510                         }
511                         qglUseProgramObjectARB(r_shadow_program_light[i]);
512                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
513                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
514                         if (i & SHADERPERMUTATION_SPECULAR)
515                         {
516                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
517                         }
518                         if (i & SHADERPERMUTATION_CUBEFILTER)
519                         {
520                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
521                         }
522                         if (i & SHADERPERMUTATION_FOG)
523                         {
524                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
525                         }
526                 }
527                 qglUseProgramObjectARB(0);
528                 if (fragstring)
529                         Mem_Free(fragstring);
530                 if (vertstring)
531                         Mem_Free(vertstring);
532         }
533 }
534
535 void r_shadow_shutdown(void)
536 {
537         int i;
538         R_Shadow_UncompileWorldLights();
539         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
540         {
541                 if (r_shadow_program_light[i])
542                 {
543                         GL_Backend_FreeProgram(r_shadow_program_light[i]);
544                         r_shadow_program_light[i] = 0;
545                 }
546         }
547         numcubemaps = 0;
548         r_shadow_attenuation2dtexture = NULL;
549         r_shadow_attenuation3dtexture = NULL;
550         R_FreeTexturePool(&r_shadow_texturepool);
551         R_FreeTexturePool(&r_shadow_filters_texturepool);
552         maxshadowelements = 0;
553         if (shadowelements)
554                 Mem_Free(shadowelements);
555         shadowelements = NULL;
556         maxvertexupdate = 0;
557         if (vertexupdate)
558                 Mem_Free(vertexupdate);
559         vertexupdate = NULL;
560         if (vertexremap)
561                 Mem_Free(vertexremap);
562         vertexremap = NULL;
563         vertexupdatenum = 0;
564         maxshadowmark = 0;
565         numshadowmark = 0;
566         if (shadowmark)
567                 Mem_Free(shadowmark);
568         shadowmark = NULL;
569         if (shadowmarklist)
570                 Mem_Free(shadowmarklist);
571         shadowmarklist = NULL;
572         shadowmarkcount = 0;
573         r_shadow_buffer_numleafpvsbytes = 0;
574         if (r_shadow_buffer_leafpvs)
575                 Mem_Free(r_shadow_buffer_leafpvs);
576         r_shadow_buffer_leafpvs = NULL;
577         if (r_shadow_buffer_leaflist)
578                 Mem_Free(r_shadow_buffer_leaflist);
579         r_shadow_buffer_leaflist = NULL;
580         r_shadow_buffer_numsurfacepvsbytes = 0;
581         if (r_shadow_buffer_surfacepvs)
582                 Mem_Free(r_shadow_buffer_surfacepvs);
583         r_shadow_buffer_surfacepvs = NULL;
584         if (r_shadow_buffer_surfacelist)
585                 Mem_Free(r_shadow_buffer_surfacelist);
586         r_shadow_buffer_surfacelist = NULL;
587 }
588
589 void r_shadow_newmap(void)
590 {
591 }
592
593 void R_Shadow_Help_f(void)
594 {
595         Con_Printf(
596 "Documentation on r_shadow system:\n"
597 "Settings:\n"
598 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
599 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
600 "r_shadow_debuglight : render only this light number (-1 = all)\n"
601 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
602 "r_shadow_gloss2intensity : brightness of forced gloss\n"
603 "r_shadow_glossintensity : brightness of textured gloss\n"
604 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
605 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
606 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
607 "r_shadow_portallight : use portal visibility for static light precomputation\n"
608 "r_shadow_projectdistance : shadow volume projection distance\n"
609 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
610 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
611 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
612 "r_shadow_realtime_world : use high quality world lighting mode\n"
613 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
614 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
615 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
616 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
617 "r_shadow_realtime_world_compilelight : compile lighting geometry\n"
618 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
619 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
620 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
621 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
622 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
623 "r_shadow_glsl_geforcefxlowquality : use lower quality lighting\n"
624 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
625 "r_shadow_scissor : use scissor optimization\n"
626 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
627 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
628 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
629 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
630 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
631 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
632 "Commands:\n"
633 "r_shadow_help : this help\n"
634         );
635 }
636
637 void R_Shadow_Init(void)
638 {
639         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
640         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
641         Cvar_RegisterVariable(&r_shadow_debuglight);
642         Cvar_RegisterVariable(&r_shadow_gloss);
643         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
644         Cvar_RegisterVariable(&r_shadow_glossintensity);
645         Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
646         Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
647         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
648         Cvar_RegisterVariable(&r_shadow_portallight);
649         Cvar_RegisterVariable(&r_shadow_projectdistance);
650         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
651         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
652         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
653         Cvar_RegisterVariable(&r_shadow_realtime_world);
654         Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
655         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
656         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
657         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
658         Cvar_RegisterVariable(&r_shadow_realtime_world_compilelight);
659         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
660         Cvar_RegisterVariable(&r_shadow_scissor);
661         Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
662         Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
663         Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
664         Cvar_RegisterVariable(&r_shadow_texture3d);
665         Cvar_RegisterVariable(&r_shadow_visiblelighting);
666         Cvar_RegisterVariable(&r_shadow_visiblevolumes);
667         Cvar_RegisterVariable(&r_shadow_glsl);
668         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
669         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
670         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
671         Cvar_RegisterVariable(&r_shadow_glsl_geforcefxlowquality);
672         Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
673         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
674         if (gamemode == GAME_TENEBRAE)
675         {
676                 Cvar_SetValue("r_shadow_gloss", 2);
677                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
678         }
679         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
680         R_Shadow_EditLights_Init();
681         r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
682         r_shadow_worldlightchain = NULL;
683         maxshadowelements = 0;
684         shadowelements = NULL;
685         maxvertexupdate = 0;
686         vertexupdate = NULL;
687         vertexremap = NULL;
688         vertexupdatenum = 0;
689         maxshadowmark = 0;
690         numshadowmark = 0;
691         shadowmark = NULL;
692         shadowmarklist = NULL;
693         shadowmarkcount = 0;
694         r_shadow_buffer_numleafpvsbytes = 0;
695         r_shadow_buffer_leafpvs = NULL;
696         r_shadow_buffer_leaflist = NULL;
697         r_shadow_buffer_numsurfacepvsbytes = 0;
698         r_shadow_buffer_surfacepvs = NULL;
699         r_shadow_buffer_surfacelist = NULL;
700         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
701 }
702
703 matrix4x4_t matrix_attenuationxyz =
704 {
705         {
706                 {0.5, 0.0, 0.0, 0.5},
707                 {0.0, 0.5, 0.0, 0.5},
708                 {0.0, 0.0, 0.5, 0.5},
709                 {0.0, 0.0, 0.0, 1.0}
710         }
711 };
712
713 matrix4x4_t matrix_attenuationz =
714 {
715         {
716                 {0.0, 0.0, 0.5, 0.5},
717                 {0.0, 0.0, 0.0, 0.5},
718                 {0.0, 0.0, 0.0, 0.5},
719                 {0.0, 0.0, 0.0, 1.0}
720         }
721 };
722
723 int *R_Shadow_ResizeShadowElements(int numtris)
724 {
725         // make sure shadowelements is big enough for this volume
726         if (maxshadowelements < numtris * 24)
727         {
728                 maxshadowelements = numtris * 24;
729                 if (shadowelements)
730                         Mem_Free(shadowelements);
731                 shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
732         }
733         return shadowelements;
734 }
735
736 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
737 {
738         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
739         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
740         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
741         {
742                 if (r_shadow_buffer_leafpvs)
743                         Mem_Free(r_shadow_buffer_leafpvs);
744                 if (r_shadow_buffer_leaflist)
745                         Mem_Free(r_shadow_buffer_leaflist);
746                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
747                 r_shadow_buffer_leafpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
748                 r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
749         }
750         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
751         {
752                 if (r_shadow_buffer_surfacepvs)
753                         Mem_Free(r_shadow_buffer_surfacepvs);
754                 if (r_shadow_buffer_surfacelist)
755                         Mem_Free(r_shadow_buffer_surfacelist);
756                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
757                 r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
758                 r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
759         }
760 }
761
762 void R_Shadow_PrepareShadowMark(int numtris)
763 {
764         // make sure shadowmark is big enough for this volume
765         if (maxshadowmark < numtris)
766         {
767                 maxshadowmark = numtris;
768                 if (shadowmark)
769                         Mem_Free(shadowmark);
770                 if (shadowmarklist)
771                         Mem_Free(shadowmarklist);
772                 shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
773                 shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
774                 shadowmarkcount = 0;
775         }
776         shadowmarkcount++;
777         // if shadowmarkcount wrapped we clear the array and adjust accordingly
778         if (shadowmarkcount == 0)
779         {
780                 shadowmarkcount = 1;
781                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
782         }
783         numshadowmark = 0;
784 }
785
786 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)
787 {
788         int i, j;
789         int outtriangles = 0, outvertices = 0;
790         const int *element;
791         const float *vertex;
792
793         if (maxvertexupdate < innumvertices)
794         {
795                 maxvertexupdate = innumvertices;
796                 if (vertexupdate)
797                         Mem_Free(vertexupdate);
798                 if (vertexremap)
799                         Mem_Free(vertexremap);
800                 vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
801                 vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
802                 vertexupdatenum = 0;
803         }
804         vertexupdatenum++;
805         if (vertexupdatenum == 0)
806         {
807                 vertexupdatenum = 1;
808                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
809                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
810         }
811
812         for (i = 0;i < numshadowmarktris;i++)
813                 shadowmark[shadowmarktris[i]] = shadowmarkcount;
814
815         for (i = 0;i < numshadowmarktris;i++)
816         {
817                 element = inelement3i + shadowmarktris[i] * 3;
818                 // make sure the vertices are created
819                 for (j = 0;j < 3;j++)
820                 {
821                         if (vertexupdate[element[j]] != vertexupdatenum)
822                         {
823                                 float ratio, direction[3];
824                                 vertexupdate[element[j]] = vertexupdatenum;
825                                 vertexremap[element[j]] = outvertices;
826                                 vertex = invertex3f + element[j] * 3;
827                                 // project one copy of the vertex to the sphere radius of the light
828                                 // (FIXME: would projecting it to the light box be better?)
829                                 VectorSubtract(vertex, projectorigin, direction);
830                                 ratio = projectdistance / VectorLength(direction);
831                                 VectorCopy(vertex, outvertex3f);
832                                 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
833                                 outvertex3f += 6;
834                                 outvertices += 2;
835                         }
836                 }
837         }
838
839         for (i = 0;i < numshadowmarktris;i++)
840         {
841                 int remappedelement[3];
842                 int markindex;
843                 const int *neighbortriangle;
844
845                 markindex = shadowmarktris[i] * 3;
846                 element = inelement3i + markindex;
847                 neighbortriangle = inneighbor3i + markindex;
848                 // output the front and back triangles
849                 outelement3i[0] = vertexremap[element[0]];
850                 outelement3i[1] = vertexremap[element[1]];
851                 outelement3i[2] = vertexremap[element[2]];
852                 outelement3i[3] = vertexremap[element[2]] + 1;
853                 outelement3i[4] = vertexremap[element[1]] + 1;
854                 outelement3i[5] = vertexremap[element[0]] + 1;
855
856                 outelement3i += 6;
857                 outtriangles += 2;
858                 // output the sides (facing outward from this triangle)
859                 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
860                 {
861                         remappedelement[0] = vertexremap[element[0]];
862                         remappedelement[1] = vertexremap[element[1]];
863                         outelement3i[0] = remappedelement[1];
864                         outelement3i[1] = remappedelement[0];
865                         outelement3i[2] = remappedelement[0] + 1;
866                         outelement3i[3] = remappedelement[1];
867                         outelement3i[4] = remappedelement[0] + 1;
868                         outelement3i[5] = remappedelement[1] + 1;
869
870                         outelement3i += 6;
871                         outtriangles += 2;
872                 }
873                 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
874                 {
875                         remappedelement[1] = vertexremap[element[1]];
876                         remappedelement[2] = vertexremap[element[2]];
877                         outelement3i[0] = remappedelement[2];
878                         outelement3i[1] = remappedelement[1];
879                         outelement3i[2] = remappedelement[1] + 1;
880                         outelement3i[3] = remappedelement[2];
881                         outelement3i[4] = remappedelement[1] + 1;
882                         outelement3i[5] = remappedelement[2] + 1;
883
884                         outelement3i += 6;
885                         outtriangles += 2;
886                 }
887                 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
888                 {
889                         remappedelement[0] = vertexremap[element[0]];
890                         remappedelement[2] = vertexremap[element[2]];
891                         outelement3i[0] = remappedelement[0];
892                         outelement3i[1] = remappedelement[2];
893                         outelement3i[2] = remappedelement[2] + 1;
894                         outelement3i[3] = remappedelement[0];
895                         outelement3i[4] = remappedelement[2] + 1;
896                         outelement3i[5] = remappedelement[0] + 1;
897
898                         outelement3i += 6;
899                         outtriangles += 2;
900                 }
901         }
902         if (outnumvertices)
903                 *outnumvertices = outvertices;
904         return outtriangles;
905 }
906
907 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)
908 {
909         int tris, outverts;
910         if (projectdistance < 0.1)
911         {
912                 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
913                 return;
914         }
915         if (!numverts || !nummarktris)
916                 return;
917         // make sure shadowelements is big enough for this volume
918         if (maxshadowelements < nummarktris * 24)
919                 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
920         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
921         R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
922 }
923
924 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)
925 {
926         int t, tend;
927         const int *e;
928         const float *v[3];
929         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
930                 return;
931         tend = firsttriangle + numtris;
932         if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
933          && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
934          && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
935         {
936                 // surface box entirely inside light box, no box cull
937                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
938                         if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
939                                 shadowmarklist[numshadowmark++] = t;
940         }
941         else
942         {
943                 // surface box not entirely inside light box, cull each triangle
944                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
945                 {
946                         v[0] = invertex3f + e[0] * 3;
947                         v[1] = invertex3f + e[1] * 3;
948                         v[2] = invertex3f + e[2] * 3;
949                         if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
950                          && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
951                          && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
952                          && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
953                          && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
954                          && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
955                          && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
956                                 shadowmarklist[numshadowmark++] = t;
957                 }
958         }
959 }
960
961 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
962 {
963         rmeshstate_t m;
964         if (r_shadow_compilingrtlight)
965         {
966                 // if we're compiling an rtlight, capture the mesh
967                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
968                 return;
969         }
970         memset(&m, 0, sizeof(m));
971         m.pointer_vertex = vertex3f;
972         R_Mesh_State(&m);
973         GL_LockArrays(0, numvertices);
974         if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
975         {
976                 // decrement stencil if backface is behind depthbuffer
977                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
978                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
979                 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
980                 c_rt_shadowmeshes++;
981                 c_rt_shadowtris += numtriangles;
982                 // increment stencil if frontface is behind depthbuffer
983                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
984                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
985         }
986         R_Mesh_Draw(0, numvertices, numtriangles, element3i);
987         c_rt_shadowmeshes++;
988         c_rt_shadowtris += numtriangles;
989         GL_LockArrays(0, 0);
990 }
991
992 static void R_Shadow_MakeTextures(void)
993 {
994         int x, y, z, d;
995         float v[3], intensity;
996         qbyte *data;
997         R_FreeTexturePool(&r_shadow_texturepool);
998         r_shadow_texturepool = R_AllocTexturePool();
999         r_shadow_attenpower = r_shadow_lightattenuationpower.value;
1000         r_shadow_attenscale = r_shadow_lightattenuationscale.value;
1001 #define ATTEN2DSIZE 64
1002 #define ATTEN3DSIZE 32
1003         data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1004         for (y = 0;y < ATTEN2DSIZE;y++)
1005         {
1006                 for (x = 0;x < ATTEN2DSIZE;x++)
1007                 {
1008                         v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1009                         v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1010                         v[2] = 0;
1011                         intensity = 1.0f - sqrt(DotProduct(v, v));
1012                         if (intensity > 0)
1013                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1014                         d = bound(0, intensity, 255);
1015                         data[(y*ATTEN2DSIZE+x)*4+0] = d;
1016                         data[(y*ATTEN2DSIZE+x)*4+1] = d;
1017                         data[(y*ATTEN2DSIZE+x)*4+2] = d;
1018                         data[(y*ATTEN2DSIZE+x)*4+3] = d;
1019                 }
1020         }
1021         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1022         if (r_shadow_texture3d.integer)
1023         {
1024                 for (z = 0;z < ATTEN3DSIZE;z++)
1025                 {
1026                         for (y = 0;y < ATTEN3DSIZE;y++)
1027                         {
1028                                 for (x = 0;x < ATTEN3DSIZE;x++)
1029                                 {
1030                                         v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1031                                         v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1032                                         v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1033                                         intensity = 1.0f - sqrt(DotProduct(v, v));
1034                                         if (intensity > 0)
1035                                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1036                                         d = bound(0, intensity, 255);
1037                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1038                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1039                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1040                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1041                                 }
1042                         }
1043                 }
1044                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1045         }
1046         Mem_Free(data);
1047 }
1048
1049 void R_Shadow_ValidateCvars(void)
1050 {
1051         if (r_shadow_texture3d.integer && !gl_texture3d)
1052                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1053         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1054                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1055 }
1056
1057 // light currently being rendered
1058 static rtlight_t *r_shadow_rtlight;
1059 // light filter cubemap being used by the light
1060 static rtexture_t *r_shadow_lightcubemap;
1061
1062 // this is the location of the eye in entity space
1063 static vec3_t r_shadow_entityeyeorigin;
1064 // this is the location of the light in entity space
1065 static vec3_t r_shadow_entitylightorigin;
1066 // this transforms entity coordinates to light filter cubemap coordinates
1067 // (also often used for other purposes)
1068 static matrix4x4_t r_shadow_entitytolight;
1069 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1070 // of attenuation texturing in full 3D (Z result often ignored)
1071 static matrix4x4_t r_shadow_entitytoattenuationxyz;
1072 // this transforms only the Z to S, and T is always 0.5
1073 static matrix4x4_t r_shadow_entitytoattenuationz;
1074 // rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
1075 static vec3_t r_shadow_entitylightcolor;
1076
1077 static int r_shadow_lightpermutation;
1078 static int r_shadow_lightprog;
1079
1080 void R_Shadow_Stage_Begin(void)
1081 {
1082         rmeshstate_t m;
1083
1084         R_Shadow_ValidateCvars();
1085
1086         if (!r_shadow_attenuation2dtexture
1087          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1088          || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1089          || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1090                 R_Shadow_MakeTextures();
1091
1092         memset(&m, 0, sizeof(m));
1093         GL_BlendFunc(GL_ONE, GL_ZERO);
1094         GL_DepthMask(false);
1095         GL_DepthTest(true);
1096         R_Mesh_State(&m);
1097         GL_Color(0, 0, 0, 1);
1098         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1099         qglEnable(GL_CULL_FACE);
1100         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1101         r_shadowstage = R_SHADOWSTAGE_NONE;
1102 }
1103
1104 void R_Shadow_Stage_ActiveLight(rtlight_t *rtlight)
1105 {
1106         r_shadow_rtlight = rtlight;
1107 }
1108
1109 void R_Shadow_Stage_Reset(void)
1110 {
1111         rmeshstate_t m;
1112         if (gl_support_stenciltwoside)
1113                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1114         if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
1115         {
1116                 qglUseProgramObjectARB(0);
1117                 // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering in 6xxx drivers
1118                 qglBegin(GL_TRIANGLES);
1119                 qglEnd();
1120                 CHECKGLERROR
1121         }
1122         memset(&m, 0, sizeof(m));
1123         R_Mesh_State(&m);
1124 }
1125
1126 void R_Shadow_Stage_StencilShadowVolumes(void)
1127 {
1128         R_Shadow_Stage_Reset();
1129         GL_Color(1, 1, 1, 1);
1130         GL_ColorMask(0, 0, 0, 0);
1131         GL_BlendFunc(GL_ONE, GL_ZERO);
1132         GL_DepthMask(false);
1133         GL_DepthTest(true);
1134         qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1135         //if (r_shadow_shadow_polygonoffset.value != 0)
1136         //{
1137         //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1138         //      qglEnable(GL_POLYGON_OFFSET_FILL);
1139         //}
1140         //else
1141         //      qglDisable(GL_POLYGON_OFFSET_FILL);
1142         qglDepthFunc(GL_LESS);
1143         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1144         qglEnable(GL_STENCIL_TEST);
1145         qglStencilFunc(GL_ALWAYS, 128, ~0);
1146         if (gl_ext_stenciltwoside.integer)
1147         {
1148                 r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE;
1149                 qglDisable(GL_CULL_FACE);
1150                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1151                 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1152                 qglStencilMask(~0);
1153                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1154                 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1155                 qglStencilMask(~0);
1156                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1157         }
1158         else
1159         {
1160                 r_shadowstage = R_SHADOWSTAGE_STENCIL;
1161                 qglEnable(GL_CULL_FACE);
1162                 qglStencilMask(~0);
1163                 // this is changed by every shadow render so its value here is unimportant
1164                 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1165         }
1166         GL_Clear(GL_STENCIL_BUFFER_BIT);
1167         c_rt_clears++;
1168 }
1169
1170 void R_Shadow_Stage_Lighting(int stenciltest)
1171 {
1172         rmeshstate_t m;
1173         R_Shadow_Stage_Reset();
1174         GL_BlendFunc(GL_ONE, GL_ONE);
1175         GL_DepthMask(false);
1176         GL_DepthTest(true);
1177         qglPolygonOffset(0, 0);
1178         //qglDisable(GL_POLYGON_OFFSET_FILL);
1179         GL_Color(1, 1, 1, 1);
1180         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1181         qglDepthFunc(GL_EQUAL);
1182         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1183         qglEnable(GL_CULL_FACE);
1184         if (r_shadowstage == R_SHADOWSTAGE_STENCIL || r_shadowstage == R_SHADOWSTAGE_STENCILTWOSIDE)
1185                 qglEnable(GL_STENCIL_TEST);
1186         else
1187                 qglDisable(GL_STENCIL_TEST);
1188         qglStencilMask(~0);
1189         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1190         // only draw light where this geometry was already rendered AND the
1191         // stencil is 128 (values other than this mean shadow)
1192         qglStencilFunc(GL_EQUAL, 128, ~0);
1193         if (r_shadow_glsl.integer && r_shadow_program_light[0])
1194         {
1195                 r_shadowstage = R_SHADOWSTAGE_LIGHT_GLSL;
1196                 memset(&m, 0, sizeof(m));
1197                 m.pointer_vertex = varray_vertex3f;
1198                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1199                 m.pointer_texcoord3f[1] = varray_svector3f;
1200                 m.pointer_texcoord3f[2] = varray_tvector3f;
1201                 m.pointer_texcoord3f[3] = varray_normal3f;
1202                 m.tex[0] = R_GetTexture(r_texture_blanknormalmap); // normal
1203                 m.tex[1] = R_GetTexture(r_texture_white); // diffuse
1204                 m.tex[2] = R_GetTexture(r_texture_white); // gloss
1205                 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter
1206                 // TODO: support fog (after renderer is converted to texture fog)
1207                 m.tex[4] = R_GetTexture(r_texture_white); // fog
1208                 //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
1209                 R_Mesh_State(&m);
1210                 GL_BlendFunc(GL_ONE, GL_ONE);
1211                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1212                 CHECKGLERROR
1213                 r_shadow_lightpermutation = 0;
1214                 // only add a feature to the permutation if that permutation exists
1215                 // (otherwise it might end up not using a shader at all, which looks
1216                 // worse than using less features)
1217                 if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1218                         r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1219                 //if (fog && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1220                 //      r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1221                 if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1222                         r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1223                 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1224                         r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1225                 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1226                         r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1227                 if (r_shadow_glsl_geforcefxlowquality.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1228                         r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1229                 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1230                 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1231                 // TODO: support fog (after renderer is converted to texture fog)
1232                 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1233                 {
1234                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), 0);CHECKGLERROR
1235                 }
1236                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1237                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1238                 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1239                 {
1240                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1241                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
1242                 }
1243                 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1244                 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
1245                 //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1246                 //{
1247                 //      qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
1248                 //}
1249                 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1250                 {
1251                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1252                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1253                 }
1254         }
1255         else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1256                 r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3;
1257         else
1258                 r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX;
1259 }
1260
1261 void R_Shadow_Stage_VisibleShadowVolumes(void)
1262 {
1263         R_Shadow_Stage_Reset();
1264         GL_BlendFunc(GL_ONE, GL_ONE);
1265         GL_DepthMask(false);
1266         GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1267         qglPolygonOffset(0, 0);
1268         GL_Color(0.0, 0.0125, 0.1, 1);
1269         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1270         qglDepthFunc(GL_GEQUAL);
1271         qglCullFace(GL_FRONT); // this culls back
1272         qglDisable(GL_CULL_FACE);
1273         qglDisable(GL_STENCIL_TEST);
1274         r_shadowstage = R_SHADOWSTAGE_VISIBLEVOLUMES;
1275 }
1276
1277 void R_Shadow_Stage_VisibleLighting(int stenciltest)
1278 {
1279         R_Shadow_Stage_Reset();
1280         GL_BlendFunc(GL_ONE, GL_ONE);
1281         GL_DepthMask(false);
1282         GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1283         qglPolygonOffset(0, 0);
1284         GL_Color(0.1, 0.0125, 0, 1);
1285         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1286         qglDepthFunc(GL_EQUAL);
1287         qglCullFace(GL_FRONT); // this culls back
1288         qglEnable(GL_CULL_FACE);
1289         if (stenciltest)
1290                 qglEnable(GL_STENCIL_TEST);
1291         else
1292                 qglDisable(GL_STENCIL_TEST);
1293         r_shadowstage = R_SHADOWSTAGE_VISIBLELIGHTING;
1294 }
1295
1296 void R_Shadow_Stage_End(void)
1297 {
1298         R_Shadow_Stage_Reset();
1299         R_Shadow_Stage_ActiveLight(NULL);
1300         GL_BlendFunc(GL_ONE, GL_ZERO);
1301         GL_DepthMask(true);
1302         GL_DepthTest(true);
1303         qglPolygonOffset(0, 0);
1304         //qglDisable(GL_POLYGON_OFFSET_FILL);
1305         GL_Color(1, 1, 1, 1);
1306         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1307         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1308         qglDepthFunc(GL_LEQUAL);
1309         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1310         qglDisable(GL_STENCIL_TEST);
1311         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1312         if (gl_support_stenciltwoside)
1313                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1314         qglStencilMask(~0);
1315         qglStencilFunc(GL_ALWAYS, 128, ~0);
1316         r_shadowstage = R_SHADOWSTAGE_NONE;
1317 }
1318
1319 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1320 {
1321         int i, ix1, iy1, ix2, iy2;
1322         float x1, y1, x2, y2;
1323         vec4_t v, v2;
1324         rmesh_t mesh;
1325         mplane_t planes[11];
1326         float vertex3f[256*3];
1327
1328         // if view is inside the light box, just say yes it's visible
1329         if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1330         {
1331                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1332                 return false;
1333         }
1334
1335         // create a temporary brush describing the area the light can affect in worldspace
1336         VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1337         VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1338         VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1339         VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1340         VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1341         VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
1342         VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
1343         VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
1344         VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
1345         VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
1346         VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
1347
1348         // turn the brush into a mesh
1349         memset(&mesh, 0, sizeof(rmesh_t));
1350         mesh.maxvertices = 256;
1351         mesh.vertex3f = vertex3f;
1352         mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1353         R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1354
1355         // if that mesh is empty, the light is not visible at all
1356         if (!mesh.numvertices)
1357                 return true;
1358
1359         if (!r_shadow_scissor.integer)
1360                 return false;
1361
1362         // if that mesh is not empty, check what area of the screen it covers
1363         x1 = y1 = x2 = y2 = 0;
1364         v[3] = 1.0f;
1365         for (i = 0;i < mesh.numvertices;i++)
1366         {
1367                 VectorCopy(mesh.vertex3f + i * 3, v);
1368                 GL_TransformToScreen(v, v2);
1369                 //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]);
1370                 if (i)
1371                 {
1372                         if (x1 > v2[0]) x1 = v2[0];
1373                         if (x2 < v2[0]) x2 = v2[0];
1374                         if (y1 > v2[1]) y1 = v2[1];
1375                         if (y2 < v2[1]) y2 = v2[1];
1376                 }
1377                 else
1378                 {
1379                         x1 = x2 = v2[0];
1380                         y1 = y2 = v2[1];
1381                 }
1382         }
1383
1384         // now convert the scissor rectangle to integer screen coordinates
1385         ix1 = x1 - 1.0f;
1386         iy1 = y1 - 1.0f;
1387         ix2 = x2 + 1.0f;
1388         iy2 = y2 + 1.0f;
1389         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1390
1391         // clamp it to the screen
1392         if (ix1 < r_view_x) ix1 = r_view_x;
1393         if (iy1 < r_view_y) iy1 = r_view_y;
1394         if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1395         if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1396
1397         // if it is inside out, it's not visible
1398         if (ix2 <= ix1 || iy2 <= iy1)
1399                 return true;
1400
1401         // the light area is visible, set up the scissor rectangle
1402         GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1403         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1404         //qglEnable(GL_SCISSOR_TEST);
1405         c_rt_scissored++;
1406         return false;
1407 }
1408
1409 static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
1410 {
1411         float *color4f = varray_color4f;
1412         float dist, dot, intensity, v[3], n[3];
1413         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1414         {
1415                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1416                 if ((dist = DotProduct(v, v)) < 1)
1417                 {
1418                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1419                         if ((dot = DotProduct(n, v)) > 0)
1420                         {
1421                                 dist = sqrt(dist);
1422                                 intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1423                                 intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1424                                 VectorScale(lightcolor, intensity, color4f);
1425                                 color4f[3] = 1;
1426                         }
1427                         else
1428                         {
1429                                 VectorClear(color4f);
1430                                 color4f[3] = 1;
1431                         }
1432                 }
1433                 else
1434                 {
1435                         VectorClear(color4f);
1436                         color4f[3] = 1;
1437                 }
1438         }
1439 }
1440
1441 static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
1442 {
1443         float *color4f = varray_color4f;
1444         float dist, dot, intensity, v[3], n[3];
1445         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1446         {
1447                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1448                 if ((dist = fabs(v[2])) < 1)
1449                 {
1450                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1451                         if ((dot = DotProduct(n, v)) > 0)
1452                         {
1453                                 intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1454                                 intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1455                                 VectorScale(lightcolor, intensity, color4f);
1456                                 color4f[3] = 1;
1457                         }
1458                         else
1459                         {
1460                                 VectorClear(color4f);
1461                                 color4f[3] = 1;
1462                         }
1463                 }
1464                 else
1465                 {
1466                         VectorClear(color4f);
1467                         color4f[3] = 1;
1468                 }
1469         }
1470 }
1471
1472 static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
1473 {
1474         float *color4f = varray_color4f;
1475         float dot, intensity, v[3], n[3];
1476         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1477         {
1478                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1479                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1480                 if ((dot = DotProduct(n, v)) > 0)
1481                 {
1482                         intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1483                         VectorScale(lightcolor, intensity, color4f);
1484                         color4f[3] = 1;
1485                 }
1486                 else
1487                 {
1488                         VectorClear(color4f);
1489                         color4f[3] = 1;
1490                 }
1491         }
1492 }
1493
1494 static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor)
1495 {
1496         float *color4f = varray_color4f;
1497         float dist, intensity, v[3];
1498         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1499         {
1500                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1501                 if ((dist = DotProduct(v, v)) < 1)
1502                 {
1503                         dist = sqrt(dist);
1504                         intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1505                         VectorScale(lightcolor, intensity, color4f);
1506                         color4f[3] = 1;
1507                 }
1508                 else
1509                 {
1510                         VectorClear(color4f);
1511                         color4f[3] = 1;
1512                 }
1513         }
1514 }
1515
1516 static void R_Shadow_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor)
1517 {
1518         float *color4f = varray_color4f;
1519         float dist, intensity, v[3];
1520         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1521         {
1522                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1523                 if ((dist = fabs(v[2])) < 1)
1524                 {
1525                         intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1526                         VectorScale(lightcolor, intensity, color4f);
1527                         color4f[3] = 1;
1528                 }
1529                 else
1530                 {
1531                         VectorClear(color4f);
1532                         color4f[3] = 1;
1533                 }
1534         }
1535 }
1536
1537 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1538 #define USETEXMATRIX
1539
1540 #ifndef USETEXMATRIX
1541 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1542 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1543 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1544 {
1545         do
1546         {
1547                 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1548                 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1549                 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1550                 vertex3f += 3;
1551                 tc3f += 3;
1552         }
1553         while (--numverts);
1554 }
1555
1556 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1557 {
1558         do
1559         {
1560                 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1561                 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1562                 vertex3f += 3;
1563                 tc2f += 2;
1564         }
1565         while (--numverts);
1566 }
1567 #endif
1568
1569 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)
1570 {
1571         int i;
1572         float lightdir[3];
1573         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1574         {
1575                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1576                 // the cubemap normalizes this for us
1577                 out3f[0] = DotProduct(svector3f, lightdir);
1578                 out3f[1] = DotProduct(tvector3f, lightdir);
1579                 out3f[2] = DotProduct(normal3f, lightdir);
1580         }
1581 }
1582
1583 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)
1584 {
1585         int i;
1586         float lightdir[3], eyedir[3], halfdir[3];
1587         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1588         {
1589                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1590                 VectorNormalize(lightdir);
1591                 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1592                 VectorNormalize(eyedir);
1593                 VectorAdd(lightdir, eyedir, halfdir);
1594                 // the cubemap normalizes this for us
1595                 out3f[0] = DotProduct(svector3f, halfdir);
1596                 out3f[1] = DotProduct(tvector3f, halfdir);
1597                 out3f[2] = DotProduct(normal3f, halfdir);
1598         }
1599 }
1600
1601 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)
1602 {
1603         int renders;
1604         float color[3], color2[3], colorscale, specularscale;
1605         rmeshstate_t m;
1606         // FIXME: support MATERIALFLAG_NODEPTHTEST
1607         if (!basetexture)
1608                 basetexture = r_texture_white;
1609         if (!bumptexture)
1610                 bumptexture = r_texture_blanknormalmap;
1611         if (!pantstexture)
1612                 lightcolorpants = vec3_origin;
1613         if (!shirttexture)
1614                 lightcolorshirt = vec3_origin;
1615         if (glosstexture && r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
1616                 specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
1617         else if (!glosstexture && r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
1618         {
1619                 glosstexture = r_texture_white;
1620                 specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
1621         }
1622         else
1623         {
1624                 glosstexture = r_texture_black;
1625                 specularscale = 0;
1626         }
1627         if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) <= 0.001)
1628                 return;
1629         if (r_shadowstage == R_SHADOWSTAGE_VISIBLELIGHTING)
1630         {
1631                 int passes = 0;
1632                 if (r_shadow_glsl.integer && r_shadow_program_light[0])
1633                         passes++; // GLSL shader path (GFFX5200, Radeon 9500)
1634                 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1635                 {
1636                         // TODO: add direct pants/shirt rendering
1637                         if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
1638                                 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
1639                         if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
1640                                 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
1641                         if (r_shadow_rtlight->ambientscale)
1642                         {
1643                                 colorscale = r_shadow_rtlight->ambientscale;
1644                                 if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1645                                 {
1646                                 }
1647                                 else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1648                                 {
1649                                 }
1650                                 else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
1651                                 {
1652                                 }
1653                                 else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
1654                                 {
1655                                 }
1656                                 else
1657                                         passes++;
1658                                 VectorScale(lightcolorbase, colorscale, color2);
1659                                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1660                                         passes++;
1661                         }
1662                         if (r_shadow_rtlight->diffusescale)
1663                         {
1664                                 colorscale = r_shadow_rtlight->diffusescale;
1665                                 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1666                                 {
1667                                         // 3/2 3D combine path (Geforce3, Radeon 8500)
1668                                         passes++;
1669                                 }
1670                                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
1671                                 {
1672                                         // 1/2/2 3D combine path (original Radeon)
1673                                         passes += 2;
1674                                 }
1675                                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
1676                                 {
1677                                         // 2/2 3D combine path (original Radeon)
1678                                         passes++;
1679                                 }
1680                                 else if (r_textureunits.integer >= 4)
1681                                 {
1682                                         // 4/2 2D combine path (Geforce3, Radeon 8500)
1683                                         passes++;
1684                                 }
1685                                 else
1686                                 {
1687                                         // 2/2/2 2D combine path (any dot3 card)
1688                                         passes += 2;
1689                                 }
1690                                 VectorScale(lightcolorbase, colorscale, color2);
1691                                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1692                                         passes++;
1693                         }
1694                         if (specularscale && glosstexture != r_texture_black)
1695                         {
1696                                 //if (gl_support_blendsquare)
1697                                 {
1698                                         colorscale = specularscale;
1699                                         if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1700                                                 passes += 4;
1701                                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1702                                                 passes += 3;
1703                                         else
1704                                                 passes += 4;
1705                                         VectorScale(lightcolorbase, colorscale, color2);
1706                                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1707                                                 passes++;
1708                                 }
1709                         }
1710                 }
1711                 else
1712                 {
1713                         // TODO: add direct pants/shirt rendering
1714                         if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
1715                                 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
1716                         if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
1717                                 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
1718                         if (r_shadow_rtlight->ambientscale)
1719                         {
1720                                 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
1721                                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1722                                         passes++;
1723                         }
1724                         if (r_shadow_rtlight->diffusescale)
1725                         {
1726                                 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2);
1727                                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1728                                         passes++;
1729                         }
1730                 }
1731                 if (passes)
1732                 {
1733                         GL_Color(0.1*passes, 0.025*passes, 0, 1);
1734                         memset(&m, 0, sizeof(m));
1735                         m.pointer_vertex = vertex3f;
1736                         R_Mesh_State(&m);
1737                         GL_LockArrays(firstvertex, numvertices);
1738                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1739                         GL_LockArrays(0, 0);
1740                 }
1741                 return;
1742         }
1743         else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
1744         {
1745                 // GLSL shader path (GFFX5200, Radeon 9500)
1746                 R_Mesh_VertexPointer(vertex3f);
1747                 R_Mesh_TexCoordPointer(0, 2, texcoord2f);
1748                 R_Mesh_TexCoordPointer(1, 3, svector3f);
1749                 R_Mesh_TexCoordPointer(2, 3, tvector3f);
1750                 R_Mesh_TexCoordPointer(3, 3, normal3f);
1751                 R_Mesh_TexBind(0, R_GetTexture(bumptexture));
1752                 R_Mesh_TexBind(1, R_GetTexture(basetexture));
1753                 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1754                 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1755                 {
1756                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1757                 }
1758                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1759                 GL_LockArrays(firstvertex, numvertices);
1760                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1761                 c_rt_lightmeshes++;
1762                 c_rt_lighttris += numtriangles;
1763                 // TODO: add direct pants/shirt rendering
1764                 if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
1765                 {
1766                         R_Mesh_TexBind(1, R_GetTexture(pantstexture));
1767                         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorpants[0], lightcolorpants[1], lightcolorpants[2]);CHECKGLERROR
1768                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1769                         c_rt_lightmeshes++;
1770                         c_rt_lighttris += numtriangles;
1771                 }
1772                 if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
1773                 {
1774                         R_Mesh_TexBind(1, R_GetTexture(shirttexture));
1775                         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorshirt[0], lightcolorshirt[1], lightcolorshirt[2]);CHECKGLERROR
1776                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1777                         c_rt_lightmeshes++;
1778                         c_rt_lighttris += numtriangles;
1779                 }
1780                 GL_LockArrays(0, 0);
1781         }
1782         else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_DOT3)
1783         {
1784                 // TODO: add direct pants/shirt rendering
1785                 if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
1786                         R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
1787                 if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
1788                         R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
1789                 if (r_shadow_rtlight->ambientscale)
1790                 {
1791                         GL_Color(1,1,1,1);
1792                         colorscale = r_shadow_rtlight->ambientscale;
1793                         // colorscale accounts for how much we multiply the brightness
1794                         // during combine.
1795                         //
1796                         // mult is how many times the final pass of the lighting will be
1797                         // performed to get more brightness than otherwise possible.
1798                         //
1799                         // Limit mult to 64 for sanity sake.
1800                         if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1801                         {
1802                                 // 3 3D combine path (Geforce3, Radeon 8500)
1803                                 memset(&m, 0, sizeof(m));
1804                                 m.pointer_vertex = vertex3f;
1805                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1806 #ifdef USETEXMATRIX
1807                                 m.pointer_texcoord3f[0] = vertex3f;
1808                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1809 #else
1810                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1811                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1812 #endif
1813                                 m.tex[1] = R_GetTexture(basetexture);
1814                                 m.pointer_texcoord[1] = texcoord2f;
1815                                 m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
1816 #ifdef USETEXMATRIX
1817                                 m.pointer_texcoord3f[2] = vertex3f;
1818                                 m.texmatrix[2] = r_shadow_entitytolight;
1819 #else
1820                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1821                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
1822 #endif
1823                                 GL_BlendFunc(GL_ONE, GL_ONE);
1824                         }
1825                         else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1826                         {
1827                                 // 2 3D combine path (Geforce3, original Radeon)
1828                                 memset(&m, 0, sizeof(m));
1829                                 m.pointer_vertex = vertex3f;
1830                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1831 #ifdef USETEXMATRIX
1832                                 m.pointer_texcoord3f[0] = vertex3f;
1833                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1834 #else
1835                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1836                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1837 #endif
1838                                 m.tex[1] = R_GetTexture(basetexture);
1839                                 m.pointer_texcoord[1] = texcoord2f;
1840                                 GL_BlendFunc(GL_ONE, GL_ONE);
1841                         }
1842                         else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
1843                         {
1844                                 // 4 2D combine path (Geforce3, Radeon 8500)
1845                                 memset(&m, 0, sizeof(m));
1846                                 m.pointer_vertex = vertex3f;
1847                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1848 #ifdef USETEXMATRIX
1849                                 m.pointer_texcoord3f[0] = vertex3f;
1850                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1851 #else
1852                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1853                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1854 #endif
1855                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1856 #ifdef USETEXMATRIX
1857                                 m.pointer_texcoord3f[1] = vertex3f;
1858                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1859 #else
1860                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1861                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
1862 #endif
1863                                 m.tex[2] = R_GetTexture(basetexture);
1864                                 m.pointer_texcoord[2] = texcoord2f;
1865                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1866                                 {
1867                                         m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
1868 #ifdef USETEXMATRIX
1869                                         m.pointer_texcoord3f[3] = vertex3f;
1870                                         m.texmatrix[3] = r_shadow_entitytolight;
1871 #else
1872                                         m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1873                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
1874 #endif
1875                                 }
1876                                 GL_BlendFunc(GL_ONE, GL_ONE);
1877                         }
1878                         else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
1879                         {
1880                                 // 3 2D combine path (Geforce3, original Radeon)
1881                                 memset(&m, 0, sizeof(m));
1882                                 m.pointer_vertex = vertex3f;
1883                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1884 #ifdef USETEXMATRIX
1885                                 m.pointer_texcoord3f[0] = vertex3f;
1886                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1887 #else
1888                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1889                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1890 #endif
1891                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1892 #ifdef USETEXMATRIX
1893                                 m.pointer_texcoord3f[1] = vertex3f;
1894                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1895 #else
1896                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1897                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
1898 #endif
1899                                 m.tex[2] = R_GetTexture(basetexture);
1900                                 m.pointer_texcoord[2] = texcoord2f;
1901                                 GL_BlendFunc(GL_ONE, GL_ONE);
1902                         }
1903                         else
1904                         {
1905                                 // 2/2/2 2D combine path (any dot3 card)
1906                                 memset(&m, 0, sizeof(m));
1907                                 m.pointer_vertex = vertex3f;
1908                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1909 #ifdef USETEXMATRIX
1910                                 m.pointer_texcoord3f[0] = vertex3f;
1911                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1912 #else
1913                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1914                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1915 #endif
1916                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1917 #ifdef USETEXMATRIX
1918                                 m.pointer_texcoord3f[1] = vertex3f;
1919                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1920 #else
1921                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1922                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
1923 #endif
1924                                 R_Mesh_State(&m);
1925                                 GL_ColorMask(0,0,0,1);
1926                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1927                                 GL_LockArrays(firstvertex, numvertices);
1928                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1929                                 GL_LockArrays(0, 0);
1930                                 c_rt_lightmeshes++;
1931                                 c_rt_lighttris += numtriangles;
1932
1933                                 memset(&m, 0, sizeof(m));
1934                                 m.pointer_vertex = vertex3f;
1935                                 m.tex[0] = R_GetTexture(basetexture);
1936                                 m.pointer_texcoord[0] = texcoord2f;
1937                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1938                                 {
1939                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1940 #ifdef USETEXMATRIX
1941                                         m.pointer_texcoord3f[1] = vertex3f;
1942                                         m.texmatrix[1] = r_shadow_entitytolight;
1943 #else
1944                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1945                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
1946 #endif
1947                                 }
1948                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1949                         }
1950                         // this final code is shared
1951                         R_Mesh_State(&m);
1952                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1953                         VectorScale(lightcolorbase, colorscale, color2);
1954                         GL_LockArrays(firstvertex, numvertices);
1955                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1956                         {
1957                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1958                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1959                                 c_rt_lightmeshes++;
1960                                 c_rt_lighttris += numtriangles;
1961                         }
1962                         GL_LockArrays(0, 0);
1963                 }
1964                 if (r_shadow_rtlight->diffusescale)
1965                 {
1966                         GL_Color(1,1,1,1);
1967                         colorscale = r_shadow_rtlight->diffusescale;
1968                         // colorscale accounts for how much we multiply the brightness
1969                         // during combine.
1970                         //
1971                         // mult is how many times the final pass of the lighting will be
1972                         // performed to get more brightness than otherwise possible.
1973                         //
1974                         // Limit mult to 64 for sanity sake.
1975                         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1976                         {
1977                                 // 3/2 3D combine path (Geforce3, Radeon 8500)
1978                                 memset(&m, 0, sizeof(m));
1979                                 m.pointer_vertex = vertex3f;
1980                                 m.tex[0] = R_GetTexture(bumptexture);
1981                                 m.texcombinergb[0] = GL_REPLACE;
1982                                 m.pointer_texcoord[0] = texcoord2f;
1983                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1984                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1985                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1986                                 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);
1987                                 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1988 #ifdef USETEXMATRIX
1989                                 m.pointer_texcoord3f[2] = vertex3f;
1990                                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1991 #else
1992                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1993                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1994 #endif
1995                                 R_Mesh_State(&m);
1996                                 GL_ColorMask(0,0,0,1);
1997                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1998                                 GL_LockArrays(firstvertex, numvertices);
1999                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2000                                 GL_LockArrays(0, 0);
2001                                 c_rt_lightmeshes++;
2002                                 c_rt_lighttris += numtriangles;
2003
2004                                 memset(&m, 0, sizeof(m));
2005                                 m.pointer_vertex = vertex3f;
2006                                 m.tex[0] = R_GetTexture(basetexture);
2007                                 m.pointer_texcoord[0] = texcoord2f;
2008                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2009                                 {
2010                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2011 #ifdef USETEXMATRIX
2012                                         m.pointer_texcoord3f[1] = vertex3f;
2013                                         m.texmatrix[1] = r_shadow_entitytolight;
2014 #else
2015                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2016                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2017 #endif
2018                                 }
2019                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2020                         }
2021                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
2022                         {
2023                                 // 1/2/2 3D combine path (original Radeon)
2024                                 memset(&m, 0, sizeof(m));
2025                                 m.pointer_vertex = vertex3f;
2026                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2027 #ifdef USETEXMATRIX
2028                                 m.pointer_texcoord3f[0] = vertex3f;
2029                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2030 #else
2031                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2032                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2033 #endif
2034                                 R_Mesh_State(&m);
2035                                 GL_ColorMask(0,0,0,1);
2036                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2037                                 GL_LockArrays(firstvertex, numvertices);
2038                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2039                                 GL_LockArrays(0, 0);
2040                                 c_rt_lightmeshes++;
2041                                 c_rt_lighttris += numtriangles;
2042
2043                                 memset(&m, 0, sizeof(m));
2044                                 m.pointer_vertex = vertex3f;
2045                                 m.tex[0] = R_GetTexture(bumptexture);
2046                                 m.texcombinergb[0] = GL_REPLACE;
2047                                 m.pointer_texcoord[0] = texcoord2f;
2048                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2049                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2050                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2051                                 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);
2052                                 R_Mesh_State(&m);
2053                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2054                                 GL_LockArrays(firstvertex, numvertices);
2055                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2056                                 GL_LockArrays(0, 0);
2057                                 c_rt_lightmeshes++;
2058                                 c_rt_lighttris += numtriangles;
2059
2060                                 memset(&m, 0, sizeof(m));
2061                                 m.pointer_vertex = vertex3f;
2062                                 m.tex[0] = R_GetTexture(basetexture);
2063                                 m.pointer_texcoord[0] = texcoord2f;
2064                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2065                                 {
2066                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2067 #ifdef USETEXMATRIX
2068                                         m.pointer_texcoord3f[1] = vertex3f;
2069                                         m.texmatrix[1] = r_shadow_entitytolight;
2070 #else
2071                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2072                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2073 #endif
2074                                 }
2075                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2076                         }
2077                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
2078                         {
2079                                 // 2/2 3D combine path (original Radeon)
2080                                 memset(&m, 0, sizeof(m));
2081                                 m.pointer_vertex = vertex3f;
2082                                 m.tex[0] = R_GetTexture(bumptexture);
2083                                 m.texcombinergb[0] = GL_REPLACE;
2084                                 m.pointer_texcoord[0] = texcoord2f;
2085                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2086                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2087                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2088                                 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);
2089                                 R_Mesh_State(&m);
2090                                 GL_ColorMask(0,0,0,1);
2091                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2092                                 GL_LockArrays(firstvertex, numvertices);
2093                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2094                                 GL_LockArrays(0, 0);
2095                                 c_rt_lightmeshes++;
2096                                 c_rt_lighttris += numtriangles;
2097
2098                                 memset(&m, 0, sizeof(m));
2099                                 m.pointer_vertex = vertex3f;
2100                                 m.tex[0] = R_GetTexture(basetexture);
2101                                 m.pointer_texcoord[0] = texcoord2f;
2102                                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2103 #ifdef USETEXMATRIX
2104                                 m.pointer_texcoord3f[1] = vertex3f;
2105                                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2106 #else
2107                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2108                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2109 #endif
2110                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2111                         }
2112                         else if (r_textureunits.integer >= 4)
2113                         {
2114                                 // 4/2 2D combine path (Geforce3, Radeon 8500)
2115                                 memset(&m, 0, sizeof(m));
2116                                 m.pointer_vertex = vertex3f;
2117                                 m.tex[0] = R_GetTexture(bumptexture);
2118                                 m.texcombinergb[0] = GL_REPLACE;
2119                                 m.pointer_texcoord[0] = texcoord2f;
2120                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2121                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2122                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2123                                 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);
2124                                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2125 #ifdef USETEXMATRIX
2126                                 m.pointer_texcoord3f[2] = vertex3f;
2127                                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2128 #else
2129                                 m.pointer_texcoord[2] = varray_texcoord2f[2];
2130                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2131 #endif
2132                                 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2133 #ifdef USETEXMATRIX
2134                                 m.pointer_texcoord3f[3] = vertex3f;
2135                                 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2136 #else
2137                                 m.pointer_texcoord[3] = varray_texcoord2f[3];
2138                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2139 #endif
2140                                 R_Mesh_State(&m);
2141                                 GL_ColorMask(0,0,0,1);
2142                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2143                                 GL_LockArrays(firstvertex, numvertices);
2144                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2145                                 GL_LockArrays(0, 0);
2146                                 c_rt_lightmeshes++;
2147                                 c_rt_lighttris += numtriangles;
2148
2149                                 memset(&m, 0, sizeof(m));
2150                                 m.pointer_vertex = vertex3f;
2151                                 m.tex[0] = R_GetTexture(basetexture);
2152                                 m.pointer_texcoord[0] = texcoord2f;
2153                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2154                                 {
2155                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2156 #ifdef USETEXMATRIX
2157                                         m.pointer_texcoord3f[1] = vertex3f;
2158                                         m.texmatrix[1] = r_shadow_entitytolight;
2159 #else
2160                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2161                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2162 #endif
2163                                 }
2164                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2165                         }
2166                         else
2167                         {
2168                                 // 2/2/2 2D combine path (any dot3 card)
2169                                 memset(&m, 0, sizeof(m));
2170                                 m.pointer_vertex = vertex3f;
2171                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2172 #ifdef USETEXMATRIX
2173                                 m.pointer_texcoord3f[0] = vertex3f;
2174                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2175 #else
2176                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2177                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2178 #endif
2179                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2180 #ifdef USETEXMATRIX
2181                                 m.pointer_texcoord3f[1] = vertex3f;
2182                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2183 #else
2184                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2185                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2186 #endif
2187                                 R_Mesh_State(&m);
2188                                 GL_ColorMask(0,0,0,1);
2189                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2190                                 GL_LockArrays(firstvertex, numvertices);
2191                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2192                                 GL_LockArrays(0, 0);
2193                                 c_rt_lightmeshes++;
2194                                 c_rt_lighttris += numtriangles;
2195
2196                                 memset(&m, 0, sizeof(m));
2197                                 m.pointer_vertex = vertex3f;
2198                                 m.tex[0] = R_GetTexture(bumptexture);
2199                                 m.texcombinergb[0] = GL_REPLACE;
2200                                 m.pointer_texcoord[0] = texcoord2f;
2201                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2202                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2203                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2204                                 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);
2205                                 R_Mesh_State(&m);
2206                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2207                                 GL_LockArrays(firstvertex, numvertices);
2208                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2209                                 GL_LockArrays(0, 0);
2210                                 c_rt_lightmeshes++;
2211                                 c_rt_lighttris += numtriangles;
2212
2213                                 memset(&m, 0, sizeof(m));
2214                                 m.pointer_vertex = vertex3f;
2215                                 m.tex[0] = R_GetTexture(basetexture);
2216                                 m.pointer_texcoord[0] = texcoord2f;
2217                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2218                                 {
2219                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2220 #ifdef USETEXMATRIX
2221                                         m.pointer_texcoord3f[1] = vertex3f;
2222                                         m.texmatrix[1] = r_shadow_entitytolight;
2223 #else
2224                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2225                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2226 #endif
2227                                 }
2228                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2229                         }
2230                         // this final code is shared
2231                         R_Mesh_State(&m);
2232                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2233                         VectorScale(lightcolorbase, colorscale, color2);
2234                         GL_LockArrays(firstvertex, numvertices);
2235                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2236                         {
2237                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2238                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2239                                 c_rt_lightmeshes++;
2240                                 c_rt_lighttris += numtriangles;
2241                         }
2242                         GL_LockArrays(0, 0);
2243                 }
2244                 if (specularscale && glosstexture != r_texture_black)
2245                 {
2246                         // FIXME: detect blendsquare!
2247                         //if (gl_support_blendsquare)
2248                         {
2249                                 colorscale = specularscale;
2250                                 GL_Color(1,1,1,1);
2251                                 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2252                                 {
2253                                         // 2/0/0/1/2 3D combine blendsquare path
2254                                         memset(&m, 0, sizeof(m));
2255                                         m.pointer_vertex = vertex3f;
2256                                         m.tex[0] = R_GetTexture(bumptexture);
2257                                         m.pointer_texcoord[0] = texcoord2f;
2258                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2259                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2260                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2261                                         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);
2262                                         R_Mesh_State(&m);
2263                                         GL_ColorMask(0,0,0,1);
2264                                         // this squares the result
2265                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2266                                         GL_LockArrays(firstvertex, numvertices);
2267                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2268                                         GL_LockArrays(0, 0);
2269                                         c_rt_lightmeshes++;
2270                                         c_rt_lighttris += numtriangles;
2271
2272                                         memset(&m, 0, sizeof(m));
2273                                         m.pointer_vertex = vertex3f;
2274                                         R_Mesh_State(&m);
2275                                         GL_LockArrays(firstvertex, numvertices);
2276                                         // square alpha in framebuffer a few times to make it shiny
2277                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2278                                         // these comments are a test run through this math for intensity 0.5
2279                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2280                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2281                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2282                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2283                                         c_rt_lightmeshes++;
2284                                         c_rt_lighttris += numtriangles;
2285                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2286                                         c_rt_lightmeshes++;
2287                                         c_rt_lighttris += numtriangles;
2288                                         GL_LockArrays(0, 0);
2289
2290                                         memset(&m, 0, sizeof(m));
2291                                         m.pointer_vertex = vertex3f;
2292                                         m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2293 #ifdef USETEXMATRIX
2294                                         m.pointer_texcoord3f[0] = vertex3f;
2295                                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2296 #else
2297                                         m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2298                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2299 #endif
2300                                         R_Mesh_State(&m);
2301                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2302                                         GL_LockArrays(firstvertex, numvertices);
2303                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2304                                         GL_LockArrays(0, 0);
2305                                         c_rt_lightmeshes++;
2306                                         c_rt_lighttris += numtriangles;
2307
2308                                         memset(&m, 0, sizeof(m));
2309                                         m.pointer_vertex = vertex3f;
2310                                         m.tex[0] = R_GetTexture(glosstexture);
2311                                         m.pointer_texcoord[0] = texcoord2f;
2312                                         if (r_shadow_lightcubemap != r_texture_whitecube)
2313                                         {
2314                                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2315 #ifdef USETEXMATRIX
2316                                                 m.pointer_texcoord3f[1] = vertex3f;
2317                                                 m.texmatrix[1] = r_shadow_entitytolight;
2318 #else
2319                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2320                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2321 #endif
2322                                         }
2323                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2324                                 }
2325                                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2326                                 {
2327                                         // 2/0/0/2 3D combine blendsquare path
2328                                         memset(&m, 0, sizeof(m));
2329                                         m.pointer_vertex = vertex3f;
2330                                         m.tex[0] = R_GetTexture(bumptexture);
2331                                         m.pointer_texcoord[0] = texcoord2f;
2332                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2333                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2334                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2335                                         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);
2336                                         R_Mesh_State(&m);
2337                                         GL_ColorMask(0,0,0,1);
2338                                         // this squares the result
2339                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2340                                         GL_LockArrays(firstvertex, numvertices);
2341                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2342                                         GL_LockArrays(0, 0);
2343                                         c_rt_lightmeshes++;
2344                                         c_rt_lighttris += numtriangles;
2345
2346                                         memset(&m, 0, sizeof(m));
2347                                         m.pointer_vertex = vertex3f;
2348                                         R_Mesh_State(&m);
2349                                         GL_LockArrays(firstvertex, numvertices);
2350                                         // square alpha in framebuffer a few times to make it shiny
2351                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2352                                         // these comments are a test run through this math for intensity 0.5
2353                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2354                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2355                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2356                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2357                                         c_rt_lightmeshes++;
2358                                         c_rt_lighttris += numtriangles;
2359                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2360                                         c_rt_lightmeshes++;
2361                                         c_rt_lighttris += numtriangles;
2362                                         GL_LockArrays(0, 0);
2363
2364                                         memset(&m, 0, sizeof(m));
2365                                         m.pointer_vertex = vertex3f;
2366                                         m.tex[0] = R_GetTexture(glosstexture);
2367                                         m.pointer_texcoord[0] = texcoord2f;
2368                                         m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2369 #ifdef USETEXMATRIX
2370                                         m.pointer_texcoord3f[1] = vertex3f;
2371                                         m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2372 #else
2373                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2374                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2375 #endif
2376                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2377                                 }
2378                                 else
2379                                 {
2380                                         // 2/0/0/2/2 2D combine blendsquare path
2381                                         memset(&m, 0, sizeof(m));
2382                                         m.pointer_vertex = vertex3f;
2383                                         m.tex[0] = R_GetTexture(bumptexture);
2384                                         m.pointer_texcoord[0] = texcoord2f;
2385                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2386                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2387                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2388                                         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);
2389                                         R_Mesh_State(&m);
2390                                         GL_ColorMask(0,0,0,1);
2391                                         // this squares the result
2392                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2393                                         GL_LockArrays(firstvertex, numvertices);
2394                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2395                                         GL_LockArrays(0, 0);
2396                                         c_rt_lightmeshes++;
2397                                         c_rt_lighttris += numtriangles;
2398
2399                                         memset(&m, 0, sizeof(m));
2400                                         m.pointer_vertex = vertex3f;
2401                                         R_Mesh_State(&m);
2402                                         GL_LockArrays(firstvertex, numvertices);
2403                                         // square alpha in framebuffer a few times to make it shiny
2404                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2405                                         // these comments are a test run through this math for intensity 0.5
2406                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2407                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2408                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2409                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2410                                         c_rt_lightmeshes++;
2411                                         c_rt_lighttris += numtriangles;
2412                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2413                                         c_rt_lightmeshes++;
2414                                         c_rt_lighttris += numtriangles;
2415                                         GL_LockArrays(0, 0);
2416
2417                                         memset(&m, 0, sizeof(m));
2418                                         m.pointer_vertex = vertex3f;
2419                                         m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2420 #ifdef USETEXMATRIX
2421                                         m.pointer_texcoord3f[0] = vertex3f;
2422                                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2423 #else
2424                                         m.pointer_texcoord[0] = varray_texcoord2f[0];
2425                                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2426 #endif
2427                                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2428 #ifdef USETEXMATRIX
2429                                         m.pointer_texcoord3f[1] = vertex3f;
2430                                         m.texmatrix[1] = r_shadow_entitytoattenuationz;
2431 #else
2432                                         m.pointer_texcoord[1] = varray_texcoord2f[1];
2433                                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2434 #endif
2435                                         R_Mesh_State(&m);
2436                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2437                                         GL_LockArrays(firstvertex, numvertices);
2438                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2439                                         GL_LockArrays(0, 0);
2440                                         c_rt_lightmeshes++;
2441                                         c_rt_lighttris += numtriangles;
2442
2443                                         memset(&m, 0, sizeof(m));
2444                                         m.pointer_vertex = vertex3f;
2445                                         m.tex[0] = R_GetTexture(glosstexture);
2446                                         m.pointer_texcoord[0] = texcoord2f;
2447                                         if (r_shadow_lightcubemap != r_texture_whitecube)
2448                                         {
2449                                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2450 #ifdef USETEXMATRIX
2451                                                 m.pointer_texcoord3f[1] = vertex3f;
2452                                                 m.texmatrix[1] = r_shadow_entitytolight;
2453 #else
2454                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2455                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2456 #endif
2457                                         }
2458                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2459                                 }
2460                                 R_Mesh_State(&m);
2461                                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2462                                 VectorScale(lightcolorbase, colorscale, color2);
2463                                 GL_LockArrays(firstvertex, numvertices);
2464                                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2465                                 {
2466                                         GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2467                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2468                                         c_rt_lightmeshes++;
2469                                         c_rt_lighttris += numtriangles;
2470                                 }
2471                                 GL_LockArrays(0, 0);
2472                         }
2473                 }
2474         }
2475         else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_VERTEX)
2476         {
2477                 // TODO: add direct pants/shirt rendering
2478                 if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
2479                         R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
2480                 if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
2481                         R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
2482                 if (r_shadow_rtlight->ambientscale)
2483                 {
2484                         GL_BlendFunc(GL_ONE, GL_ONE);
2485                         VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
2486                         memset(&m, 0, sizeof(m));
2487                         m.pointer_vertex = vertex3f;
2488                         m.tex[0] = R_GetTexture(basetexture);
2489                         m.pointer_texcoord[0] = texcoord2f;
2490                         if (r_textureunits.integer >= 2)
2491                         {
2492                                 // voodoo2
2493                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2494 #ifdef USETEXMATRIX
2495                                 m.pointer_texcoord3f[1] = vertex3f;
2496                                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2497 #else
2498                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2499                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2500 #endif
2501                                 if (r_textureunits.integer >= 3)
2502                                 {
2503                                         // Geforce3/Radeon class but not using dot3
2504                                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2505 #ifdef USETEXMATRIX
2506                                         m.pointer_texcoord3f[2] = vertex3f;
2507                                         m.texmatrix[2] = r_shadow_entitytoattenuationz;
2508 #else
2509                                         m.pointer_texcoord[2] = varray_texcoord2f[2];
2510                                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2511 #endif
2512                                 }
2513                         }
2514                         if (r_textureunits.integer >= 3)
2515                                 m.pointer_color = NULL;
2516                         else
2517                                 m.pointer_color = varray_color4f;
2518                         R_Mesh_State(&m);
2519                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2520                         {
2521                                 color[0] = bound(0, color2[0], 1);
2522                                 color[1] = bound(0, color2[1], 1);
2523                                 color[2] = bound(0, color2[2], 1);
2524                                 if (r_textureunits.integer >= 3)
2525                                         GL_Color(color[0], color[1], color[2], 1);
2526                                 else if (r_textureunits.integer >= 2)
2527                                         R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
2528                                 else
2529                                         R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
2530                                 GL_LockArrays(firstvertex, numvertices);
2531                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2532                                 GL_LockArrays(0, 0);
2533                                 c_rt_lightmeshes++;
2534                                 c_rt_lighttris += numtriangles;
2535                         }
2536                 }
2537                 if (r_shadow_rtlight->diffusescale)
2538                 {
2539                         GL_BlendFunc(GL_ONE, GL_ONE);
2540                         VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2);
2541                         memset(&m, 0, sizeof(m));
2542                         m.pointer_vertex = vertex3f;
2543                         m.pointer_color = varray_color4f;
2544                         m.tex[0] = R_GetTexture(basetexture);
2545                         m.pointer_texcoord[0] = texcoord2f;
2546                         if (r_textureunits.integer >= 2)
2547                         {
2548                                 // voodoo2
2549                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2550 #ifdef USETEXMATRIX
2551                                 m.pointer_texcoord3f[1] = vertex3f;
2552                                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2553 #else
2554                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2555                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2556 #endif
2557                                 if (r_textureunits.integer >= 3)
2558                                 {
2559                                         // Geforce3/Radeon class but not using dot3
2560                                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2561 #ifdef USETEXMATRIX
2562                                         m.pointer_texcoord3f[2] = vertex3f;
2563                                         m.texmatrix[2] = r_shadow_entitytoattenuationz;
2564 #else
2565                                         m.pointer_texcoord[2] = varray_texcoord2f[2];
2566                                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2567 #endif
2568                                 }
2569                         }
2570                         R_Mesh_State(&m);
2571                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2572                         {
2573                                 color[0] = bound(0, color2[0], 1);
2574                                 color[1] = bound(0, color2[1], 1);
2575                                 color[2] = bound(0, color2[2], 1);
2576                                 if (r_textureunits.integer >= 3)
2577                                         R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
2578                                 else if (r_textureunits.integer >= 2)
2579                                         R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
2580                                 else
2581                                         R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
2582                                 GL_LockArrays(firstvertex, numvertices);
2583                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2584                                 GL_LockArrays(0, 0);
2585                                 c_rt_lightmeshes++;
2586                                 c_rt_lighttris += numtriangles;
2587                         }
2588                 }
2589         }
2590 }
2591
2592 void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
2593 {
2594         int j, k;
2595         float scale;
2596         R_RTLight_Uncompile(rtlight);
2597         memset(rtlight, 0, sizeof(*rtlight));
2598
2599         VectorCopy(light->origin, rtlight->shadoworigin);
2600         VectorCopy(light->color, rtlight->color);
2601         rtlight->radius = light->radius;
2602         //rtlight->cullradius = rtlight->radius;
2603         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2604         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2605         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2606         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2607         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2608         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2609         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2610         rtlight->cubemapname[0] = 0;
2611         if (light->cubemapname[0])
2612                 strcpy(rtlight->cubemapname, light->cubemapname);
2613         else if (light->cubemapnum > 0)
2614                 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2615         rtlight->shadow = light->shadow;
2616         rtlight->corona = light->corona;
2617         rtlight->style = light->style;
2618         rtlight->isstatic = isstatic;
2619         rtlight->coronasizescale = light->coronasizescale;
2620         rtlight->ambientscale = light->ambientscale;
2621         rtlight->diffusescale = light->diffusescale;
2622         rtlight->specularscale = light->specularscale;
2623         rtlight->flags = light->flags;
2624         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2625         // ConcatScale won't work here because this needs to scale rotate and
2626         // translate, not just rotate
2627         scale = 1.0f / rtlight->radius;
2628         for (k = 0;k < 3;k++)
2629                 for (j = 0;j < 4;j++)
2630                         rtlight->matrix_worldtolight.m[k][j] *= scale;
2631
2632         rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2633         rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2634         VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2635         rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2636 }
2637
2638 // compiles rtlight geometry
2639 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2640 void R_RTLight_Compile(rtlight_t *rtlight)
2641 {
2642         int shadowmeshes, shadowtris, lightmeshes, lighttris, numleafs, numleafpvsbytes, numsurfaces;
2643         entity_render_t *ent = r_refdef.worldentity;
2644         model_t *model = r_refdef.worldmodel;
2645         qbyte *data;
2646
2647         // compile the light
2648         rtlight->compiled = true;
2649         rtlight->static_numleafs = 0;
2650         rtlight->static_numleafpvsbytes = 0;
2651         rtlight->static_leaflist = NULL;
2652         rtlight->static_leafpvs = NULL;
2653         rtlight->static_numsurfaces = 0;
2654         rtlight->static_surfacelist = NULL;
2655         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2656         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2657         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2658         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2659         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2660         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2661
2662         if (model && model->GetLightInfo)
2663         {
2664                 // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering
2665                 r_shadow_compilingrtlight = rtlight;
2666                 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2667                 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);
2668                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2669                 data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2670                 rtlight->static_numleafs = numleafs;
2671                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2672                 rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs;
2673                 rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes;
2674                 rtlight->static_numsurfaces = numsurfaces;
2675                 rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces;
2676                 if (numleafs)
2677                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2678                 if (numleafpvsbytes)
2679                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2680                 if (numsurfaces)
2681                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2682                 if (model->DrawShadowVolume && rtlight->shadow)
2683                 {
2684                         rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
2685                         model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist, rtlight->cullmins, rtlight->cullmaxs);
2686                         rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
2687                 }
2688                 if (model->DrawLight)
2689                 {
2690                         rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
2691                         model->DrawLight(ent, vec3_origin, numsurfaces, r_shadow_buffer_surfacelist);
2692                         rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
2693                 }
2694                 // switch back to rendering when DrawShadowVolume or DrawLight is called
2695                 r_shadow_compilingrtlight = NULL;
2696         }
2697
2698
2699         // use smallest available cullradius - box radius or light radius
2700         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2701         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2702
2703         shadowmeshes = 0;
2704         shadowtris = 0;
2705         if (rtlight->static_meshchain_shadow)
2706         {
2707                 shadowmesh_t *mesh;
2708                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2709                 {
2710                         shadowmeshes++;
2711                         shadowtris += mesh->numtriangles;
2712                 }
2713         }
2714
2715         lightmeshes = 0;
2716         lighttris = 0;
2717         if (rtlight->static_meshchain_light)
2718         {
2719                 shadowmesh_t *mesh;
2720                 for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
2721                 {
2722                         lightmeshes++;
2723                         lighttris += mesh->numtriangles;
2724                 }
2725         }
2726
2727         Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes), %i light triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes, lighttris, lightmeshes);
2728 }
2729
2730 void R_RTLight_Uncompile(rtlight_t *rtlight)
2731 {
2732         if (rtlight->compiled)
2733         {
2734                 if (rtlight->static_meshchain_shadow)
2735                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2736                 rtlight->static_meshchain_shadow = NULL;
2737                 if (rtlight->static_meshchain_light)
2738                         Mod_ShadowMesh_Free(rtlight->static_meshchain_light);
2739                 rtlight->static_meshchain_light = NULL;
2740                 // these allocations are grouped
2741                 if (rtlight->static_leaflist)
2742                         Mem_Free(rtlight->static_leaflist);
2743                 rtlight->static_numleafs = 0;
2744                 rtlight->static_numleafpvsbytes = 0;
2745                 rtlight->static_leaflist = NULL;
2746                 rtlight->static_leafpvs = NULL;
2747                 rtlight->static_numsurfaces = 0;
2748                 rtlight->static_surfacelist = NULL;
2749                 rtlight->compiled = false;
2750         }
2751 }
2752
2753 void R_Shadow_UncompileWorldLights(void)
2754 {
2755         dlight_t *light;
2756         for (light = r_shadow_worldlightchain;light;light = light->next)
2757                 R_RTLight_Uncompile(&light->rtlight);
2758 }
2759
2760 void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2761 {
2762         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2763         vec_t relativeshadowradius;
2764         if (ent == r_refdef.worldentity)
2765         {
2766                 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2767                 {
2768                         shadowmesh_t *mesh;
2769                         R_Mesh_Matrix(&ent->matrix);
2770                         for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2771                         {
2772                                 R_Mesh_VertexPointer(mesh->vertex3f);
2773                                 GL_LockArrays(0, mesh->numverts);
2774                                 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
2775                                 {
2776                                         // decrement stencil if backface is behind depthbuffer
2777                                         qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2778                                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2779                                         R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2780                                         c_rtcached_shadowmeshes++;
2781                                         c_rtcached_shadowtris += mesh->numtriangles;
2782                                         // increment stencil if frontface is behind depthbuffer
2783                                         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2784                                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2785                                 }
2786                                 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2787                                 c_rtcached_shadowmeshes++;
2788                                 c_rtcached_shadowtris += mesh->numtriangles;
2789                                 GL_LockArrays(0, 0);
2790                         }
2791                 }
2792                 else if (numsurfaces)
2793                 {
2794                         R_Mesh_Matrix(&ent->matrix);
2795                         ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
2796                 }
2797         }
2798         else
2799         {
2800                 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin);
2801                 relativeshadowradius = rtlight->radius / ent->scale;
2802                 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2803                 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2804                 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2805                 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2806                 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2807                 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2808                 R_Mesh_Matrix(&ent->matrix);
2809                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2810         }
2811 }
2812
2813 void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist)
2814 {
2815         shadowmesh_t *mesh;
2816         // set up properties for rendering light onto this entity
2817         r_shadow_entitylightcolor[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
2818         r_shadow_entitylightcolor[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
2819         r_shadow_entitylightcolor[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
2820         Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
2821         Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2822         Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2823         Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, r_shadow_entitylightorigin);
2824         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2825         R_Mesh_Matrix(&ent->matrix);
2826         if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
2827         {
2828                 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_lightcubemap));
2829                 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2830                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
2831                 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
2832                 {
2833                         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
2834                 }
2835         }
2836         if (ent == r_refdef.worldentity)
2837         {
2838                 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compilelight.integer)
2839                 {
2840                         for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
2841                                 R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, r_shadow_entitylightcolor, vec3_origin, vec3_origin, mesh->map_diffuse, NULL, NULL, mesh->map_normal, mesh->map_specular);
2842                 }
2843                 else
2844                         ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
2845         }
2846         else
2847                 ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist);
2848 }
2849
2850 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2851 {
2852         int i, usestencil;
2853         float f;
2854         vec3_t lightcolor;
2855         int numleafs, numsurfaces;
2856         int *leaflist, *surfacelist;
2857         qbyte *leafpvs;
2858         int numlightentities;
2859         int numshadowentities;
2860         entity_render_t *lightentities[MAX_EDICTS];
2861         entity_render_t *shadowentities[MAX_EDICTS];
2862
2863         // skip lights that don't light (corona only lights)
2864         if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < 0.01)
2865                 return;
2866
2867         f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2868         VectorScale(rtlight->color, f, lightcolor);
2869         if (VectorLength2(lightcolor) < 0.01)
2870                 return;
2871         /*
2872         if (rtlight->selected)
2873         {
2874                 f = 2 + sin(realtime * M_PI * 4.0);
2875                 VectorScale(lightcolor, f, lightcolor);
2876         }
2877         */
2878
2879         // loading is done before visibility checks because loading should happen
2880         // all at once at the start of a level, not when it stalls gameplay.
2881         // (especially important to benchmarks)
2882         // compile light
2883         if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2884                 R_RTLight_Compile(rtlight);
2885         // load cubemap
2886         r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2887
2888         // if the light box is offscreen, skip it
2889         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2890                 return;
2891
2892         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2893         {
2894                 // compiled light, world available and can receive realtime lighting
2895                 // retrieve leaf information
2896                 numleafs = rtlight->static_numleafs;
2897                 leaflist = rtlight->static_leaflist;
2898                 leafpvs = rtlight->static_leafpvs;
2899                 numsurfaces = rtlight->static_numsurfaces;
2900                 surfacelist = rtlight->static_surfacelist;
2901         }
2902         else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2903         {
2904                 // dynamic light, world available and can receive realtime lighting
2905                 // calculate lit surfaces and leafs
2906                 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2907                 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);
2908                 leaflist = r_shadow_buffer_leaflist;
2909                 leafpvs = r_shadow_buffer_leafpvs;
2910                 surfacelist = r_shadow_buffer_surfacelist;
2911                 // if the reduced leaf bounds are offscreen, skip it
2912                 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2913                         return;
2914         }
2915         else
2916         {
2917                 // no world
2918                 numleafs = 0;
2919                 leaflist = NULL;
2920                 leafpvs = NULL;
2921                 numsurfaces = 0;
2922                 surfacelist = NULL;
2923         }
2924         // check if light is illuminating any visible leafs
2925         if (numleafs)
2926         {
2927                 for (i = 0;i < numleafs;i++)
2928                         if (r_worldleafvisible[leaflist[i]])
2929                                 break;
2930                 if (i == numleafs)
2931                         return;
2932         }
2933         // set up a scissor rectangle for this light
2934         if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2935                 return;
2936
2937         numlightentities = 0;
2938         if (numsurfaces)
2939                 lightentities[numlightentities++] = r_refdef.worldentity;
2940         numshadowentities = 0;
2941         if (numsurfaces)
2942                 shadowentities[numshadowentities++] = r_refdef.worldentity;
2943         if (r_drawentities.integer)
2944         {
2945                 for (i = 0;i < r_refdef.numentities;i++)
2946                 {
2947                         entity_render_t *ent = r_refdef.entities[i];
2948                         if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2949                          && ent->model
2950                          && !(ent->flags & RENDER_TRANSPARENT)
2951                          && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2952                         {
2953                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2954                                 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2955                                         shadowentities[numshadowentities++] = ent;
2956                                 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2957                                         lightentities[numlightentities++] = ent;
2958                         }
2959                 }
2960         }
2961
2962         // return if there's nothing at all to light
2963         if (!numlightentities)
2964                 return;
2965
2966         R_Shadow_Stage_ActiveLight(rtlight);
2967         c_rt_lights++;
2968
2969         usestencil = false;
2970         if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2971         {
2972                 usestencil = true;
2973                 R_Shadow_Stage_StencilShadowVolumes();
2974                 for (i = 0;i < numshadowentities;i++)
2975                         R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2976         }
2977
2978         if (numlightentities && !visible)
2979         {
2980                 R_Shadow_Stage_Lighting(usestencil);
2981                 for (i = 0;i < numlightentities;i++)
2982                         R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2983         }
2984
2985         if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2986         {
2987                 R_Shadow_Stage_VisibleShadowVolumes();
2988                 for (i = 0;i < numshadowentities;i++)
2989                         R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2990         }
2991
2992         if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
2993         {
2994                 R_Shadow_Stage_VisibleLighting(usestencil);
2995                 for (i = 0;i < numlightentities;i++)
2996                         R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2997         }
2998 }
2999
3000 void R_ShadowVolumeLighting(qboolean visible)
3001 {
3002         int lnum, flag;
3003         dlight_t *light;
3004
3005         if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
3006                 R_Shadow_EditLights_Reload_f();
3007
3008         R_Shadow_Stage_Begin();
3009
3010         flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3011         if (r_shadow_debuglight.integer >= 0)
3012         {
3013                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3014                         if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
3015                                 R_DrawRTLight(&light->rtlight, visible);
3016         }
3017         else
3018                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3019                         if (light->flags & flag)
3020                                 R_DrawRTLight(&light->rtlight, visible);
3021         if (r_rtdlight)
3022                 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
3023                         R_DrawRTLight(&light->rtlight, visible);
3024
3025         R_Shadow_Stage_End();
3026 }
3027
3028 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3029 typedef struct suffixinfo_s
3030 {
3031         char *suffix;
3032         qboolean flipx, flipy, flipdiagonal;
3033 }
3034 suffixinfo_t;
3035 static suffixinfo_t suffix[3][6] =
3036 {
3037         {
3038                 {"px",   false, false, false},
3039                 {"nx",   false, false, false},
3040                 {"py",   false, false, false},
3041                 {"ny",   false, false, false},
3042                 {"pz",   false, false, false},
3043                 {"nz",   false, false, false}
3044         },
3045         {
3046                 {"posx", false, false, false},
3047                 {"negx", false, false, false},
3048                 {"posy", false, false, false},
3049                 {"negy", false, false, false},
3050                 {"posz", false, false, false},
3051                 {"negz", false, false, false}
3052         },
3053         {
3054                 {"rt",    true, false,  true},
3055                 {"lf",   false,  true,  true},
3056                 {"ft",    true,  true, false},
3057                 {"bk",   false, false, false},
3058                 {"up",    true, false,  true},
3059                 {"dn",    true, false,  true}
3060         }
3061 };
3062
3063 static int componentorder[4] = {0, 1, 2, 3};
3064
3065 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
3066 {
3067         int i, j, cubemapsize;
3068         qbyte *cubemappixels, *image_rgba;
3069         rtexture_t *cubemaptexture;
3070         char name[256];
3071         // must start 0 so the first loadimagepixels has no requested width/height
3072         cubemapsize = 0;
3073         cubemappixels = NULL;
3074         cubemaptexture = NULL;
3075         // keep trying different suffix groups (posx, px, rt) until one loads
3076         for (j = 0;j < 3 && !cubemappixels;j++)
3077         {
3078                 // load the 6 images in the suffix group
3079                 for (i = 0;i < 6;i++)
3080                 {
3081                         // generate an image name based on the base and and suffix
3082                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3083                         // load it
3084                         if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
3085                         {
3086                                 // an image loaded, make sure width and height are equal
3087                                 if (image_width == image_height)
3088                                 {
3089                                         // if this is the first image to load successfully, allocate the cubemap memory
3090                                         if (!cubemappixels && image_width >= 1)
3091                                         {
3092                                                 cubemapsize = image_width;
3093                                                 // note this clears to black, so unavailable sides are black
3094                                                 cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3095                                         }
3096                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3097                                         if (cubemappixels)
3098                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3099                                 }
3100                                 else
3101                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3102                                 // free the image
3103                                 Mem_Free(image_rgba);
3104                         }
3105                 }
3106         }
3107         // if a cubemap loaded, upload it
3108         if (cubemappixels)
3109         {
3110                 if (!r_shadow_filters_texturepool)
3111                         r_shadow_filters_texturepool = R_AllocTexturePool();
3112                 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
3113                 Mem_Free(cubemappixels);
3114         }
3115         else
3116         {
3117                 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
3118                 for (j = 0;j < 3;j++)
3119                         for (i = 0;i < 6;i++)
3120                                 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3121                 Con_Print(" and was unable to find any of them.\n");
3122         }
3123         return cubemaptexture;
3124 }
3125
3126 rtexture_t *R_Shadow_Cubemap(const char *basename)
3127 {
3128         int i;
3129         for (i = 0;i < numcubemaps;i++)
3130                 if (!strcasecmp(cubemaps[i].basename, basename))
3131                         return cubemaps[i].texture;
3132         if (i >= MAX_CUBEMAPS)
3133                 return r_texture_whitecube;
3134         numcubemaps++;
3135         strcpy(cubemaps[i].basename, basename);
3136         cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3137         return cubemaps[i].texture;
3138 }
3139
3140 void R_Shadow_FreeCubemaps(void)
3141 {
3142         numcubemaps = 0;
3143         R_FreeTexturePool(&r_shadow_filters_texturepool);
3144 }
3145
3146 dlight_t *R_Shadow_NewWorldLight(void)
3147 {
3148         dlight_t *light;
3149         light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3150         light->next = r_shadow_worldlightchain;
3151         r_shadow_worldlightchain = light;
3152         return light;
3153 }
3154
3155 void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
3156 {
3157         VectorCopy(origin, light->origin);
3158         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3159         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3160         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3161         light->color[0] = max(color[0], 0);
3162         light->color[1] = max(color[1], 0);
3163         light->color[2] = max(color[2], 0);
3164         light->radius = max(radius, 0);
3165         light->style = style;
3166         if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3167         {
3168                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3169                 light->style = 0;
3170         }
3171         light->shadow = shadowenable;
3172         light->corona = corona;
3173         if (!cubemapname)
3174                 cubemapname = "";
3175         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3176         light->coronasizescale = coronasizescale;
3177         light->ambientscale = ambientscale;
3178         light->diffusescale = diffusescale;
3179         light->specularscale = specularscale;
3180         light->flags = flags;
3181         Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3182
3183         R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
3184 }
3185
3186 void R_Shadow_FreeWorldLight(dlight_t *light)
3187 {
3188         dlight_t **lightpointer;
3189         R_RTLight_Uncompile(&light->rtlight);
3190         for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3191         if (*lightpointer != light)
3192                 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
3193         *lightpointer = light->next;
3194         Mem_Free(light);
3195 }
3196
3197 void R_Shadow_ClearWorldLights(void)
3198 {
3199         while (r_shadow_worldlightchain)
3200                 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3201         r_shadow_selectedlight = NULL;
3202         R_Shadow_FreeCubemaps();
3203 }
3204
3205 void R_Shadow_SelectLight(dlight_t *light)
3206 {
3207         if (r_shadow_selectedlight)
3208                 r_shadow_selectedlight->selected = false;
3209         r_shadow_selectedlight = light;
3210         if (r_shadow_selectedlight)
3211                 r_shadow_selectedlight->selected = true;
3212 }
3213
3214 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
3215 {
3216         float scale = r_editlights_cursorgrid.value * 0.5f;
3217         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3218 }
3219
3220 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
3221 {
3222         float intensity;
3223         const dlight_t *light;
3224         light = calldata1;
3225         intensity = 0.5;
3226         if (light->selected)
3227                 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3228         if (!light->shadow)
3229                 intensity *= 0.5f;
3230         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3231 }
3232
3233 void R_Shadow_DrawLightSprites(void)
3234 {
3235         int i;
3236         cachepic_t *pic;
3237         dlight_t *light;
3238
3239         for (i = 0;i < 5;i++)
3240         {
3241                 lighttextures[i] = NULL;
3242                 if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1), true)))
3243                         lighttextures[i] = pic->tex;
3244         }
3245
3246         for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3247                 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, i % 5);
3248         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
3249 }
3250
3251 void R_Shadow_SelectLightInView(void)
3252 {
3253         float bestrating, rating, temp[3];
3254         dlight_t *best, *light;
3255         best = NULL;
3256         bestrating = 0;
3257         for (light = r_shadow_worldlightchain;light;light = light->next)
3258         {
3259                 VectorSubtract(light->origin, r_vieworigin, temp);
3260                 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3261                 if (rating >= 0.95)
3262                 {
3263                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3264                         if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3265                         {
3266                                 bestrating = rating;
3267                                 best = light;
3268                         }
3269                 }
3270         }
3271         R_Shadow_SelectLight(best);
3272 }
3273
3274 void R_Shadow_LoadWorldLights(void)
3275 {
3276         int n, a, style, shadow, flags;
3277         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3278         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3279         if (r_refdef.worldmodel == NULL)
3280         {
3281                 Con_Print("No map loaded.\n");
3282                 return;
3283         }
3284         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3285         strlcat (name, ".rtlights", sizeof (name));
3286         lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3287         if (lightsstring)
3288         {
3289                 s = lightsstring;
3290                 n = 0;
3291                 while (*s)
3292                 {
3293                         t = s;
3294                         /*
3295                         shadow = true;
3296                         for (;COM_Parse(t, true) && strcmp(
3297                         if (COM_Parse(t, true))
3298                         {
3299                                 if (com_token[0] == '!')
3300                                 {
3301                                         shadow = false;
3302                                         origin[0] = atof(com_token+1);
3303                                 }
3304                                 else
3305                                         origin[0] = atof(com_token);
3306                                 if (Com_Parse(t
3307                         }
3308                         */
3309                         t = s;
3310                         while (*s && *s != '\n' && *s != '\r')
3311                                 s++;
3312                         if (!*s)
3313                                 break;
3314                         tempchar = *s;
3315                         shadow = true;
3316                         // check for modifier flags
3317                         if (*t == '!')
3318                         {
3319                                 shadow = false;
3320                                 t++;
3321                         }
3322                         *s = 0;
3323                         a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
3324                         *s = tempchar;
3325                         if (a < 18)
3326                                 flags = LIGHTFLAG_REALTIMEMODE;
3327                         if (a < 17)
3328                                 specularscale = 1;
3329                         if (a < 16)
3330                                 diffusescale = 1;
3331                         if (a < 15)
3332                                 ambientscale = 0;
3333                         if (a < 14)
3334                                 coronasizescale = 0.25f;
3335                         if (a < 13)
3336                                 VectorClear(angles);
3337                         if (a < 10)
3338                                 corona = 0;
3339                         if (a < 9 || !strcmp(cubemapname, "\"\""))
3340                                 cubemapname[0] = 0;
3341                         // remove quotes on cubemapname
3342                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3343                         {
3344                                 cubemapname[strlen(cubemapname)-1] = 0;
3345                                 strcpy(cubemapname, cubemapname + 1);
3346                         }
3347                         if (a < 8)
3348                         {
3349                                 Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
3350                                 break;
3351                         }
3352                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3353                         if (*s == '\r')
3354                                 s++;
3355                         if (*s == '\n')
3356                                 s++;
3357                         n++;
3358                 }
3359                 if (*s)
3360                         Con_Printf("invalid rtlights file \"%s\"\n", name);
3361                 Mem_Free(lightsstring);
3362         }
3363 }
3364
3365 void R_Shadow_SaveWorldLights(void)
3366 {
3367         dlight_t *light;
3368         int bufchars, bufmaxchars;
3369         char *buf, *oldbuf;
3370         char name[MAX_QPATH];
3371         char line[1024];
3372         if (!r_shadow_worldlightchain)
3373                 return;
3374         if (r_refdef.worldmodel == NULL)
3375         {
3376                 Con_Print("No map loaded.\n");
3377                 return;
3378         }
3379         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3380         strlcat (name, ".rtlights", sizeof (name));
3381         bufchars = bufmaxchars = 0;
3382         buf = NULL;
3383         for (light = r_shadow_worldlightchain;light;light = light->next)
3384         {
3385                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3386                         sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
3387                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3388                         sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
3389                 else
3390                         sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
3391                 if (bufchars + (int) strlen(line) > bufmaxchars)
3392                 {
3393                         bufmaxchars = bufchars + strlen(line) + 2048;
3394                         oldbuf = buf;
3395                         buf = Mem_Alloc(tempmempool, bufmaxchars);
3396                         if (oldbuf)
3397                         {
3398                                 if (bufchars)
3399                                         memcpy(buf, oldbuf, bufchars);
3400                                 Mem_Free(oldbuf);
3401                         }
3402                 }
3403                 if (strlen(line))
3404                 {
3405                         memcpy(buf + bufchars, line, strlen(line));
3406                         bufchars += strlen(line);
3407                 }
3408         }
3409         if (bufchars)
3410                 FS_WriteFile(name, buf, bufchars);
3411         if (buf)
3412                 Mem_Free(buf);
3413 }
3414
3415 void R_Shadow_LoadLightsFile(void)
3416 {
3417         int n, a, style;
3418         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3419         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3420         if (r_refdef.worldmodel == NULL)
3421         {
3422                 Con_Print("No map loaded.\n");
3423                 return;
3424         }
3425         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3426         strlcat (name, ".lights", sizeof (name));
3427         lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3428         if (lightsstring)
3429         {
3430                 s = lightsstring;
3431                 n = 0;
3432                 while (*s)
3433                 {
3434                         t = s;
3435                         while (*s && *s != '\n' && *s != '\r')
3436                                 s++;
3437                         if (!*s)
3438                                 break;
3439                         tempchar = *s;
3440                         *s = 0;
3441                         a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style);
3442                         *s = tempchar;
3443                         if (a < 14)
3444                         {
3445                                 Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1);
3446                                 break;
3447                         }
3448                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3449                         radius = bound(15, radius, 4096);
3450                         VectorScale(color, (2.0f / (8388608.0f)), color);
3451                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3452                         if (*s == '\r')
3453                                 s++;
3454                         if (*s == '\n')
3455                                 s++;
3456                         n++;
3457                 }
3458                 if (*s)
3459                         Con_Printf("invalid lights file \"%s\"\n", name);
3460                 Mem_Free(lightsstring);
3461         }
3462 }
3463
3464 // tyrlite/hmap2 light types in the delay field
3465 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3466
3467 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3468 {
3469         int entnum, style, islight, skin, pflags, effects, type, n;
3470         char *entfiledata;
3471         const char *data;
3472         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3473         char key[256], value[1024];
3474
3475         if (r_refdef.worldmodel == NULL)
3476         {
3477                 Con_Print("No map loaded.\n");
3478                 return;
3479         }
3480         // try to load a .ent file first
3481         FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3482         strlcat (key, ".ent", sizeof (key));
3483         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true);
3484         // and if that is not found, fall back to the bsp file entity string
3485         if (!data)
3486                 data = r_refdef.worldmodel->brush.entities;
3487         if (!data)
3488                 return;
3489         for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3490         {
3491                 type = LIGHTTYPE_MINUSX;
3492                 origin[0] = origin[1] = origin[2] = 0;
3493                 originhack[0] = originhack[1] = originhack[2] = 0;
3494                 angles[0] = angles[1] = angles[2] = 0;
3495                 color[0] = color[1] = color[2] = 1;
3496                 light[0] = light[1] = light[2] = 1;light[3] = 300;
3497                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3498                 fadescale = 1;
3499                 lightscale = 1;
3500                 style = 0;
3501                 skin = 0;
3502                 pflags = 0;
3503                 effects = 0;
3504                 islight = false;
3505                 while (1)
3506                 {
3507                         if (!COM_ParseToken(&data, false))
3508                                 break; // error
3509                         if (com_token[0] == '}')
3510                                 break; // end of entity
3511                         if (com_token[0] == '_')
3512                                 strcpy(key, com_token + 1);
3513                         else
3514                                 strcpy(key, com_token);
3515                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
3516                                 key[strlen(key)-1] = 0;
3517                         if (!COM_ParseToken(&data, false))
3518                                 break; // error
3519                         strcpy(value, com_token);
3520
3521                         // now that we have the key pair worked out...
3522                         if (!strcmp("light", key))
3523                         {
3524                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3525                                 if (n == 1)
3526                                 {
3527                                         // quake
3528                                         light[0] = vec[0] * (1.0f / 256.0f);
3529                                         light[1] = vec[0] * (1.0f / 256.0f);
3530                                         light[2] = vec[0] * (1.0f / 256.0f);
3531                                         light[3] = vec[0];
3532                                 }
3533                                 else if (n == 4)
3534                                 {
3535                                         // halflife
3536                                         light[0] = vec[0] * (1.0f / 255.0f);
3537                                         light[1] = vec[1] * (1.0f / 255.0f);
3538                                         light[2] = vec[2] * (1.0f / 255.0f);
3539                                         light[3] = vec[3];
3540                                 }
3541                         }
3542                         else if (!strcmp("delay", key))
3543                                 type = atoi(value);
3544                         else if (!strcmp("origin", key))
3545                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3546                         else if (!strcmp("angle", key))
3547                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3548                         else if (!strcmp("angles", key))
3549                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3550                         else if (!strcmp("color", key))
3551                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3552                         else if (!strcmp("wait", key))
3553                                 fadescale = atof(value);
3554                         else if (!strcmp("classname", key))
3555                         {
3556                                 if (!strncmp(value, "light", 5))
3557                                 {
3558                                         islight = true;
3559                                         if (!strcmp(value, "light_fluoro"))
3560                                         {
3561                                                 originhack[0] = 0;
3562                                                 originhack[1] = 0;
3563                                                 originhack[2] = 0;
3564                                                 overridecolor[0] = 1;
3565                                                 overridecolor[1] = 1;
3566                                                 overridecolor[2] = 1;
3567                                         }
3568                                         if (!strcmp(value, "light_fluorospark"))
3569                                         {
3570                                                 originhack[0] = 0;
3571                                                 originhack[1] = 0;
3572                                                 originhack[2] = 0;
3573                                                 overridecolor[0] = 1;
3574                                                 overridecolor[1] = 1;
3575                                                 overridecolor[2] = 1;
3576                                         }
3577                                         if (!strcmp(value, "light_globe"))
3578                                         {
3579                                                 originhack[0] = 0;
3580                                                 originhack[1] = 0;
3581                                                 originhack[2] = 0;
3582                                                 overridecolor[0] = 1;
3583                                                 overridecolor[1] = 0.8;
3584                                                 overridecolor[2] = 0.4;
3585                                         }
3586                                         if (!strcmp(value, "light_flame_large_yellow"))
3587                                         {
3588                                                 originhack[0] = 0;
3589                                                 originhack[1] = 0;
3590                                                 originhack[2] = 48;
3591                                                 overridecolor[0] = 1;
3592                                                 overridecolor[1] = 0.5;
3593                                                 overridecolor[2] = 0.1;
3594                                         }
3595                                         if (!strcmp(value, "light_flame_small_yellow"))
3596                                         {
3597                                                 originhack[0] = 0;
3598                                                 originhack[1] = 0;
3599                                                 originhack[2] = 40;
3600                                                 overridecolor[0] = 1;
3601                                                 overridecolor[1] = 0.5;
3602                                                 overridecolor[2] = 0.1;
3603                                         }
3604                                         if (!strcmp(value, "light_torch_small_white"))
3605                                         {
3606                                                 originhack[0] = 0;
3607                                                 originhack[1] = 0;
3608                                                 originhack[2] = 40;
3609                                                 overridecolor[0] = 1;
3610                                                 overridecolor[1] = 0.5;
3611                                                 overridecolor[2] = 0.1;
3612                                         }
3613                                         if (!strcmp(value, "light_torch_small_walltorch"))
3614                                         {
3615                                                 originhack[0] = 0;
3616                                                 originhack[1] = 0;
3617                                                 originhack[2] = 40;
3618                                                 overridecolor[0] = 1;
3619                                                 overridecolor[1] = 0.5;
3620                                                 overridecolor[2] = 0.1;
3621                                         }
3622                                 }
3623                         }
3624                         else if (!strcmp("style", key))
3625                                 style = atoi(value);
3626                         else if (r_refdef.worldmodel->type == mod_brushq3)
3627                         {
3628                                 if (!strcmp("scale", key))
3629                                         lightscale = atof(value);
3630                                 if (!strcmp("fade", key))
3631                                         fadescale = atof(value);
3632                         }
3633                         else if (!strcmp("skin", key))
3634                                 skin = (int)atof(value);
3635                         else if (!strcmp("pflags", key))
3636                                 pflags = (int)atof(value);
3637                         else if (!strcmp("effects", key))
3638                                 effects = (int)atof(value);
3639                 }
3640                 if (!islight)
3641                         continue;
3642                 if (lightscale <= 0)
3643                         lightscale = 1;
3644                 if (fadescale <= 0)
3645                         fadescale = 1;
3646                 if (color[0] == color[1] && color[0] == color[2])
3647                 {
3648                         color[0] *= overridecolor[0];
3649                         color[1] *= overridecolor[1];
3650                         color[2] *= overridecolor[2];
3651                 }
3652                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3653                 color[0] = color[0] * light[0];
3654                 color[1] = color[1] * light[1];
3655                 color[2] = color[2] * light[2];
3656                 switch (type)
3657                 {
3658                 case LIGHTTYPE_MINUSX:
3659                         break;
3660                 case LIGHTTYPE_RECIPX:
3661                         radius *= 2;
3662                         VectorScale(color, (1.0f / 16.0f), color);
3663                         break;
3664                 case LIGHTTYPE_RECIPXX:
3665                         radius *= 2;
3666                         VectorScale(color, (1.0f / 16.0f), color);
3667                         break;
3668                 default:
3669                 case LIGHTTYPE_NONE:
3670                         break;
3671                 case LIGHTTYPE_SUN:
3672                         break;
3673                 case LIGHTTYPE_MINUSXX:
3674                         break;
3675                 }
3676                 VectorAdd(origin, originhack, origin);
3677                 if (radius >= 1)
3678                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3679         }
3680         if (entfiledata)
3681                 Mem_Free(entfiledata);
3682 }
3683
3684
3685 void R_Shadow_SetCursorLocationForView(void)
3686 {
3687         vec_t dist, push;
3688         vec3_t dest, endpos;
3689         trace_t trace;
3690         VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3691         trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3692         if (trace.fraction < 1)
3693         {
3694                 dist = trace.fraction * r_editlights_cursordistance.value;
3695                 push = r_editlights_cursorpushback.value;
3696                 if (push > dist)
3697                         push = dist;
3698                 push = -push;
3699                 VectorMA(trace.endpos, push, r_viewforward, endpos);
3700                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3701         }
3702         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3703         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3704         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3705 }
3706
3707 void R_Shadow_UpdateWorldLightSelection(void)
3708 {
3709         if (r_editlights.integer)
3710         {
3711                 R_Shadow_SetCursorLocationForView();
3712                 R_Shadow_SelectLightInView();
3713                 R_Shadow_DrawLightSprites();
3714         }
3715         else
3716                 R_Shadow_SelectLight(NULL);
3717 }
3718
3719 void R_Shadow_EditLights_Clear_f(void)
3720 {
3721         R_Shadow_ClearWorldLights();
3722 }
3723
3724 void R_Shadow_EditLights_Reload_f(void)
3725 {
3726         if (!r_refdef.worldmodel)
3727                 return;
3728         strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3729         R_Shadow_ClearWorldLights();
3730         R_Shadow_LoadWorldLights();
3731         if (r_shadow_worldlightchain == NULL)
3732         {
3733                 R_Shadow_LoadLightsFile();
3734                 if (r_shadow_worldlightchain == NULL)
3735                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3736         }
3737 }
3738
3739 void R_Shadow_EditLights_Save_f(void)
3740 {
3741         if (!r_refdef.worldmodel)
3742                 return;
3743         R_Shadow_SaveWorldLights();
3744 }
3745
3746 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3747 {
3748         R_Shadow_ClearWorldLights();
3749         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3750 }
3751
3752 void R_Shadow_EditLights_ImportLightsFile_f(void)
3753 {
3754         R_Shadow_ClearWorldLights();
3755         R_Shadow_LoadLightsFile();
3756 }
3757
3758 void R_Shadow_EditLights_Spawn_f(void)
3759 {
3760         vec3_t color;
3761         if (!r_editlights.integer)
3762         {
3763                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3764                 return;
3765         }
3766         if (Cmd_Argc() != 1)
3767         {
3768                 Con_Print("r_editlights_spawn does not take parameters\n");
3769                 return;
3770         }
3771         color[0] = color[1] = color[2] = 1;
3772         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3773 }
3774
3775 void R_Shadow_EditLights_Edit_f(void)
3776 {
3777         vec3_t origin, angles, color;
3778         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3779         int style, shadows, flags, normalmode, realtimemode;
3780         char cubemapname[1024];
3781         if (!r_editlights.integer)
3782         {
3783                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3784                 return;
3785         }
3786         if (!r_shadow_selectedlight)
3787         {
3788                 Con_Print("No selected light.\n");
3789                 return;
3790         }
3791         VectorCopy(r_shadow_selectedlight->origin, origin);
3792         VectorCopy(r_shadow_selectedlight->angles, angles);
3793         VectorCopy(r_shadow_selectedlight->color, color);
3794         radius = r_shadow_selectedlight->radius;
3795         style = r_shadow_selectedlight->style;
3796         if (r_shadow_selectedlight->cubemapname)
3797                 strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
3798         else
3799                 cubemapname[0] = 0;
3800         shadows = r_shadow_selectedlight->shadow;
3801         corona = r_shadow_selectedlight->corona;
3802         coronasizescale = r_shadow_selectedlight->coronasizescale;
3803         ambientscale = r_shadow_selectedlight->ambientscale;
3804         diffusescale = r_shadow_selectedlight->diffusescale;
3805         specularscale = r_shadow_selectedlight->specularscale;
3806         flags = r_shadow_selectedlight->flags;
3807         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3808         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3809         if (!strcmp(Cmd_Argv(1), "origin"))
3810         {
3811                 if (Cmd_Argc() != 5)
3812                 {
3813                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3814                         return;
3815                 }
3816                 origin[0] = atof(Cmd_Argv(2));
3817                 origin[1] = atof(Cmd_Argv(3));
3818                 origin[2] = atof(Cmd_Argv(4));
3819         }
3820         else if (!strcmp(Cmd_Argv(1), "originx"))
3821         {
3822                 if (Cmd_Argc() != 3)
3823                 {
3824                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3825                         return;
3826                 }
3827                 origin[0] = atof(Cmd_Argv(2));
3828         }
3829         else if (!strcmp(Cmd_Argv(1), "originy"))
3830         {
3831                 if (Cmd_Argc() != 3)
3832                 {
3833                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3834                         return;
3835                 }
3836                 origin[1] = atof(Cmd_Argv(2));
3837         }
3838         else if (!strcmp(Cmd_Argv(1), "originz"))
3839         {
3840                 if (Cmd_Argc() != 3)
3841                 {
3842                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3843                         return;
3844                 }
3845                 origin[2] = atof(Cmd_Argv(2));
3846         }
3847         else if (!strcmp(Cmd_Argv(1), "move"))
3848         {
3849                 if (Cmd_Argc() != 5)
3850                 {
3851                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3852                         return;
3853                 }
3854                 origin[0] += atof(Cmd_Argv(2));
3855                 origin[1] += atof(Cmd_Argv(3));
3856                 origin[2] += atof(Cmd_Argv(4));
3857         }
3858         else if (!strcmp(Cmd_Argv(1), "movex"))
3859         {
3860                 if (Cmd_Argc() != 3)
3861                 {
3862                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3863                         return;
3864                 }
3865                 origin[0] += atof(Cmd_Argv(2));
3866         }
3867         else if (!strcmp(Cmd_Argv(1), "movey"))
3868         {
3869                 if (Cmd_Argc() != 3)
3870                 {
3871                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3872                         return;
3873                 }
3874                 origin[1] += atof(Cmd_Argv(2));
3875         }
3876         else if (!strcmp(Cmd_Argv(1), "movez"))
3877         {
3878                 if (Cmd_Argc() != 3)
3879                 {
3880                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3881                         return;
3882                 }
3883                 origin[2] += atof(Cmd_Argv(2));
3884         }
3885         else if (!strcmp(Cmd_Argv(1), "angles"))
3886         {
3887                 if (Cmd_Argc() != 5)
3888                 {
3889                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3890                         return;
3891                 }
3892                 angles[0] = atof(Cmd_Argv(2));
3893                 angles[1] = atof(Cmd_Argv(3));
3894                 angles[2] = atof(Cmd_Argv(4));
3895         }
3896         else if (!strcmp(Cmd_Argv(1), "anglesx"))
3897         {
3898                 if (Cmd_Argc() != 3)
3899                 {
3900                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3901                         return;
3902                 }
3903                 angles[0] = atof(Cmd_Argv(2));
3904         }
3905         else if (!strcmp(Cmd_Argv(1), "anglesy"))
3906         {
3907                 if (Cmd_Argc() != 3)
3908                 {
3909                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3910                         return;
3911                 }
3912                 angles[1] = atof(Cmd_Argv(2));
3913         }
3914         else if (!strcmp(Cmd_Argv(1), "anglesz"))
3915         {
3916                 if (Cmd_Argc() != 3)
3917                 {
3918                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3919                         return;
3920                 }
3921                 angles[2] = atof(Cmd_Argv(2));
3922         }
3923         else if (!strcmp(Cmd_Argv(1), "color"))
3924         {
3925                 if (Cmd_Argc() != 5)
3926                 {
3927                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3928                         return;
3929                 }
3930                 color[0] = atof(Cmd_Argv(2));
3931                 color[1] = atof(Cmd_Argv(3));
3932                 color[2] = atof(Cmd_Argv(4));
3933         }
3934         else if (!strcmp(Cmd_Argv(1), "radius"))
3935         {
3936                 if (Cmd_Argc() != 3)
3937                 {
3938                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3939                         return;
3940                 }
3941                 radius = atof(Cmd_Argv(2));
3942         }
3943         else if (!strcmp(Cmd_Argv(1), "colorscale"))
3944         {
3945                 if (Cmd_Argc() == 3)
3946                 {
3947                         double scale = atof(Cmd_Argv(2));
3948                         color[0] *= scale;
3949                         color[1] *= scale;
3950                         color[2] *= scale;
3951                 }
3952                 else
3953                 {
3954                         if (Cmd_Argc() != 5)
3955                         {
3956                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
3957                                 return;
3958                         }
3959                         color[0] *= atof(Cmd_Argv(2));
3960                         color[1] *= atof(Cmd_Argv(3));
3961                         color[2] *= atof(Cmd_Argv(4));
3962                 }
3963         }
3964         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3965         {
3966                 if (Cmd_Argc() != 3)
3967                 {
3968                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3969                         return;
3970                 }
3971                 radius *= atof(Cmd_Argv(2));
3972         }
3973         else if (!strcmp(Cmd_Argv(1), "style"))
3974         {
3975                 if (Cmd_Argc() != 3)
3976                 {
3977                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3978                         return;
3979                 }
3980                 style = atoi(Cmd_Argv(2));
3981         }
3982         else if (!strcmp(Cmd_Argv(1), "cubemap"))
3983         {
3984                 if (Cmd_Argc() > 3)
3985                 {
3986                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3987                         return;
3988                 }
3989                 if (Cmd_Argc() == 3)
3990                         strcpy(cubemapname, Cmd_Argv(2));
3991                 else
3992                         cubemapname[0] = 0;
3993         }
3994         else if (!strcmp(Cmd_Argv(1), "shadows"))
3995         {
3996                 if (Cmd_Argc() != 3)
3997                 {
3998                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3999                         return;
4000                 }
4001                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4002         }
4003         else if (!strcmp(Cmd_Argv(1), "corona"))
4004         {
4005                 if (Cmd_Argc() != 3)
4006                 {
4007                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4008                         return;
4009                 }
4010                 corona = atof(Cmd_Argv(2));
4011         }
4012         else if (!strcmp(Cmd_Argv(1), "coronasize"))
4013         {
4014                 if (Cmd_Argc() != 3)
4015                 {
4016                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4017                         return;
4018                 }
4019                 coronasizescale = atof(Cmd_Argv(2));
4020         }
4021         else if (!strcmp(Cmd_Argv(1), "ambient"))
4022         {
4023                 if (Cmd_Argc() != 3)
4024                 {
4025                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4026                         return;
4027                 }
4028                 ambientscale = atof(Cmd_Argv(2));
4029         }
4030         else if (!strcmp(Cmd_Argv(1), "diffuse"))
4031         {
4032                 if (Cmd_Argc() != 3)
4033                 {
4034                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4035                         return;
4036                 }
4037                 diffusescale = atof(Cmd_Argv(2));
4038         }
4039         else if (!strcmp(Cmd_Argv(1), "specular"))
4040         {
4041                 if (Cmd_Argc() != 3)
4042                 {
4043                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4044                         return;
4045                 }
4046                 specularscale = atof(Cmd_Argv(2));
4047         }
4048         else if (!strcmp(Cmd_Argv(1), "normalmode"))
4049         {
4050                 if (Cmd_Argc() != 3)
4051                 {
4052                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4053                         return;
4054                 }
4055                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4056         }
4057         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
4058         {
4059                 if (Cmd_Argc() != 3)
4060                 {
4061                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4062                         return;
4063                 }
4064                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4065         }
4066         else
4067         {
4068                 Con_Print("usage: r_editlights_edit [property] [value]\n");
4069                 Con_Print("Selected light's properties:\n");
4070                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
4071                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
4072                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
4073                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
4074                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
4075                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
4076                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
4077                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
4078                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
4079                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
4080                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
4081                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
4082                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
4083                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
4084                 return;
4085         }
4086         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
4087         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4088 }
4089
4090 void R_Shadow_EditLights_EditAll_f(void)
4091 {
4092         dlight_t *light;
4093
4094         if (!r_editlights.integer)
4095         {
4096                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
4097                 return;
4098         }
4099
4100         for (light = r_shadow_worldlightchain;light;light = light->next)
4101         {
4102                 R_Shadow_SelectLight(light);
4103                 R_Shadow_EditLights_Edit_f();
4104         }
4105 }
4106
4107 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4108 {
4109         int lightnumber, lightcount;
4110         dlight_t *light;
4111         float x, y;
4112         char temp[256];
4113         if (!r_editlights.integer)
4114                 return;
4115         x = 0;
4116         y = con_vislines;
4117         lightnumber = -1;
4118         lightcount = 0;
4119         for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
4120                 if (light == r_shadow_selectedlight)
4121                         lightnumber = lightcount;
4122         sprintf(temp, "Cursor  %f %f %f  Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4123         if (r_shadow_selectedlight == NULL)
4124                 return;
4125         sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4126         sprintf(temp, "Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4127         sprintf(temp, "Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4128         sprintf(temp, "Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4129         sprintf(temp, "Radius       : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4130         sprintf(temp, "Corona       : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4131         sprintf(temp, "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4132         sprintf(temp, "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4133         sprintf(temp, "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4134         sprintf(temp, "CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4135         sprintf(temp, "Ambient      : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4136         sprintf(temp, "Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4137         sprintf(temp, "Specular     : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4138         sprintf(temp, "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4139         sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4140 }
4141
4142 void R_Shadow_EditLights_ToggleShadow_f(void)
4143 {
4144         if (!r_editlights.integer)
4145         {
4146                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4147                 return;
4148         }
4149         if (!r_shadow_selectedlight)
4150         {
4151                 Con_Print("No selected light.\n");
4152                 return;
4153         }
4154         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
4155 }
4156
4157 void R_Shadow_EditLights_ToggleCorona_f(void)
4158 {
4159         if (!r_editlights.integer)
4160         {
4161                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4162                 return;
4163         }
4164         if (!r_shadow_selectedlight)
4165         {
4166                 Con_Print("No selected light.\n");
4167                 return;
4168         }
4169         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
4170 }
4171
4172 void R_Shadow_EditLights_Remove_f(void)
4173 {
4174         if (!r_editlights.integer)
4175         {
4176                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
4177                 return;
4178         }
4179         if (!r_shadow_selectedlight)
4180         {
4181                 Con_Print("No selected light.\n");
4182                 return;
4183         }
4184         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4185         r_shadow_selectedlight = NULL;
4186 }
4187
4188 void R_Shadow_EditLights_Help_f(void)
4189 {
4190         Con_Print(
4191 "Documentation on r_editlights system:\n"
4192 "Settings:\n"
4193 "r_editlights : enable/disable editing mode\n"
4194 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4195 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4196 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4197 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4198 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4199 "Commands:\n"
4200 "r_editlights_help : this help\n"
4201 "r_editlights_clear : remove all lights\n"
4202 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4203 "r_editlights_save : save to .rtlights file\n"
4204 "r_editlights_spawn : create a light with default settings\n"
4205 "r_editlights_edit command : edit selected light - more documentation below\n"
4206 "r_editlights_remove : remove selected light\n"
4207 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4208 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4209 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4210 "Edit commands:\n"
4211 "origin x y z : set light location\n"
4212 "originx x: set x component of light location\n"
4213 "originy y: set y component of light location\n"
4214 "originz z: set z component of light location\n"
4215 "move x y z : adjust light location\n"
4216 "movex x: adjust x component of light location\n"
4217 "movey y: adjust y component of light location\n"
4218 "movez z: adjust z component of light location\n"
4219 "angles x y z : set light angles\n"
4220 "anglesx x: set x component of light angles\n"
4221 "anglesy y: set y component of light angles\n"
4222 "anglesz z: set z component of light angles\n"
4223 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4224 "radius radius : set radius (size) of light\n"
4225 "colorscale grey : multiply color of light (1 does nothing)\n"
4226 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4227 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4228 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4229 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4230 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4231 "shadows 1/0 : turn on/off shadows\n"
4232 "corona n : set corona intensity\n"
4233 "coronasize n : set corona size (0-1)\n"
4234 "ambient n : set ambient intensity (0-1)\n"
4235 "diffuse n : set diffuse intensity (0-1)\n"
4236 "specular n : set specular intensity (0-1)\n"
4237 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4238 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4239 "<nothing> : print light properties to console\n"
4240         );
4241 }
4242
4243 void R_Shadow_EditLights_CopyInfo_f(void)
4244 {
4245         if (!r_editlights.integer)
4246         {
4247                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
4248                 return;
4249         }
4250         if (!r_shadow_selectedlight)
4251         {
4252                 Con_Print("No selected light.\n");
4253                 return;
4254         }
4255         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4256         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4257         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4258         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4259         if (r_shadow_selectedlight->cubemapname)
4260                 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4261         else
4262                 r_shadow_bufferlight.cubemapname[0] = 0;
4263         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4264         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4265         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4266         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4267         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4268         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4269         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4270 }
4271
4272 void R_Shadow_EditLights_PasteInfo_f(void)
4273 {
4274         if (!r_editlights.integer)
4275         {
4276                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
4277                 return;
4278         }
4279         if (!r_shadow_selectedlight)
4280         {
4281                 Con_Print("No selected light.\n");
4282                 return;
4283         }
4284         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
4285 }
4286
4287 void R_Shadow_EditLights_Init(void)
4288 {
4289         Cvar_RegisterVariable(&r_editlights);
4290         Cvar_RegisterVariable(&r_editlights_cursordistance);
4291         Cvar_RegisterVariable(&r_editlights_cursorpushback);
4292         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4293         Cvar_RegisterVariable(&r_editlights_cursorgrid);
4294         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4295         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f);
4296         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
4297         Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
4298         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
4299         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
4300         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
4301         Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f);
4302         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
4303         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
4304         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
4305         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
4306         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
4307         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f);
4308         Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f);
4309 }
4310