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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_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
214 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
215 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
216 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
217 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
218 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
219 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
220 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
221 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
222 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0"};
223 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"};
224 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"};
225 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0"};
226 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1"};
227 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
228 cvar_t r_editlights = {0, "r_editlights", "0"};
229 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"};
230 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0"};
231 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"};
232 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"};
233 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
234
235 float r_shadow_attenpower, r_shadow_attenscale;
236
237 rtlight_t *r_shadow_compilingrtlight;
238 dlight_t *r_shadow_worldlightchain;
239 dlight_t *r_shadow_selectedlight;
240 dlight_t r_shadow_bufferlight;
241 vec3_t r_editlights_cursorlocation;
242
243 rtexture_t *lighttextures[5];
244
245 extern int con_vislines;
246
247 typedef struct cubemapinfo_s
248 {
249         char basename[64];
250         rtexture_t *texture;
251 }
252 cubemapinfo_t;
253
254 #define MAX_CUBEMAPS 256
255 static int numcubemaps;
256 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
257
258 #define SHADERPERMUTATION_SPECULAR (1<<0)
259 #define SHADERPERMUTATION_FOG (1<<1)
260 #define SHADERPERMUTATION_CUBEFILTER (1<<2)
261 #define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
262 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<4)
263 #define SHADERPERMUTATION_GEFORCEFX (1<<5)
264 #define SHADERPERMUTATION_COUNT (1<<6)
265
266 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
267
268 void R_Shadow_UncompileWorldLights(void);
269 void R_Shadow_ClearWorldLights(void);
270 void R_Shadow_SaveWorldLights(void);
271 void R_Shadow_LoadWorldLights(void);
272 void R_Shadow_LoadLightsFile(void);
273 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
274 void R_Shadow_EditLights_Reload_f(void);
275 void R_Shadow_ValidateCvars(void);
276 static void R_Shadow_MakeTextures(void);
277 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
278
279 const char *builtinshader_light_vert =
280 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
281 "// written by Forest 'LordHavoc' Hale\n"
282 "\n"
283 "uniform vec3 LightPosition;\n"
284 "\n"
285 "varying vec2 TexCoord;\n"
286 "varying vec3 CubeVector;\n"
287 "varying vec3 LightVector;\n"
288 "\n"
289 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
290 "uniform vec3 EyePosition;\n"
291 "varying vec3 EyeVector;\n"
292 "#endif\n"
293 "\n"
294 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
295 "\n"
296 "void main(void)\n"
297 "{\n"
298 "       // copy the surface texcoord\n"
299 "       TexCoord = vec2(gl_TextureMatrix[0] * glMultiTexCoord0);\n"
300 "\n"
301 "       // transform vertex position into light attenuation/cubemap space\n"
302 "       // (-1 to +1 across the light box)\n"
303 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
304 "\n"
305 "       // transform unnormalized light direction into tangent space\n"
306 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
307 "       //  normalize it per pixel)\n"
308 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
309 "       LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
310 "       LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
311 "       LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
312 "\n"
313 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
314 "       // transform unnormalized eye direction into tangent space\n"
315 "       vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
316 "       EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
317 "       EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
318 "       EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
319 "#endif\n"
320 "\n"
321 "       // transform vertex to camera space, using ftransform to match non-VS\n"
322 "       // rendering\n"
323 "       gl_Position = ftransform();\n"
324 "}\n"
325 ;
326
327 const char *builtinshader_light_frag =
328 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
329 "// written by Forest 'LordHavoc' Hale\n"
330 "\n"
331 "// use half floats on GEFORCEFX for math performance, otherwise don't\n"
332 "#ifndef GEFORCEFX\n"
333 "#define half float\n"
334 "#define hvec2 vec2\n"
335 "#define hvec3 vec3\n"
336 "#define hvec4 vec4\n"
337 "#endif\n"
338 "\n"
339 "uniform hvec3 LightColor;\n"
340 "#ifdef USEOFFSETMAPPING\n"
341 "uniform half OffsetMapping_Scale;\n"
342 "uniform half OffsetMapping_Bias;\n"
343 "#endif\n"
344 "#ifdef USESPECULAR\n"
345 "uniform half SpecularPower;\n"
346 "#endif\n"
347 "#ifdef USEFOG\n"
348 "uniform half FogRangeRecip;\n"
349 "#endif\n"
350 "uniform half AmbientScale;\n"
351 "uniform half DiffuseScale;\n"
352 "#ifdef USESPECULAR\n"
353 "uniform half SpecularScale;\n"
354 "#endif\n"
355 "\n"
356 "uniform sampler2D Texture_Normal;\n"
357 "uniform sampler2D Texture_Color;\n"
358 "#ifdef USESPECULAR\n"
359 "uniform sampler2D Texture_Gloss;\n"
360 "#endif\n"
361 "#ifdef USECUBEFILTER\n"
362 "uniform samplerCube Texture_Cube;\n"
363 "#endif\n"
364 "#ifdef USEFOG\n"
365 "uniform sampler2D Texture_FogMask;\n"
366 "#endif\n"
367 "\n"
368 "varying vec2 TexCoord;\n"
369 "varying vec3 CubeVector;\n"
370 "varying vec3 LightVector;\n"
371 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
372 "varying vec3 EyeVector;\n"
373 "#endif\n"
374 "\n"
375 "void main(void)\n"
376 "{\n"
377 "       // attenuation\n"
378 "       //\n"
379 "       // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
380 "       // center and sharp falloff at the edge, this is about the most efficient\n"
381 "       // we can get away with as far as providing illumination.\n"
382 "       //\n"
383 "       // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
384 "       // provide significant illumination, large = slow = pain.\n"
385 "       half colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
386 "\n"
387 "#ifdef USEFOG\n"
388 "       // apply fog\n"
389 "       colorscale *= texture2D(Texture_FogMask, hvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
390 "#endif\n"
391 "\n"
392 "#ifdef USEOFFSETMAPPING\n"
393 "       // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
394 "       hvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
395 "       hvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
396 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
397 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
398 "#define TexCoord TexCoordOffset\n"
399 "#endif\n"
400 "\n"
401 "       // get the surface normal\n"
402 "#ifdef SURFACENORMALIZE\n"
403 "       hvec3 surfacenormal = normalize(hvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
404 "#else\n"
405 "       hvec3 surfacenormal = -1.0 + 2.0 * hvec3(texture2D(Texture_Normal, TexCoord));\n"
406 "#endif\n"
407 "\n"
408 "       // calculate shading\n"
409 "       hvec3 diffusenormal = hvec3(normalize(LightVector));\n"
410 "       hvec3 color = hvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
411 "#ifdef USESPECULAR\n"
412 "       hvec3 specularnormal = hvec3(normalize(diffusenormal + hvec3(normalize(EyeVector))));\n"
413 "       color += hvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n"
414 "#endif\n"
415 "\n"
416 "#ifdef USECUBEFILTER\n"
417 "       // apply light cubemap filter\n"
418 "       color *= hvec3(textureCube(Texture_Cube, CubeVector));\n"
419 "#endif\n"
420 "\n"
421 "       // calculate fragment color (apply light color and attenuation/fog scaling)\n"
422 "       gl_FragColor = hvec4(color * LightColor * colorscale, 1);\n"
423 "}\n"
424 ;
425
426 void r_shadow_start(void)
427 {
428         int i;
429         // use half float math where available (speed gain on NVIDIA GFFX and GF6)
430         if (gl_support_half_float)
431                 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
432         // allocate vertex processing arrays
433         numcubemaps = 0;
434         r_shadow_attenuation2dtexture = NULL;
435         r_shadow_attenuation3dtexture = NULL;
436         r_shadow_texturepool = NULL;
437         r_shadow_filters_texturepool = NULL;
438         R_Shadow_ValidateCvars();
439         R_Shadow_MakeTextures();
440         maxshadowelements = 0;
441         shadowelements = NULL;
442         maxvertexupdate = 0;
443         vertexupdate = NULL;
444         vertexremap = NULL;
445         vertexupdatenum = 0;
446         maxshadowmark = 0;
447         numshadowmark = 0;
448         shadowmark = NULL;
449         shadowmarklist = NULL;
450         shadowmarkcount = 0;
451         r_shadow_buffer_numleafpvsbytes = 0;
452         r_shadow_buffer_leafpvs = NULL;
453         r_shadow_buffer_leaflist = NULL;
454         r_shadow_buffer_numsurfacepvsbytes = 0;
455         r_shadow_buffer_surfacepvs = NULL;
456         r_shadow_buffer_surfacelist = NULL;
457         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
458                 r_shadow_program_light[i] = 0;
459         if (gl_support_fragment_shader)
460         {
461                 char *vertstring, *fragstring;
462                 int vertstrings_count;
463                 int fragstrings_count;
464                 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
465                 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
466                 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false);
467                 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false);
468                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
469                 {
470                         vertstrings_count = 0;
471                         fragstrings_count = 0;
472                         if (i & SHADERPERMUTATION_SPECULAR)
473                         {
474                                 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
475                                 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
476                         }
477                         if (i & SHADERPERMUTATION_FOG)
478                         {
479                                 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
480                                 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
481                         }
482                         if (i & SHADERPERMUTATION_CUBEFILTER)
483                         {
484                                 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
485                                 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
486                         }
487                         if (i & SHADERPERMUTATION_OFFSETMAPPING)
488                         {
489                                 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
490                                 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
491                         }
492                         if (i & SHADERPERMUTATION_SURFACENORMALIZE)
493                         {
494                                 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
495                                 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
496                         }
497                         if (i & SHADERPERMUTATION_GEFORCEFX)
498                         {
499                                 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
500                                 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
501                         }
502                         vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
503                         fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
504                         r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
505                         if (!r_shadow_program_light[i])
506                         {
507                                 Con_Printf("permutation %s %s %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", i & 16 ? "surfacenormalize" : "", i & 32 ? "geforcefx" : "", "glsl/light");
508                                 continue;
509                         }
510                         qglUseProgramObjectARB(r_shadow_program_light[i]);
511                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
512                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
513                         if (i & SHADERPERMUTATION_SPECULAR)
514                         {
515                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
516                         }
517                         if (i & SHADERPERMUTATION_CUBEFILTER)
518                         {
519                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
520                         }
521                         if (i & SHADERPERMUTATION_FOG)
522                         {
523                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
524                         }
525                 }
526                 qglUseProgramObjectARB(0);
527                 if (fragstring)
528                         Mem_Free(fragstring);
529                 if (vertstring)
530                         Mem_Free(vertstring);
531         }
532 }
533
534 void r_shadow_shutdown(void)
535 {
536         int i;
537         R_Shadow_UncompileWorldLights();
538         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
539         {
540                 if (r_shadow_program_light[i])
541                 {
542                         GL_Backend_FreeProgram(r_shadow_program_light[i]);
543                         r_shadow_program_light[i] = 0;
544                 }
545         }
546         numcubemaps = 0;
547         r_shadow_attenuation2dtexture = NULL;
548         r_shadow_attenuation3dtexture = NULL;
549         R_FreeTexturePool(&r_shadow_texturepool);
550         R_FreeTexturePool(&r_shadow_filters_texturepool);
551         maxshadowelements = 0;
552         if (shadowelements)
553                 Mem_Free(shadowelements);
554         shadowelements = NULL;
555         maxvertexupdate = 0;
556         if (vertexupdate)
557                 Mem_Free(vertexupdate);
558         vertexupdate = NULL;
559         if (vertexremap)
560                 Mem_Free(vertexremap);
561         vertexremap = NULL;
562         vertexupdatenum = 0;
563         maxshadowmark = 0;
564         numshadowmark = 0;
565         if (shadowmark)
566                 Mem_Free(shadowmark);
567         shadowmark = NULL;
568         if (shadowmarklist)
569                 Mem_Free(shadowmarklist);
570         shadowmarklist = NULL;
571         shadowmarkcount = 0;
572         r_shadow_buffer_numleafpvsbytes = 0;
573         if (r_shadow_buffer_leafpvs)
574                 Mem_Free(r_shadow_buffer_leafpvs);
575         r_shadow_buffer_leafpvs = NULL;
576         if (r_shadow_buffer_leaflist)
577                 Mem_Free(r_shadow_buffer_leaflist);
578         r_shadow_buffer_leaflist = NULL;
579         r_shadow_buffer_numsurfacepvsbytes = 0;
580         if (r_shadow_buffer_surfacepvs)
581                 Mem_Free(r_shadow_buffer_surfacepvs);
582         r_shadow_buffer_surfacepvs = NULL;
583         if (r_shadow_buffer_surfacelist)
584                 Mem_Free(r_shadow_buffer_surfacelist);
585         r_shadow_buffer_surfacelist = NULL;
586 }
587
588 void r_shadow_newmap(void)
589 {
590 }
591
592 void R_Shadow_Help_f(void)
593 {
594         Con_Printf(
595 "Documentation on r_shadow system:\n"
596 "Settings:\n"
597 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
598 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
599 "r_shadow_debuglight : render only this light number (-1 = all)\n"
600 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
601 "r_shadow_gloss2intensity : brightness of forced gloss\n"
602 "r_shadow_glossintensity : brightness of textured gloss\n"
603 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
604 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
605 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
606 "r_shadow_portallight : use portal visibility for static light precomputation\n"
607 "r_shadow_projectdistance : shadow volume projection distance\n"
608 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
609 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
610 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
611 "r_shadow_realtime_world : use high quality world lighting mode\n"
612 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
613 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
614 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
615 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
616 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
617 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
618 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
619 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
620 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
621 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
622 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
623 "r_shadow_scissor : use scissor optimization\n"
624 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
625 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
626 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
627 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
628 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
629 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
630 "Commands:\n"
631 "r_shadow_help : this help\n"
632         );
633 }
634
635 void R_Shadow_Init(void)
636 {
637         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
638         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
639         Cvar_RegisterVariable(&r_shadow_debuglight);
640         Cvar_RegisterVariable(&r_shadow_gloss);
641         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
642         Cvar_RegisterVariable(&r_shadow_glossintensity);
643         Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
644         Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
645         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
646         Cvar_RegisterVariable(&r_shadow_portallight);
647         Cvar_RegisterVariable(&r_shadow_projectdistance);
648         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
649         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
650         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
651         Cvar_RegisterVariable(&r_shadow_realtime_world);
652         Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
653         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
654         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
655         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
656         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
657         Cvar_RegisterVariable(&r_shadow_scissor);
658         Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
659         Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
660         Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
661         Cvar_RegisterVariable(&r_shadow_texture3d);
662         Cvar_RegisterVariable(&r_shadow_visiblelighting);
663         Cvar_RegisterVariable(&r_shadow_visiblevolumes);
664         Cvar_RegisterVariable(&r_shadow_glsl);
665         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
666         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
667         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
668         Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
669         Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
670         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
671         if (gamemode == GAME_TENEBRAE)
672         {
673                 Cvar_SetValue("r_shadow_gloss", 2);
674                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
675         }
676         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
677         R_Shadow_EditLights_Init();
678         r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
679         r_shadow_worldlightchain = NULL;
680         maxshadowelements = 0;
681         shadowelements = NULL;
682         maxvertexupdate = 0;
683         vertexupdate = NULL;
684         vertexremap = NULL;
685         vertexupdatenum = 0;
686         maxshadowmark = 0;
687         numshadowmark = 0;
688         shadowmark = NULL;
689         shadowmarklist = NULL;
690         shadowmarkcount = 0;
691         r_shadow_buffer_numleafpvsbytes = 0;
692         r_shadow_buffer_leafpvs = NULL;
693         r_shadow_buffer_leaflist = NULL;
694         r_shadow_buffer_numsurfacepvsbytes = 0;
695         r_shadow_buffer_surfacepvs = NULL;
696         r_shadow_buffer_surfacelist = NULL;
697         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
698 }
699
700 matrix4x4_t matrix_attenuationxyz =
701 {
702         {
703                 {0.5, 0.0, 0.0, 0.5},
704                 {0.0, 0.5, 0.0, 0.5},
705                 {0.0, 0.0, 0.5, 0.5},
706                 {0.0, 0.0, 0.0, 1.0}
707         }
708 };
709
710 matrix4x4_t matrix_attenuationz =
711 {
712         {
713                 {0.0, 0.0, 0.5, 0.5},
714                 {0.0, 0.0, 0.0, 0.5},
715                 {0.0, 0.0, 0.0, 0.5},
716                 {0.0, 0.0, 0.0, 1.0}
717         }
718 };
719
720 int *R_Shadow_ResizeShadowElements(int numtris)
721 {
722         // make sure shadowelements is big enough for this volume
723         if (maxshadowelements < numtris * 24)
724         {
725                 maxshadowelements = numtris * 24;
726                 if (shadowelements)
727                         Mem_Free(shadowelements);
728                 shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
729         }
730         return shadowelements;
731 }
732
733 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
734 {
735         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
736         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
737         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
738         {
739                 if (r_shadow_buffer_leafpvs)
740                         Mem_Free(r_shadow_buffer_leafpvs);
741                 if (r_shadow_buffer_leaflist)
742                         Mem_Free(r_shadow_buffer_leaflist);
743                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
744                 r_shadow_buffer_leafpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
745                 r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
746         }
747         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
748         {
749                 if (r_shadow_buffer_surfacepvs)
750                         Mem_Free(r_shadow_buffer_surfacepvs);
751                 if (r_shadow_buffer_surfacelist)
752                         Mem_Free(r_shadow_buffer_surfacelist);
753                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
754                 r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
755                 r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
756         }
757 }
758
759 void R_Shadow_PrepareShadowMark(int numtris)
760 {
761         // make sure shadowmark is big enough for this volume
762         if (maxshadowmark < numtris)
763         {
764                 maxshadowmark = numtris;
765                 if (shadowmark)
766                         Mem_Free(shadowmark);
767                 if (shadowmarklist)
768                         Mem_Free(shadowmarklist);
769                 shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
770                 shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
771                 shadowmarkcount = 0;
772         }
773         shadowmarkcount++;
774         // if shadowmarkcount wrapped we clear the array and adjust accordingly
775         if (shadowmarkcount == 0)
776         {
777                 shadowmarkcount = 1;
778                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
779         }
780         numshadowmark = 0;
781 }
782
783 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
784 {
785         int i, j;
786         int outtriangles = 0, outvertices = 0;
787         const int *element;
788         const float *vertex;
789
790         if (maxvertexupdate < innumvertices)
791         {
792                 maxvertexupdate = innumvertices;
793                 if (vertexupdate)
794                         Mem_Free(vertexupdate);
795                 if (vertexremap)
796                         Mem_Free(vertexremap);
797                 vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
798                 vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
799                 vertexupdatenum = 0;
800         }
801         vertexupdatenum++;
802         if (vertexupdatenum == 0)
803         {
804                 vertexupdatenum = 1;
805                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
806                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
807         }
808
809         for (i = 0;i < numshadowmarktris;i++)
810                 shadowmark[shadowmarktris[i]] = shadowmarkcount;
811
812         for (i = 0;i < numshadowmarktris;i++)
813         {
814                 element = inelement3i + shadowmarktris[i] * 3;
815                 // make sure the vertices are created
816                 for (j = 0;j < 3;j++)
817                 {
818                         if (vertexupdate[element[j]] != vertexupdatenum)
819                         {
820                                 float ratio, direction[3];
821                                 vertexupdate[element[j]] = vertexupdatenum;
822                                 vertexremap[element[j]] = outvertices;
823                                 vertex = invertex3f + element[j] * 3;
824                                 // project one copy of the vertex to the sphere radius of the light
825                                 // (FIXME: would projecting it to the light box be better?)
826                                 VectorSubtract(vertex, projectorigin, direction);
827                                 ratio = projectdistance / VectorLength(direction);
828                                 VectorCopy(vertex, outvertex3f);
829                                 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
830                                 outvertex3f += 6;
831                                 outvertices += 2;
832                         }
833                 }
834         }
835
836         for (i = 0;i < numshadowmarktris;i++)
837         {
838                 int remappedelement[3];
839                 int markindex;
840                 const int *neighbortriangle;
841
842                 markindex = shadowmarktris[i] * 3;
843                 element = inelement3i + markindex;
844                 neighbortriangle = inneighbor3i + markindex;
845                 // output the front and back triangles
846                 outelement3i[0] = vertexremap[element[0]];
847                 outelement3i[1] = vertexremap[element[1]];
848                 outelement3i[2] = vertexremap[element[2]];
849                 outelement3i[3] = vertexremap[element[2]] + 1;
850                 outelement3i[4] = vertexremap[element[1]] + 1;
851                 outelement3i[5] = vertexremap[element[0]] + 1;
852
853                 outelement3i += 6;
854                 outtriangles += 2;
855                 // output the sides (facing outward from this triangle)
856                 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
857                 {
858                         remappedelement[0] = vertexremap[element[0]];
859                         remappedelement[1] = vertexremap[element[1]];
860                         outelement3i[0] = remappedelement[1];
861                         outelement3i[1] = remappedelement[0];
862                         outelement3i[2] = remappedelement[0] + 1;
863                         outelement3i[3] = remappedelement[1];
864                         outelement3i[4] = remappedelement[0] + 1;
865                         outelement3i[5] = remappedelement[1] + 1;
866
867                         outelement3i += 6;
868                         outtriangles += 2;
869                 }
870                 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
871                 {
872                         remappedelement[1] = vertexremap[element[1]];
873                         remappedelement[2] = vertexremap[element[2]];
874                         outelement3i[0] = remappedelement[2];
875                         outelement3i[1] = remappedelement[1];
876                         outelement3i[2] = remappedelement[1] + 1;
877                         outelement3i[3] = remappedelement[2];
878                         outelement3i[4] = remappedelement[1] + 1;
879                         outelement3i[5] = remappedelement[2] + 1;
880
881                         outelement3i += 6;
882                         outtriangles += 2;
883                 }
884                 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
885                 {
886                         remappedelement[0] = vertexremap[element[0]];
887                         remappedelement[2] = vertexremap[element[2]];
888                         outelement3i[0] = remappedelement[0];
889                         outelement3i[1] = remappedelement[2];
890                         outelement3i[2] = remappedelement[2] + 1;
891                         outelement3i[3] = remappedelement[0];
892                         outelement3i[4] = remappedelement[2] + 1;
893                         outelement3i[5] = remappedelement[0] + 1;
894
895                         outelement3i += 6;
896                         outtriangles += 2;
897                 }
898         }
899         if (outnumvertices)
900                 *outnumvertices = outvertices;
901         return outtriangles;
902 }
903
904 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
905 {
906         int tris, outverts;
907         if (projectdistance < 0.1)
908         {
909                 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
910                 return;
911         }
912         if (!numverts || !nummarktris)
913                 return;
914         // make sure shadowelements is big enough for this volume
915         if (maxshadowelements < nummarktris * 24)
916                 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
917         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
918         R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
919 }
920
921 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
922 {
923         int t, tend;
924         const int *e;
925         const float *v[3];
926         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
927                 return;
928         tend = firsttriangle + numtris;
929         if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
930          && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
931          && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
932         {
933                 // surface box entirely inside light box, no box cull
934                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
935                         if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
936                                 shadowmarklist[numshadowmark++] = t;
937         }
938         else
939         {
940                 // surface box not entirely inside light box, cull each triangle
941                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
942                 {
943                         v[0] = invertex3f + e[0] * 3;
944                         v[1] = invertex3f + e[1] * 3;
945                         v[2] = invertex3f + e[2] * 3;
946                         if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
947                          && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
948                          && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
949                          && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
950                          && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
951                          && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
952                          && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
953                                 shadowmarklist[numshadowmark++] = t;
954                 }
955         }
956 }
957
958 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
959 {
960         rmeshstate_t m;
961         if (r_shadow_compilingrtlight)
962         {
963                 // if we're compiling an rtlight, capture the mesh
964                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
965                 return;
966         }
967         memset(&m, 0, sizeof(m));
968         m.pointer_vertex = vertex3f;
969         R_Mesh_State(&m);
970         GL_LockArrays(0, numvertices);
971         if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
972         {
973                 // decrement stencil if backface is behind depthbuffer
974                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
975                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
976                 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
977                 c_rt_shadowmeshes++;
978                 c_rt_shadowtris += numtriangles;
979                 // increment stencil if frontface is behind depthbuffer
980                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
981                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
982         }
983         R_Mesh_Draw(0, numvertices, numtriangles, element3i);
984         c_rt_shadowmeshes++;
985         c_rt_shadowtris += numtriangles;
986         GL_LockArrays(0, 0);
987 }
988
989 static void R_Shadow_MakeTextures(void)
990 {
991         int x, y, z, d;
992         float v[3], intensity;
993         qbyte *data;
994         R_FreeTexturePool(&r_shadow_texturepool);
995         r_shadow_texturepool = R_AllocTexturePool();
996         r_shadow_attenpower = r_shadow_lightattenuationpower.value;
997         r_shadow_attenscale = r_shadow_lightattenuationscale.value;
998 #define ATTEN2DSIZE 64
999 #define ATTEN3DSIZE 32
1000         data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1001         for (y = 0;y < ATTEN2DSIZE;y++)
1002         {
1003                 for (x = 0;x < ATTEN2DSIZE;x++)
1004                 {
1005                         v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1006                         v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1007                         v[2] = 0;
1008                         intensity = 1.0f - sqrt(DotProduct(v, v));
1009                         if (intensity > 0)
1010                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1011                         d = bound(0, intensity, 255);
1012                         data[(y*ATTEN2DSIZE+x)*4+0] = d;
1013                         data[(y*ATTEN2DSIZE+x)*4+1] = d;
1014                         data[(y*ATTEN2DSIZE+x)*4+2] = d;
1015                         data[(y*ATTEN2DSIZE+x)*4+3] = d;
1016                 }
1017         }
1018         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1019         if (r_shadow_texture3d.integer)
1020         {
1021                 for (z = 0;z < ATTEN3DSIZE;z++)
1022                 {
1023                         for (y = 0;y < ATTEN3DSIZE;y++)
1024                         {
1025                                 for (x = 0;x < ATTEN3DSIZE;x++)
1026                                 {
1027                                         v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1028                                         v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1029                                         v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1030                                         intensity = 1.0f - sqrt(DotProduct(v, v));
1031                                         if (intensity > 0)
1032                                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1033                                         d = bound(0, intensity, 255);
1034                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1035                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1036                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1037                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1038                                 }
1039                         }
1040                 }
1041                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1042         }
1043         Mem_Free(data);
1044 }
1045
1046 void R_Shadow_ValidateCvars(void)
1047 {
1048         if (r_shadow_texture3d.integer && !gl_texture3d)
1049                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1050         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1051                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1052 }
1053
1054 // light currently being rendered
1055 rtlight_t *r_shadow_rtlight;
1056 // light filter cubemap being used by the light
1057 static rtexture_t *r_shadow_lightcubemap;
1058
1059 // this is the location of the eye in entity space
1060 static vec3_t r_shadow_entityeyeorigin;
1061 // this is the location of the light in entity space
1062 static vec3_t r_shadow_entitylightorigin;
1063 // this transforms entity coordinates to light filter cubemap coordinates
1064 // (also often used for other purposes)
1065 static matrix4x4_t r_shadow_entitytolight;
1066 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1067 // of attenuation texturing in full 3D (Z result often ignored)
1068 static matrix4x4_t r_shadow_entitytoattenuationxyz;
1069 // this transforms only the Z to S, and T is always 0.5
1070 static matrix4x4_t r_shadow_entitytoattenuationz;
1071 // rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
1072 static vec3_t r_shadow_entitylightcolor;
1073
1074 static int r_shadow_lightpermutation;
1075 static int r_shadow_lightprog;
1076
1077 void R_Shadow_Stage_Begin(void)
1078 {
1079         rmeshstate_t m;
1080
1081         R_Shadow_ValidateCvars();
1082
1083         if (!r_shadow_attenuation2dtexture
1084          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1085          || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1086          || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1087                 R_Shadow_MakeTextures();
1088
1089         memset(&m, 0, sizeof(m));
1090         GL_BlendFunc(GL_ONE, GL_ZERO);
1091         GL_DepthMask(false);
1092         GL_DepthTest(true);
1093         R_Mesh_State(&m);
1094         GL_Color(0, 0, 0, 1);
1095         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1096         qglEnable(GL_CULL_FACE);
1097         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1098         r_shadowstage = R_SHADOWSTAGE_NONE;
1099 }
1100
1101 void R_Shadow_Stage_ActiveLight(rtlight_t *rtlight)
1102 {
1103         r_shadow_rtlight = rtlight;
1104 }
1105
1106 void R_Shadow_Stage_Reset(void)
1107 {
1108         rmeshstate_t m;
1109         if (gl_support_stenciltwoside)
1110                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1111         if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
1112         {
1113                 qglUseProgramObjectARB(0);
1114                 // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering in 6xxx drivers
1115                 qglBegin(GL_TRIANGLES);
1116                 qglEnd();
1117                 CHECKGLERROR
1118         }
1119         memset(&m, 0, sizeof(m));
1120         R_Mesh_State(&m);
1121 }
1122
1123 void R_Shadow_Stage_StencilShadowVolumes(void)
1124 {
1125         R_Shadow_Stage_Reset();
1126         GL_Color(1, 1, 1, 1);
1127         GL_ColorMask(0, 0, 0, 0);
1128         GL_BlendFunc(GL_ONE, GL_ZERO);
1129         GL_DepthMask(false);
1130         GL_DepthTest(true);
1131         qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1132         //if (r_shadow_shadow_polygonoffset.value != 0)
1133         //{
1134         //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1135         //      qglEnable(GL_POLYGON_OFFSET_FILL);
1136         //}
1137         //else
1138         //      qglDisable(GL_POLYGON_OFFSET_FILL);
1139         qglDepthFunc(GL_LESS);
1140         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1141         qglEnable(GL_STENCIL_TEST);
1142         qglStencilFunc(GL_ALWAYS, 128, ~0);
1143         if (gl_ext_stenciltwoside.integer)
1144         {
1145                 r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE;
1146                 qglDisable(GL_CULL_FACE);
1147                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1148                 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1149                 qglStencilMask(~0);
1150                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1151                 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1152                 qglStencilMask(~0);
1153                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1154         }
1155         else
1156         {
1157                 r_shadowstage = R_SHADOWSTAGE_STENCIL;
1158                 qglEnable(GL_CULL_FACE);
1159                 qglStencilMask(~0);
1160                 // this is changed by every shadow render so its value here is unimportant
1161                 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1162         }
1163         GL_Clear(GL_STENCIL_BUFFER_BIT);
1164         c_rt_clears++;
1165 }
1166
1167 void R_Shadow_Stage_Lighting(int stenciltest)
1168 {
1169         rmeshstate_t m;
1170         R_Shadow_Stage_Reset();
1171         GL_BlendFunc(GL_ONE, GL_ONE);
1172         GL_DepthMask(false);
1173         GL_DepthTest(true);
1174         qglPolygonOffset(0, 0);
1175         //qglDisable(GL_POLYGON_OFFSET_FILL);
1176         GL_Color(1, 1, 1, 1);
1177         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1178         qglDepthFunc(GL_EQUAL);
1179         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1180         qglEnable(GL_CULL_FACE);
1181         if (r_shadowstage == R_SHADOWSTAGE_STENCIL || r_shadowstage == R_SHADOWSTAGE_STENCILTWOSIDE)
1182                 qglEnable(GL_STENCIL_TEST);
1183         else
1184                 qglDisable(GL_STENCIL_TEST);
1185         qglStencilMask(~0);
1186         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1187         // only draw light where this geometry was already rendered AND the
1188         // stencil is 128 (values other than this mean shadow)
1189         qglStencilFunc(GL_EQUAL, 128, ~0);
1190         if (r_shadow_glsl.integer && r_shadow_program_light[0])
1191         {
1192                 r_shadowstage = R_SHADOWSTAGE_LIGHT_GLSL;
1193                 memset(&m, 0, sizeof(m));
1194                 m.pointer_vertex = varray_vertex3f;
1195                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1196                 m.pointer_texcoord3f[1] = varray_svector3f;
1197                 m.pointer_texcoord3f[2] = varray_tvector3f;
1198                 m.pointer_texcoord3f[3] = varray_normal3f;
1199                 m.tex[0] = R_GetTexture(r_texture_blanknormalmap); // normal
1200                 m.tex[1] = R_GetTexture(r_texture_white); // diffuse
1201                 m.tex[2] = R_GetTexture(r_texture_white); // gloss
1202                 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter
1203                 // TODO: support fog (after renderer is converted to texture fog)
1204                 m.tex[4] = R_GetTexture(r_texture_white); // fog
1205                 //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
1206                 R_Mesh_State(&m);
1207                 GL_BlendFunc(GL_ONE, GL_ONE);
1208                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1209                 CHECKGLERROR
1210                 r_shadow_lightpermutation = 0;
1211                 // only add a feature to the permutation if that permutation exists
1212                 // (otherwise it might end up not using a shader at all, which looks
1213                 // worse than using less features)
1214                 if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1215                         r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1216                 //if (fog && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1217                 //      r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1218                 if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1219                         r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1220                 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1221                         r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1222                 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1223                         r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1224                 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1225                         r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1226                 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1227                 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1228                 // TODO: support fog (after renderer is converted to texture fog)
1229                 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1230                 {
1231                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), 0);CHECKGLERROR
1232                 }
1233                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1234                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1235                 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1236                 {
1237                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1238                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
1239                 }
1240                 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1241                 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
1242                 //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1243                 //{
1244                 //      qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
1245                 //}
1246                 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1247                 {
1248                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1249                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1250                 }
1251         }
1252         else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1253                 r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3;
1254         else
1255                 r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX;
1256 }
1257
1258 void R_Shadow_Stage_VisibleShadowVolumes(void)
1259 {
1260         R_Shadow_Stage_Reset();
1261         GL_BlendFunc(GL_ONE, GL_ONE);
1262         GL_DepthMask(false);
1263         GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1264         qglPolygonOffset(0, 0);
1265         GL_Color(0.0, 0.0125, 0.1, 1);
1266         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1267         qglDepthFunc(GL_GEQUAL);
1268         qglCullFace(GL_FRONT); // this culls back
1269         qglDisable(GL_CULL_FACE);
1270         qglDisable(GL_STENCIL_TEST);
1271         r_shadowstage = R_SHADOWSTAGE_VISIBLEVOLUMES;
1272 }
1273
1274 void R_Shadow_Stage_VisibleLighting(int stenciltest)
1275 {
1276         R_Shadow_Stage_Reset();
1277         GL_BlendFunc(GL_ONE, GL_ONE);
1278         GL_DepthMask(false);
1279         GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1280         qglPolygonOffset(0, 0);
1281         GL_Color(0.1, 0.0125, 0, 1);
1282         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1283         qglDepthFunc(GL_EQUAL);
1284         qglCullFace(GL_FRONT); // this culls back
1285         qglEnable(GL_CULL_FACE);
1286         if (stenciltest)
1287                 qglEnable(GL_STENCIL_TEST);
1288         else
1289                 qglDisable(GL_STENCIL_TEST);
1290         r_shadowstage = R_SHADOWSTAGE_VISIBLELIGHTING;
1291 }
1292
1293 void R_Shadow_Stage_End(void)
1294 {
1295         R_Shadow_Stage_Reset();
1296         R_Shadow_Stage_ActiveLight(NULL);
1297         GL_BlendFunc(GL_ONE, GL_ZERO);
1298         GL_DepthMask(true);
1299         GL_DepthTest(true);
1300         qglPolygonOffset(0, 0);
1301         //qglDisable(GL_POLYGON_OFFSET_FILL);
1302         GL_Color(1, 1, 1, 1);
1303         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1304         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1305         qglDepthFunc(GL_LEQUAL);
1306         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1307         qglDisable(GL_STENCIL_TEST);
1308         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1309         if (gl_support_stenciltwoside)
1310                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1311         qglStencilMask(~0);
1312         qglStencilFunc(GL_ALWAYS, 128, ~0);
1313         r_shadowstage = R_SHADOWSTAGE_NONE;
1314 }
1315
1316 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1317 {
1318         int i, ix1, iy1, ix2, iy2;
1319         float x1, y1, x2, y2;
1320         vec4_t v, v2;
1321         rmesh_t mesh;
1322         mplane_t planes[11];
1323         float vertex3f[256*3];
1324
1325         // if view is inside the light box, just say yes it's visible
1326         if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1327         {
1328                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1329                 return false;
1330         }
1331
1332         // create a temporary brush describing the area the light can affect in worldspace
1333         VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1334         VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1335         VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1336         VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1337         VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1338         VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
1339         VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
1340         VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
1341         VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
1342         VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
1343         VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
1344
1345         // turn the brush into a mesh
1346         memset(&mesh, 0, sizeof(rmesh_t));
1347         mesh.maxvertices = 256;
1348         mesh.vertex3f = vertex3f;
1349         mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1350         R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1351
1352         // if that mesh is empty, the light is not visible at all
1353         if (!mesh.numvertices)
1354                 return true;
1355
1356         if (!r_shadow_scissor.integer)
1357                 return false;
1358
1359         // if that mesh is not empty, check what area of the screen it covers
1360         x1 = y1 = x2 = y2 = 0;
1361         v[3] = 1.0f;
1362         for (i = 0;i < mesh.numvertices;i++)
1363         {
1364                 VectorCopy(mesh.vertex3f + i * 3, v);
1365                 GL_TransformToScreen(v, v2);
1366                 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
1367                 if (i)
1368                 {
1369                         if (x1 > v2[0]) x1 = v2[0];
1370                         if (x2 < v2[0]) x2 = v2[0];
1371                         if (y1 > v2[1]) y1 = v2[1];
1372                         if (y2 < v2[1]) y2 = v2[1];
1373                 }
1374                 else
1375                 {
1376                         x1 = x2 = v2[0];
1377                         y1 = y2 = v2[1];
1378                 }
1379         }
1380
1381         // now convert the scissor rectangle to integer screen coordinates
1382         ix1 = x1 - 1.0f;
1383         iy1 = y1 - 1.0f;
1384         ix2 = x2 + 1.0f;
1385         iy2 = y2 + 1.0f;
1386         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1387
1388         // clamp it to the screen
1389         if (ix1 < r_view_x) ix1 = r_view_x;
1390         if (iy1 < r_view_y) iy1 = r_view_y;
1391         if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1392         if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1393
1394         // if it is inside out, it's not visible
1395         if (ix2 <= ix1 || iy2 <= iy1)
1396                 return true;
1397
1398         // the light area is visible, set up the scissor rectangle
1399         GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1400         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1401         //qglEnable(GL_SCISSOR_TEST);
1402         c_rt_scissored++;
1403         return false;
1404 }
1405
1406 extern float *rsurface_vertex3f;
1407 extern float *rsurface_svector3f;
1408 extern float *rsurface_tvector3f;
1409 extern float *rsurface_normal3f;
1410 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1411
1412 static void R_Shadow_VertexShadingWithXYZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1413 {
1414         int numverts = surface->num_vertices;
1415         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1416         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1417         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1418         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1419         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1420         {
1421                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1422                 if ((dist = DotProduct(v, v)) < 1)
1423                 {
1424                         dist = sqrt(dist);
1425                         distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1426                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1427                         if ((dot = DotProduct(n, v)) > 0)
1428                         {
1429                                 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1430                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1431                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1432                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1433                         }
1434                         else
1435                         {
1436                                 color4f[0] = ambientcolor[0] * distintensity - reduce;
1437                                 color4f[1] = ambientcolor[1] * distintensity - reduce;
1438                                 color4f[2] = ambientcolor[2] * distintensity - reduce;
1439                         }
1440                         color4f[0] = bound(0, color4f[0], 1);
1441                         color4f[1] = bound(0, color4f[1], 1);
1442                         color4f[2] = bound(0, color4f[2], 1);
1443                 }
1444                 else
1445                         VectorClear(color4f);
1446                 color4f[3] = 1;
1447         }
1448 }
1449
1450 static void R_Shadow_VertexShadingWithZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1451 {
1452         int numverts = surface->num_vertices;
1453         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1454         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1455         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1456         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1457         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1458         {
1459                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1460                 if ((dist = fabs(v[2])) < 1)
1461                 {
1462                         distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1463                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1464                         if ((dot = DotProduct(n, v)) > 0)
1465                         {
1466                                 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1467                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1468                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1469                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1470                         }
1471                         else
1472                         {
1473                                 color4f[0] = ambientcolor[0] * distintensity - reduce;
1474                                 color4f[1] = ambientcolor[1] * distintensity - reduce;
1475                                 color4f[2] = ambientcolor[2] * distintensity - reduce;
1476                         }
1477                         color4f[0] = bound(0, color4f[0], 1);
1478                         color4f[1] = bound(0, color4f[1], 1);
1479                         color4f[2] = bound(0, color4f[2], 1);
1480                 }
1481                 else
1482                         VectorClear(color4f);
1483                 color4f[3] = 1;
1484         }
1485 }
1486
1487 static void R_Shadow_VertexShading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1488 {
1489         int numverts = surface->num_vertices;
1490         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1491         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1492         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1493         float dot, shadeintensity, v[3], n[3];
1494         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1495         {
1496                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1497                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1498                 if ((dot = DotProduct(n, v)) > 0)
1499                 {
1500                         shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1501                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
1502                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
1503                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
1504                         color4f[0] = bound(0, color4f[0], 1);
1505                         color4f[1] = bound(0, color4f[1], 1);
1506                         color4f[2] = bound(0, color4f[2], 1);
1507                 }
1508                 else
1509                         VectorClear(color4f);
1510                 color4f[3] = 1;
1511         }
1512 }
1513
1514 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1515 #define USETEXMATRIX
1516
1517 #ifndef USETEXMATRIX
1518 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1519 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1520 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1521 {
1522         do
1523         {
1524                 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1525                 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1526                 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1527                 vertex3f += 3;
1528                 tc3f += 3;
1529         }
1530         while (--numverts);
1531 }
1532
1533 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1534 {
1535         do
1536         {
1537                 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1538                 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1539                 vertex3f += 3;
1540                 tc2f += 2;
1541         }
1542         while (--numverts);
1543 }
1544 #endif
1545
1546 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)
1547 {
1548         int i;
1549         float lightdir[3];
1550         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1551         {
1552                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1553                 // the cubemap normalizes this for us
1554                 out3f[0] = DotProduct(svector3f, lightdir);
1555                 out3f[1] = DotProduct(tvector3f, lightdir);
1556                 out3f[2] = DotProduct(normal3f, lightdir);
1557         }
1558 }
1559
1560 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)
1561 {
1562         int i;
1563         float lightdir[3], eyedir[3], halfdir[3];
1564         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1565         {
1566                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1567                 VectorNormalize(lightdir);
1568                 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1569                 VectorNormalize(eyedir);
1570                 VectorAdd(lightdir, eyedir, halfdir);
1571                 // the cubemap normalizes this for us
1572                 out3f[0] = DotProduct(svector3f, halfdir);
1573                 out3f[1] = DotProduct(tvector3f, halfdir);
1574                 out3f[2] = DotProduct(normal3f, halfdir);
1575         }
1576 }
1577
1578 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1579 {
1580         // used to display how many times a surface is lit for level design purposes
1581         int surfacelistindex;
1582         rmeshstate_t m;
1583         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1584         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1585         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1586         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1587         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1588         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1589         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1590         if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
1591                 return;
1592         GL_Color(0.1, 0.025, 0, 1);
1593         memset(&m, 0, sizeof(m));
1594         R_Mesh_State(&m);
1595         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1596         {
1597                 const msurface_t *surface = surfacelist[surfacelistindex];
1598                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1599                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1600                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1601                 GL_LockArrays(0, 0);
1602         }
1603 }
1604
1605 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1606 {
1607         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1608         int surfacelistindex;
1609         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1610         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1611         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1612         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1613         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1614         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1615         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1616         //qboolean dowatershader = (texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value;
1617         // TODO: add direct pants/shirt rendering
1618         if (doambientpants || dodiffusepants)
1619                 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1620         if (doambientshirt || dodiffuseshirt)
1621                 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1622         if (!doambientbase && !dodiffusebase && !dospecular)
1623                 return;
1624         R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1625         R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1626         R_Mesh_TexBind(1, R_GetTexture(basetexture));
1627         R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1628         if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1629         {
1630                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1631         }
1632         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1633         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1634         {
1635                 const msurface_t *surface = surfacelist[surfacelistindex];
1636                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1637                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1638                 if (!rsurface_svector3f)
1639                 {
1640                         rsurface_svector3f = varray_svector3f;
1641                         rsurface_tvector3f = varray_tvector3f;
1642                         rsurface_normal3f = varray_normal3f;
1643                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1644                 }
1645                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1646                 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1647                 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1648                 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1649                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1650                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1651                 c_rt_lightmeshes++;
1652                 c_rt_lighttris += surface->num_triangles;
1653                 GL_LockArrays(0, 0);
1654         }
1655 }
1656
1657 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1658 {
1659         // ARB path (any Geforce, any Radeon)
1660         int surfacelistindex;
1661         int renders;
1662         float color2[3], colorscale;
1663         rmeshstate_t m;
1664         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1665         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1666         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1667         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1668         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1669         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1670         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1671         // TODO: add direct pants/shirt rendering
1672         if (doambientpants || dodiffusepants)
1673                 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1674         if (doambientshirt || dodiffuseshirt)
1675                 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1676         if (!doambientbase && !dodiffusebase && !dospecular)
1677                 return;
1678         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1679         {
1680                 const msurface_t *surface = surfacelist[surfacelistindex];
1681                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1682                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1683                 if (!rsurface_svector3f)
1684                 {
1685                         rsurface_svector3f = varray_svector3f;
1686                         rsurface_tvector3f = varray_tvector3f;
1687                         rsurface_normal3f = varray_normal3f;
1688                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1689                 }
1690                 if (doambientbase)
1691                 {
1692                         GL_Color(1,1,1,1);
1693                         colorscale = r_shadow_rtlight->ambientscale;
1694                         // colorscale accounts for how much we multiply the brightness
1695                         // during combine.
1696                         //
1697                         // mult is how many times the final pass of the lighting will be
1698                         // performed to get more brightness than otherwise possible.
1699                         //
1700                         // Limit mult to 64 for sanity sake.
1701                         if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1702                         {
1703                                 // 3 3D combine path (Geforce3, Radeon 8500)
1704                                 memset(&m, 0, sizeof(m));
1705                                 m.pointer_vertex = rsurface_vertex3f;
1706                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1707 #ifdef USETEXMATRIX
1708                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1709                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1710 #else
1711                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1712                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1713 #endif
1714                                 m.tex[1] = R_GetTexture(basetexture);
1715                                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1716                                 m.texmatrix[1] = texture->currenttexmatrix;
1717                                 m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
1718 #ifdef USETEXMATRIX
1719                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1720                                 m.texmatrix[2] = r_shadow_entitytolight;
1721 #else
1722                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1723                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1724 #endif
1725                                 GL_BlendFunc(GL_ONE, GL_ONE);
1726                         }
1727                         else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1728                         {
1729                                 // 2 3D combine path (Geforce3, original Radeon)
1730                                 memset(&m, 0, sizeof(m));
1731                                 m.pointer_vertex = rsurface_vertex3f;
1732                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1733 #ifdef USETEXMATRIX
1734                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1735                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1736 #else
1737                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1738                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1739 #endif
1740                                 m.tex[1] = R_GetTexture(basetexture);
1741                                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1742                                 m.texmatrix[1] = texture->currenttexmatrix;
1743                                 GL_BlendFunc(GL_ONE, GL_ONE);
1744                         }
1745                         else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
1746                         {
1747                                 // 4 2D combine path (Geforce3, Radeon 8500)
1748                                 memset(&m, 0, sizeof(m));
1749                                 m.pointer_vertex = rsurface_vertex3f;
1750                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1751 #ifdef USETEXMATRIX
1752                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1753                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1754 #else
1755                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1756                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1757 #endif
1758                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1759 #ifdef USETEXMATRIX
1760                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1761                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1762 #else
1763                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1764                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1765 #endif
1766                                 m.tex[2] = R_GetTexture(basetexture);
1767                                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1768                                 m.texmatrix[2] = texture->currenttexmatrix;
1769                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1770                                 {
1771                                         m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
1772 #ifdef USETEXMATRIX
1773                                         m.pointer_texcoord3f[3] = rsurface_vertex3f;
1774                                         m.texmatrix[3] = r_shadow_entitytolight;
1775 #else
1776                                         m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1777                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1778 #endif
1779                                 }
1780                                 GL_BlendFunc(GL_ONE, GL_ONE);
1781                         }
1782                         else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
1783                         {
1784                                 // 3 2D combine path (Geforce3, original Radeon)
1785                                 memset(&m, 0, sizeof(m));
1786                                 m.pointer_vertex = rsurface_vertex3f;
1787                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1788 #ifdef USETEXMATRIX
1789                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1790                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1791 #else
1792                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1793                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1794 #endif
1795                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1796 #ifdef USETEXMATRIX
1797                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1798                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1799 #else
1800                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1801                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1802 #endif
1803                                 m.tex[2] = R_GetTexture(basetexture);
1804                                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1805                                 m.texmatrix[2] = texture->currenttexmatrix;
1806                                 GL_BlendFunc(GL_ONE, GL_ONE);
1807                         }
1808                         else
1809                         {
1810                                 // 2/2/2 2D combine path (any dot3 card)
1811                                 memset(&m, 0, sizeof(m));
1812                                 m.pointer_vertex = rsurface_vertex3f;
1813                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1814 #ifdef USETEXMATRIX
1815                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1816                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1817 #else
1818                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1819                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1820 #endif
1821                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1822 #ifdef USETEXMATRIX
1823                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1824                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1825 #else
1826                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1827                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1828 #endif
1829                                 R_Mesh_State(&m);
1830                                 GL_ColorMask(0,0,0,1);
1831                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1832                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1833                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1834                                 GL_LockArrays(0, 0);
1835                                 c_rt_lightmeshes++;
1836                                 c_rt_lighttris += surface->num_triangles;
1837
1838                                 memset(&m, 0, sizeof(m));
1839                                 m.pointer_vertex = rsurface_vertex3f;
1840                                 m.tex[0] = R_GetTexture(basetexture);
1841                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1842                                 m.texmatrix[0] = texture->currenttexmatrix;
1843                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1844                                 {
1845                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1846 #ifdef USETEXMATRIX
1847                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1848                                         m.texmatrix[1] = r_shadow_entitytolight;
1849 #else
1850                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1851                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1852 #endif
1853                                 }
1854                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1855                         }
1856                         // this final code is shared
1857                         R_Mesh_State(&m);
1858                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1859                         VectorScale(lightcolorbase, colorscale, color2);
1860                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1861                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1862                         {
1863                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1864                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1865                                 c_rt_lightmeshes++;
1866                                 c_rt_lighttris += surface->num_triangles;
1867                         }
1868                         GL_LockArrays(0, 0);
1869                 }
1870                 if (dodiffusebase)
1871                 {
1872                         GL_Color(1,1,1,1);
1873                         colorscale = r_shadow_rtlight->diffusescale;
1874                         // colorscale accounts for how much we multiply the brightness
1875                         // during combine.
1876                         //
1877                         // mult is how many times the final pass of the lighting will be
1878                         // performed to get more brightness than otherwise possible.
1879                         //
1880                         // Limit mult to 64 for sanity sake.
1881                         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1882                         {
1883                                 // 3/2 3D combine path (Geforce3, Radeon 8500)
1884                                 memset(&m, 0, sizeof(m));
1885                                 m.pointer_vertex = rsurface_vertex3f;
1886                                 m.tex[0] = R_GetTexture(normalmaptexture);
1887                                 m.texcombinergb[0] = GL_REPLACE;
1888                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1889                                 m.texmatrix[0] = texture->currenttexmatrix;
1890                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1891                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1892                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1893                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1894                                 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1895 #ifdef USETEXMATRIX
1896                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1897                                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1898 #else
1899                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1900                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1901 #endif
1902                                 R_Mesh_State(&m);
1903                                 GL_ColorMask(0,0,0,1);
1904                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1905                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1906                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1907                                 GL_LockArrays(0, 0);
1908                                 c_rt_lightmeshes++;
1909                                 c_rt_lighttris += surface->num_triangles;
1910
1911                                 memset(&m, 0, sizeof(m));
1912                                 m.pointer_vertex = rsurface_vertex3f;
1913                                 m.tex[0] = R_GetTexture(basetexture);
1914                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1915                                 m.texmatrix[0] = texture->currenttexmatrix;
1916                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1917                                 {
1918                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1919 #ifdef USETEXMATRIX
1920                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1921                                         m.texmatrix[1] = r_shadow_entitytolight;
1922 #else
1923                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1924                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1925 #endif
1926                                 }
1927                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1928                         }
1929                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
1930                         {
1931                                 // 1/2/2 3D combine path (original Radeon)
1932                                 memset(&m, 0, sizeof(m));
1933                                 m.pointer_vertex = rsurface_vertex3f;
1934                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1935 #ifdef USETEXMATRIX
1936                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1937                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1938 #else
1939                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1940                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1941 #endif
1942                                 R_Mesh_State(&m);
1943                                 GL_ColorMask(0,0,0,1);
1944                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1945                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1946                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1947                                 GL_LockArrays(0, 0);
1948                                 c_rt_lightmeshes++;
1949                                 c_rt_lighttris += surface->num_triangles;
1950
1951                                 memset(&m, 0, sizeof(m));
1952                                 m.pointer_vertex = rsurface_vertex3f;
1953                                 m.tex[0] = R_GetTexture(normalmaptexture);
1954                                 m.texcombinergb[0] = GL_REPLACE;
1955                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1956                                 m.texmatrix[0] = texture->currenttexmatrix;
1957                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1958                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1959                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1960                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1961                                 R_Mesh_State(&m);
1962                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1963                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1964                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1965                                 GL_LockArrays(0, 0);
1966                                 c_rt_lightmeshes++;
1967                                 c_rt_lighttris += surface->num_triangles;
1968
1969                                 memset(&m, 0, sizeof(m));
1970                                 m.pointer_vertex = rsurface_vertex3f;
1971                                 m.tex[0] = R_GetTexture(basetexture);
1972                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1973                                 m.texmatrix[0] = texture->currenttexmatrix;
1974                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1975                                 {
1976                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1977 #ifdef USETEXMATRIX
1978                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1979                                         m.texmatrix[1] = r_shadow_entitytolight;
1980 #else
1981                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1982                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1983 #endif
1984                                 }
1985                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1986                         }
1987                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
1988                         {
1989                                 // 2/2 3D combine path (original Radeon)
1990                                 memset(&m, 0, sizeof(m));
1991                                 m.pointer_vertex = rsurface_vertex3f;
1992                                 m.tex[0] = R_GetTexture(normalmaptexture);
1993                                 m.texcombinergb[0] = GL_REPLACE;
1994                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1995                                 m.texmatrix[0] = texture->currenttexmatrix;
1996                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1997                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1998                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1999                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2000                                 R_Mesh_State(&m);
2001                                 GL_ColorMask(0,0,0,1);
2002                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2003                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2004                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2005                                 GL_LockArrays(0, 0);
2006                                 c_rt_lightmeshes++;
2007                                 c_rt_lighttris += surface->num_triangles;
2008
2009                                 memset(&m, 0, sizeof(m));
2010                                 m.pointer_vertex = rsurface_vertex3f;
2011                                 m.tex[0] = R_GetTexture(basetexture);
2012                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2013                                 m.texmatrix[0] = texture->currenttexmatrix;
2014                                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2015 #ifdef USETEXMATRIX
2016                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2017                                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2018 #else
2019                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2020                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2021 #endif
2022                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2023                         }
2024                         else if (r_textureunits.integer >= 4)
2025                         {
2026                                 // 4/2 2D combine path (Geforce3, Radeon 8500)
2027                                 memset(&m, 0, sizeof(m));
2028                                 m.pointer_vertex = rsurface_vertex3f;
2029                                 m.tex[0] = R_GetTexture(normalmaptexture);
2030                                 m.texcombinergb[0] = GL_REPLACE;
2031                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2032                                 m.texmatrix[0] = texture->currenttexmatrix;
2033                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2034                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2035                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2036                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2037                                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2038 #ifdef USETEXMATRIX
2039                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2040                                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2041 #else
2042                                 m.pointer_texcoord[2] = varray_texcoord2f[2];
2043                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2044 #endif
2045                                 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2046 #ifdef USETEXMATRIX
2047                                 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2048                                 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2049 #else
2050                                 m.pointer_texcoord[3] = varray_texcoord2f[3];
2051                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2052 #endif
2053                                 R_Mesh_State(&m);
2054                                 GL_ColorMask(0,0,0,1);
2055                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2056                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2057                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2058                                 GL_LockArrays(0, 0);
2059                                 c_rt_lightmeshes++;
2060                                 c_rt_lighttris += surface->num_triangles;
2061
2062                                 memset(&m, 0, sizeof(m));
2063                                 m.pointer_vertex = rsurface_vertex3f;
2064                                 m.tex[0] = R_GetTexture(basetexture);
2065                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2066                                 m.texmatrix[0] = texture->currenttexmatrix;
2067                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2068                                 {
2069                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2070 #ifdef USETEXMATRIX
2071                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2072                                         m.texmatrix[1] = r_shadow_entitytolight;
2073 #else
2074                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2075                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2076 #endif
2077                                 }
2078                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2079                         }
2080                         else
2081                         {
2082                                 // 2/2/2 2D combine path (any dot3 card)
2083                                 memset(&m, 0, sizeof(m));
2084                                 m.pointer_vertex = rsurface_vertex3f;
2085                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2086 #ifdef USETEXMATRIX
2087                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2088                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2089 #else
2090                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2091                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2092 #endif
2093                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2094 #ifdef USETEXMATRIX
2095                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2096                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2097 #else
2098                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2099                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2100 #endif
2101                                 R_Mesh_State(&m);
2102                                 GL_ColorMask(0,0,0,1);
2103                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2104                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2105                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2106                                 GL_LockArrays(0, 0);
2107                                 c_rt_lightmeshes++;
2108                                 c_rt_lighttris += surface->num_triangles;
2109
2110                                 memset(&m, 0, sizeof(m));
2111                                 m.pointer_vertex = rsurface_vertex3f;
2112                                 m.tex[0] = R_GetTexture(normalmaptexture);
2113                                 m.texcombinergb[0] = GL_REPLACE;
2114                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2115                                 m.texmatrix[0] = texture->currenttexmatrix;
2116                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2117                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2118                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2119                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2120                                 R_Mesh_State(&m);
2121                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2122                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2123                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2124                                 GL_LockArrays(0, 0);
2125                                 c_rt_lightmeshes++;
2126                                 c_rt_lighttris += surface->num_triangles;
2127
2128                                 memset(&m, 0, sizeof(m));
2129                                 m.pointer_vertex = rsurface_vertex3f;
2130                                 m.tex[0] = R_GetTexture(basetexture);
2131                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2132                                 m.texmatrix[0] = texture->currenttexmatrix;
2133                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2134                                 {
2135                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2136 #ifdef USETEXMATRIX
2137                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2138                                         m.texmatrix[1] = r_shadow_entitytolight;
2139 #else
2140                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2141                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2142 #endif
2143                                 }
2144                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2145                         }
2146                         // this final code is shared
2147                         R_Mesh_State(&m);
2148                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2149                         VectorScale(lightcolorbase, colorscale, color2);
2150                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2151                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2152                         {
2153                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2154                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2155                                 c_rt_lightmeshes++;
2156                                 c_rt_lighttris += surface->num_triangles;
2157                         }
2158                         GL_LockArrays(0, 0);
2159                 }
2160                 if (dospecular)
2161                 {
2162                         // FIXME: detect blendsquare!
2163                         //if (gl_support_blendsquare)
2164                         {
2165                                 colorscale = specularscale;
2166                                 GL_Color(1,1,1,1);
2167                                 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2168                                 {
2169                                         // 2/0/0/1/2 3D combine blendsquare path
2170                                         memset(&m, 0, sizeof(m));
2171                                         m.pointer_vertex = rsurface_vertex3f;
2172                                         m.tex[0] = R_GetTexture(normalmaptexture);
2173                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2174                                         m.texmatrix[0] = texture->currenttexmatrix;
2175                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2176                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2177                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2178                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2179                                         R_Mesh_State(&m);
2180                                         GL_ColorMask(0,0,0,1);
2181                                         // this squares the result
2182                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2183                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2184                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2185                                         GL_LockArrays(0, 0);
2186                                         c_rt_lightmeshes++;
2187                                         c_rt_lighttris += surface->num_triangles;
2188
2189                                         memset(&m, 0, sizeof(m));
2190                                         m.pointer_vertex = rsurface_vertex3f;
2191                                         R_Mesh_State(&m);
2192                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2193                                         // square alpha in framebuffer a few times to make it shiny
2194                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2195                                         // these comments are a test run through this math for intensity 0.5
2196                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2197                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2198                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2199                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2200                                         c_rt_lightmeshes++;
2201                                         c_rt_lighttris += surface->num_triangles;
2202                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2203                                         c_rt_lightmeshes++;
2204                                         c_rt_lighttris += surface->num_triangles;
2205                                         GL_LockArrays(0, 0);
2206
2207                                         memset(&m, 0, sizeof(m));
2208                                         m.pointer_vertex = rsurface_vertex3f;
2209                                         m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2210 #ifdef USETEXMATRIX
2211                                         m.pointer_texcoord3f[0] = rsurface_vertex3f;
2212                                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2213 #else
2214                                         m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2215                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2216 #endif
2217                                         R_Mesh_State(&m);
2218                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2219                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2220                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2221                                         GL_LockArrays(0, 0);
2222                                         c_rt_lightmeshes++;
2223                                         c_rt_lighttris += surface->num_triangles;
2224
2225                                         memset(&m, 0, sizeof(m));
2226                                         m.pointer_vertex = rsurface_vertex3f;
2227                                         m.tex[0] = R_GetTexture(glosstexture);
2228                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2229                                         m.texmatrix[0] = texture->currenttexmatrix;
2230                                         if (r_shadow_lightcubemap != r_texture_whitecube)
2231                                         {
2232                                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2233 #ifdef USETEXMATRIX
2234                                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2235                                                 m.texmatrix[1] = r_shadow_entitytolight;
2236 #else
2237                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2238                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2239 #endif
2240                                         }
2241                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2242                                 }
2243                                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2244                                 {
2245                                         // 2/0/0/2 3D combine blendsquare path
2246                                         memset(&m, 0, sizeof(m));
2247                                         m.pointer_vertex = rsurface_vertex3f;
2248                                         m.tex[0] = R_GetTexture(normalmaptexture);
2249                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2250                                         m.texmatrix[0] = texture->currenttexmatrix;
2251                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2252                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2253                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2254                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2255                                         R_Mesh_State(&m);
2256                                         GL_ColorMask(0,0,0,1);
2257                                         // this squares the result
2258                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2259                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2260                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2261                                         GL_LockArrays(0, 0);
2262                                         c_rt_lightmeshes++;
2263                                         c_rt_lighttris += surface->num_triangles;
2264
2265                                         memset(&m, 0, sizeof(m));
2266                                         m.pointer_vertex = rsurface_vertex3f;
2267                                         R_Mesh_State(&m);
2268                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2269                                         // square alpha in framebuffer a few times to make it shiny
2270                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2271                                         // these comments are a test run through this math for intensity 0.5
2272                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2273                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2274                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2275                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2276                                         c_rt_lightmeshes++;
2277                                         c_rt_lighttris += surface->num_triangles;
2278                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2279                                         c_rt_lightmeshes++;
2280                                         c_rt_lighttris += surface->num_triangles;
2281                                         GL_LockArrays(0, 0);
2282
2283                                         memset(&m, 0, sizeof(m));
2284                                         m.pointer_vertex = rsurface_vertex3f;
2285                                         m.tex[0] = R_GetTexture(glosstexture);
2286                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2287                                         m.texmatrix[0] = texture->currenttexmatrix;
2288                                         m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2289 #ifdef USETEXMATRIX
2290                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2291                                         m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2292 #else
2293                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2294                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2295 #endif
2296                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2297                                 }
2298                                 else
2299                                 {
2300                                         // 2/0/0/2/2 2D combine blendsquare path
2301                                         memset(&m, 0, sizeof(m));
2302                                         m.pointer_vertex = rsurface_vertex3f;
2303                                         m.tex[0] = R_GetTexture(normalmaptexture);
2304                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2305                                         m.texmatrix[0] = texture->currenttexmatrix;
2306                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2307                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2308                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2309                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2310                                         R_Mesh_State(&m);
2311                                         GL_ColorMask(0,0,0,1);
2312                                         // this squares the result
2313                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2314                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2315                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2316                                         GL_LockArrays(0, 0);
2317                                         c_rt_lightmeshes++;
2318                                         c_rt_lighttris += surface->num_triangles;
2319
2320                                         memset(&m, 0, sizeof(m));
2321                                         m.pointer_vertex = rsurface_vertex3f;
2322                                         R_Mesh_State(&m);
2323                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2324                                         // square alpha in framebuffer a few times to make it shiny
2325                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2326                                         // these comments are a test run through this math for intensity 0.5
2327                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2328                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2329                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2330                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2331                                         c_rt_lightmeshes++;
2332                                         c_rt_lighttris += surface->num_triangles;
2333                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2334                                         c_rt_lightmeshes++;
2335                                         c_rt_lighttris += surface->num_triangles;
2336                                         GL_LockArrays(0, 0);
2337
2338                                         memset(&m, 0, sizeof(m));
2339                                         m.pointer_vertex = rsurface_vertex3f;
2340                                         m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2341 #ifdef USETEXMATRIX
2342                                         m.pointer_texcoord3f[0] = rsurface_vertex3f;
2343                                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2344 #else
2345                                         m.pointer_texcoord[0] = varray_texcoord2f[0];
2346                                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2347 #endif
2348                                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2349 #ifdef USETEXMATRIX
2350                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2351                                         m.texmatrix[1] = r_shadow_entitytoattenuationz;
2352 #else
2353                                         m.pointer_texcoord[1] = varray_texcoord2f[1];
2354                                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2355 #endif
2356                                         R_Mesh_State(&m);
2357                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2358                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2359                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2360                                         GL_LockArrays(0, 0);
2361                                         c_rt_lightmeshes++;
2362                                         c_rt_lighttris += surface->num_triangles;
2363
2364                                         memset(&m, 0, sizeof(m));
2365                                         m.pointer_vertex = rsurface_vertex3f;
2366                                         m.tex[0] = R_GetTexture(glosstexture);
2367                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2368                                         m.texmatrix[0] = texture->currenttexmatrix;
2369                                         if (r_shadow_lightcubemap != r_texture_whitecube)
2370                                         {
2371                                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2372 #ifdef USETEXMATRIX
2373                                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2374                                                 m.texmatrix[1] = r_shadow_entitytolight;
2375 #else
2376                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2377                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2378 #endif
2379                                         }
2380                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2381                                 }
2382                                 R_Mesh_State(&m);
2383                                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2384                                 VectorScale(lightcolorbase, colorscale, color2);
2385                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2386                                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2387                                 {
2388                                         GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2389                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2390                                         c_rt_lightmeshes++;
2391                                         c_rt_lighttris += surface->num_triangles;
2392                                 }
2393                                 GL_LockArrays(0, 0);
2394                         }
2395                 }
2396         }
2397 }
2398
2399 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
2400 {
2401         int surfacelistindex;
2402         int renders;
2403         float ambientcolor2[3], diffusecolor2[3];
2404         rmeshstate_t m;
2405         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2406         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2407         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2408         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2409         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2410         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2411         //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
2412         // TODO: add direct pants/shirt rendering
2413         if (doambientpants || dodiffusepants)
2414                 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
2415         if (doambientshirt || dodiffuseshirt)
2416                 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
2417         if (!doambientbase && !dodiffusebase)
2418                 return;
2419         VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2);
2420         VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2);
2421         GL_BlendFunc(GL_ONE, GL_ONE);
2422         memset(&m, 0, sizeof(m));
2423         m.tex[0] = R_GetTexture(basetexture);
2424         if (r_textureunits.integer >= 2)
2425         {
2426                 // voodoo2
2427                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2428 #ifdef USETEXMATRIX
2429                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2430 #else
2431                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2432                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2433 #endif
2434                 if (r_textureunits.integer >= 3)
2435                 {
2436                         // Geforce3/Radeon class but not using dot3
2437                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2438 #ifdef USETEXMATRIX
2439                         m.texmatrix[2] = r_shadow_entitytoattenuationz;
2440 #else
2441                         m.pointer_texcoord[2] = varray_texcoord2f[2];
2442                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2443 #endif
2444                 }
2445         }
2446         m.pointer_color = varray_color4f;
2447         R_Mesh_State(&m);
2448         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2449         {
2450                 const msurface_t *surface = surfacelist[surfacelistindex];
2451                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2452                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
2453                 if (!rsurface_svector3f)
2454                 {
2455                         rsurface_svector3f = varray_svector3f;
2456                         rsurface_tvector3f = varray_tvector3f;
2457                         rsurface_normal3f = varray_normal3f;
2458                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2459                 }
2460                 // OpenGL 1.1 path (anything)
2461                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2462                 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2463                 if (r_textureunits.integer >= 2)
2464                 {
2465                         // voodoo2 or TNT
2466 #ifdef USETEXMATRIX
2467                         R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2468 #else
2469                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2470 #endif
2471                         if (r_textureunits.integer >= 3)
2472                         {
2473                                 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2474 #ifdef USETEXMATRIX
2475                                 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2476 #else
2477                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2478 #endif
2479                         }
2480                 }
2481                 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2482                 {
2483                         if (r_textureunits.integer >= 3)
2484                                 R_Shadow_VertexShading(surface, diffusecolor2, ambientcolor2, renders);
2485                         else if (r_textureunits.integer >= 2)
2486                                 R_Shadow_VertexShadingWithZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
2487                         else
2488                                 R_Shadow_VertexShadingWithXYZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
2489                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2490                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2491                         GL_LockArrays(0, 0);
2492                         c_rt_lightmeshes++;
2493                         c_rt_lighttris += surface->num_triangles;
2494                 }
2495         }
2496 }
2497
2498 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
2499 {
2500         // FIXME: support MATERIALFLAG_NODEPTHTEST
2501         switch (r_shadowstage)
2502         {
2503         case R_SHADOWSTAGE_VISIBLELIGHTING:
2504                 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2505                 break;
2506         case R_SHADOWSTAGE_LIGHT_GLSL:
2507                 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2508                 break;
2509         case R_SHADOWSTAGE_LIGHT_DOT3:
2510                 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2511                 break;
2512         case R_SHADOWSTAGE_LIGHT_VERTEX:
2513                 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2514                 break;
2515         default:
2516                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadowstage %i\n", r_shadowstage);
2517                 break;
2518         }
2519 }
2520
2521 void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
2522 {
2523         int j, k;
2524         float scale;
2525         R_RTLight_Uncompile(rtlight);
2526         memset(rtlight, 0, sizeof(*rtlight));
2527
2528         VectorCopy(light->origin, rtlight->shadoworigin);
2529         VectorCopy(light->color, rtlight->color);
2530         rtlight->radius = light->radius;
2531         //rtlight->cullradius = rtlight->radius;
2532         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2533         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2534         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2535         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2536         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2537         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2538         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2539         rtlight->cubemapname[0] = 0;
2540         if (light->cubemapname[0])
2541                 strcpy(rtlight->cubemapname, light->cubemapname);
2542         else if (light->cubemapnum > 0)
2543                 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2544         rtlight->shadow = light->shadow;
2545         rtlight->corona = light->corona;
2546         rtlight->style = light->style;
2547         rtlight->isstatic = isstatic;
2548         rtlight->coronasizescale = light->coronasizescale;
2549         rtlight->ambientscale = light->ambientscale;
2550         rtlight->diffusescale = light->diffusescale;
2551         rtlight->specularscale = light->specularscale;
2552         rtlight->flags = light->flags;
2553         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2554         // ConcatScale won't work here because this needs to scale rotate and
2555         // translate, not just rotate
2556         scale = 1.0f / rtlight->radius;
2557         for (k = 0;k < 3;k++)
2558                 for (j = 0;j < 4;j++)
2559                         rtlight->matrix_worldtolight.m[k][j] *= scale;
2560
2561         rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2562         rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2563         VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2564         rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2565 }
2566
2567 // compiles rtlight geometry
2568 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2569 void R_RTLight_Compile(rtlight_t *rtlight)
2570 {
2571         int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2572         entity_render_t *ent = r_refdef.worldentity;
2573         model_t *model = r_refdef.worldmodel;
2574         qbyte *data;
2575
2576         // compile the light
2577         rtlight->compiled = true;
2578         rtlight->static_numleafs = 0;
2579         rtlight->static_numleafpvsbytes = 0;
2580         rtlight->static_leaflist = NULL;
2581         rtlight->static_leafpvs = NULL;
2582         rtlight->static_numsurfaces = 0;
2583         rtlight->static_surfacelist = NULL;
2584         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2585         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2586         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2587         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2588         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2589         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2590
2591         if (model && model->GetLightInfo)
2592         {
2593                 // this variable must be set for the CompileShadowVolume code
2594                 r_shadow_compilingrtlight = rtlight;
2595                 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2596                 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);
2597                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2598                 data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2599                 rtlight->static_numleafs = numleafs;
2600                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2601                 rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs;
2602                 rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes;
2603                 rtlight->static_numsurfaces = numsurfaces;
2604                 rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces;
2605                 if (numleafs)
2606                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2607                 if (numleafpvsbytes)
2608                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2609                 if (numsurfaces)
2610                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2611                 if (model->CompileShadowVolume && rtlight->shadow)
2612                         model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2613                 // now we're done compiling the rtlight
2614                 r_shadow_compilingrtlight = NULL;
2615         }
2616
2617
2618         // use smallest available cullradius - box radius or light radius
2619         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2620         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2621
2622         shadowmeshes = 0;
2623         shadowtris = 0;
2624         if (rtlight->static_meshchain_shadow)
2625         {
2626                 shadowmesh_t *mesh;
2627                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2628                 {
2629                         shadowmeshes++;
2630                         shadowtris += mesh->numtriangles;
2631                 }
2632         }
2633
2634         Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2635 }
2636
2637 void R_RTLight_Uncompile(rtlight_t *rtlight)
2638 {
2639         if (rtlight->compiled)
2640         {
2641                 if (rtlight->static_meshchain_shadow)
2642                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2643                 rtlight->static_meshchain_shadow = NULL;
2644                 // these allocations are grouped
2645                 if (rtlight->static_leaflist)
2646                         Mem_Free(rtlight->static_leaflist);
2647                 rtlight->static_numleafs = 0;
2648                 rtlight->static_numleafpvsbytes = 0;
2649                 rtlight->static_leaflist = NULL;
2650                 rtlight->static_leafpvs = NULL;
2651                 rtlight->static_numsurfaces = 0;
2652                 rtlight->static_surfacelist = NULL;
2653                 rtlight->compiled = false;
2654         }
2655 }
2656
2657 void R_Shadow_UncompileWorldLights(void)
2658 {
2659         dlight_t *light;
2660         for (light = r_shadow_worldlightchain;light;light = light->next)
2661                 R_RTLight_Uncompile(&light->rtlight);
2662 }
2663
2664 void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2665 {
2666         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2667         vec_t relativeshadowradius;
2668         if (ent == r_refdef.worldentity)
2669         {
2670                 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2671                 {
2672                         shadowmesh_t *mesh;
2673                         R_Mesh_Matrix(&ent->matrix);
2674                         for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2675                         {
2676                                 R_Mesh_VertexPointer(mesh->vertex3f);
2677                                 GL_LockArrays(0, mesh->numverts);
2678                                 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
2679                                 {
2680                                         // decrement stencil if backface is behind depthbuffer
2681                                         qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2682                                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2683                                         R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2684                                         c_rtcached_shadowmeshes++;
2685                                         c_rtcached_shadowtris += mesh->numtriangles;
2686                                         // increment stencil if frontface is behind depthbuffer
2687                                         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2688                                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2689                                 }
2690                                 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2691                                 c_rtcached_shadowmeshes++;
2692                                 c_rtcached_shadowtris += mesh->numtriangles;
2693                                 GL_LockArrays(0, 0);
2694                         }
2695                 }
2696                 else if (numsurfaces)
2697                 {
2698                         R_Mesh_Matrix(&ent->matrix);
2699                         ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
2700                 }
2701         }
2702         else
2703         {
2704                 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin);
2705                 relativeshadowradius = rtlight->radius / ent->scale;
2706                 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2707                 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2708                 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2709                 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2710                 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2711                 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2712                 R_Mesh_Matrix(&ent->matrix);
2713                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2714         }
2715 }
2716
2717 void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolorbase, int numsurfaces, int *surfacelist)
2718 {
2719         // set up properties for rendering light onto this entity
2720         r_shadow_entitylightcolor[0] = lightcolorbase[0] * ent->colormod[0] * ent->alpha;
2721         r_shadow_entitylightcolor[1] = lightcolorbase[1] * ent->colormod[1] * ent->alpha;
2722         r_shadow_entitylightcolor[2] = lightcolorbase[2] * ent->colormod[2] * ent->alpha;
2723         Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
2724         Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2725         Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2726         Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, r_shadow_entitylightorigin);
2727         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2728         R_Mesh_Matrix(&ent->matrix);
2729         if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
2730         {
2731                 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_lightcubemap));
2732                 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2733                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
2734                 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
2735                 {
2736                         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
2737                 }
2738         }
2739         if (ent == r_refdef.worldentity)
2740                 ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
2741         else
2742                 ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist);
2743 }
2744
2745 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2746 {
2747         int i, usestencil;
2748         float f;
2749         vec3_t lightcolor;
2750         int numleafs, numsurfaces;
2751         int *leaflist, *surfacelist;
2752         qbyte *leafpvs;
2753         int numlightentities;
2754         int numshadowentities;
2755         entity_render_t *lightentities[MAX_EDICTS];
2756         entity_render_t *shadowentities[MAX_EDICTS];
2757
2758         // skip lights that don't light (corona only lights)
2759         if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f))
2760                 return;
2761
2762         f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2763         VectorScale(rtlight->color, f, lightcolor);
2764         if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
2765                 return;
2766         /*
2767         if (rtlight->selected)
2768         {
2769                 f = 2 + sin(realtime * M_PI * 4.0);
2770                 VectorScale(lightcolor, f, lightcolor);
2771         }
2772         */
2773
2774         // loading is done before visibility checks because loading should happen
2775         // all at once at the start of a level, not when it stalls gameplay.
2776         // (especially important to benchmarks)
2777         // compile light
2778         if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2779                 R_RTLight_Compile(rtlight);
2780         // load cubemap
2781         r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2782
2783         // if the light box is offscreen, skip it
2784         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2785                 return;
2786
2787         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2788         {
2789                 // compiled light, world available and can receive realtime lighting
2790                 // retrieve leaf information
2791                 numleafs = rtlight->static_numleafs;
2792                 leaflist = rtlight->static_leaflist;
2793                 leafpvs = rtlight->static_leafpvs;
2794                 numsurfaces = rtlight->static_numsurfaces;
2795                 surfacelist = rtlight->static_surfacelist;
2796         }
2797         else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2798         {
2799                 // dynamic light, world available and can receive realtime lighting
2800                 // calculate lit surfaces and leafs
2801                 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2802                 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);
2803                 leaflist = r_shadow_buffer_leaflist;
2804                 leafpvs = r_shadow_buffer_leafpvs;
2805                 surfacelist = r_shadow_buffer_surfacelist;
2806                 // if the reduced leaf bounds are offscreen, skip it
2807                 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2808                         return;
2809         }
2810         else
2811         {
2812                 // no world
2813                 numleafs = 0;
2814                 leaflist = NULL;
2815                 leafpvs = NULL;
2816                 numsurfaces = 0;
2817                 surfacelist = NULL;
2818         }
2819         // check if light is illuminating any visible leafs
2820         if (numleafs)
2821         {
2822                 for (i = 0;i < numleafs;i++)
2823                         if (r_worldleafvisible[leaflist[i]])
2824                                 break;
2825                 if (i == numleafs)
2826                         return;
2827         }
2828         // set up a scissor rectangle for this light
2829         if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2830                 return;
2831
2832         numlightentities = 0;
2833         if (numsurfaces)
2834                 lightentities[numlightentities++] = r_refdef.worldentity;
2835         numshadowentities = 0;
2836         if (numsurfaces)
2837                 shadowentities[numshadowentities++] = r_refdef.worldentity;
2838         if (r_drawentities.integer)
2839         {
2840                 for (i = 0;i < r_refdef.numentities;i++)
2841                 {
2842                         entity_render_t *ent = r_refdef.entities[i];
2843                         if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2844                          && ent->model
2845                          && !(ent->flags & RENDER_TRANSPARENT)
2846                          && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2847                         {
2848                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2849                                 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2850                                         shadowentities[numshadowentities++] = ent;
2851                                 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2852                                         lightentities[numlightentities++] = ent;
2853                         }
2854                 }
2855         }
2856
2857         // return if there's nothing at all to light
2858         if (!numlightentities)
2859                 return;
2860
2861         R_Shadow_Stage_ActiveLight(rtlight);
2862         c_rt_lights++;
2863
2864         usestencil = false;
2865         if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2866         {
2867                 usestencil = true;
2868                 R_Shadow_Stage_StencilShadowVolumes();
2869                 for (i = 0;i < numshadowentities;i++)
2870                         R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2871         }
2872
2873         if (numlightentities && !visible)
2874         {
2875                 R_Shadow_Stage_Lighting(usestencil);
2876                 for (i = 0;i < numlightentities;i++)
2877                         R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2878         }
2879
2880         if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2881         {
2882                 R_Shadow_Stage_VisibleShadowVolumes();
2883                 for (i = 0;i < numshadowentities;i++)
2884                         R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2885         }
2886
2887         if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
2888         {
2889                 R_Shadow_Stage_VisibleLighting(usestencil);
2890                 for (i = 0;i < numlightentities;i++)
2891                         R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2892         }
2893 }
2894
2895 void R_ShadowVolumeLighting(qboolean visible)
2896 {
2897         int lnum, flag;
2898         dlight_t *light;
2899
2900         if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2901                 R_Shadow_EditLights_Reload_f();
2902
2903         R_Shadow_Stage_Begin();
2904
2905         flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2906         if (r_shadow_debuglight.integer >= 0)
2907         {
2908                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2909                         if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2910                                 R_DrawRTLight(&light->rtlight, visible);
2911         }
2912         else
2913                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2914                         if (light->flags & flag)
2915                                 R_DrawRTLight(&light->rtlight, visible);
2916         if (r_rtdlight)
2917                 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
2918                         R_DrawRTLight(&light->rtlight, visible);
2919
2920         R_Shadow_Stage_End();
2921 }
2922
2923 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2924 typedef struct suffixinfo_s
2925 {
2926         char *suffix;
2927         qboolean flipx, flipy, flipdiagonal;
2928 }
2929 suffixinfo_t;
2930 static suffixinfo_t suffix[3][6] =
2931 {
2932         {
2933                 {"px",   false, false, false},
2934                 {"nx",   false, false, false},
2935                 {"py",   false, false, false},
2936                 {"ny",   false, false, false},
2937                 {"pz",   false, false, false},
2938                 {"nz",   false, false, false}
2939         },
2940         {
2941                 {"posx", false, false, false},
2942                 {"negx", false, false, false},
2943                 {"posy", false, false, false},
2944                 {"negy", false, false, false},
2945                 {"posz", false, false, false},
2946                 {"negz", false, false, false}
2947         },
2948         {
2949                 {"rt",    true, false,  true},
2950                 {"lf",   false,  true,  true},
2951                 {"ft",    true,  true, false},
2952                 {"bk",   false, false, false},
2953                 {"up",    true, false,  true},
2954                 {"dn",    true, false,  true}
2955         }
2956 };
2957
2958 static int componentorder[4] = {0, 1, 2, 3};
2959
2960 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2961 {
2962         int i, j, cubemapsize;
2963         qbyte *cubemappixels, *image_rgba;
2964         rtexture_t *cubemaptexture;
2965         char name[256];
2966         // must start 0 so the first loadimagepixels has no requested width/height
2967         cubemapsize = 0;
2968         cubemappixels = NULL;
2969         cubemaptexture = NULL;
2970         // keep trying different suffix groups (posx, px, rt) until one loads
2971         for (j = 0;j < 3 && !cubemappixels;j++)
2972         {
2973                 // load the 6 images in the suffix group
2974                 for (i = 0;i < 6;i++)
2975                 {
2976                         // generate an image name based on the base and and suffix
2977                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2978                         // load it
2979                         if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2980                         {
2981                                 // an image loaded, make sure width and height are equal
2982                                 if (image_width == image_height)
2983                                 {
2984                                         // if this is the first image to load successfully, allocate the cubemap memory
2985                                         if (!cubemappixels && image_width >= 1)
2986                                         {
2987                                                 cubemapsize = image_width;
2988                                                 // note this clears to black, so unavailable sides are black
2989                                                 cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2990                                         }
2991                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2992                                         if (cubemappixels)
2993                                                 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);
2994                                 }
2995                                 else
2996                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2997                                 // free the image
2998                                 Mem_Free(image_rgba);
2999                         }
3000                 }
3001         }
3002         // if a cubemap loaded, upload it
3003         if (cubemappixels)
3004         {
3005                 if (!r_shadow_filters_texturepool)
3006                         r_shadow_filters_texturepool = R_AllocTexturePool();
3007                 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
3008                 Mem_Free(cubemappixels);
3009         }
3010         else
3011         {
3012                 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
3013                 for (j = 0;j < 3;j++)
3014                         for (i = 0;i < 6;i++)
3015                                 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3016                 Con_Print(" and was unable to find any of them.\n");
3017         }
3018         return cubemaptexture;
3019 }
3020
3021 rtexture_t *R_Shadow_Cubemap(const char *basename)
3022 {
3023         int i;
3024         for (i = 0;i < numcubemaps;i++)
3025                 if (!strcasecmp(cubemaps[i].basename, basename))
3026                         return cubemaps[i].texture;
3027         if (i >= MAX_CUBEMAPS)
3028                 return r_texture_whitecube;
3029         numcubemaps++;
3030         strcpy(cubemaps[i].basename, basename);
3031         cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3032         if (!cubemaps[i].texture)
3033                 cubemaps[i].texture = r_texture_whitecube;
3034         return cubemaps[i].texture;
3035 }
3036
3037 void R_Shadow_FreeCubemaps(void)
3038 {
3039         numcubemaps = 0;
3040         R_FreeTexturePool(&r_shadow_filters_texturepool);
3041 }
3042
3043 dlight_t *R_Shadow_NewWorldLight(void)
3044 {
3045         dlight_t *light;
3046         light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3047         light->next = r_shadow_worldlightchain;
3048         r_shadow_worldlightchain = light;
3049         return light;
3050 }
3051
3052 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)
3053 {
3054         VectorCopy(origin, light->origin);
3055         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3056         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3057         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3058         light->color[0] = max(color[0], 0);
3059         light->color[1] = max(color[1], 0);
3060         light->color[2] = max(color[2], 0);
3061         light->radius = max(radius, 0);
3062         light->style = style;
3063         if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3064         {
3065                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3066                 light->style = 0;
3067         }
3068         light->shadow = shadowenable;
3069         light->corona = corona;
3070         if (!cubemapname)
3071                 cubemapname = "";
3072         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3073         light->coronasizescale = coronasizescale;
3074         light->ambientscale = ambientscale;
3075         light->diffusescale = diffusescale;
3076         light->specularscale = specularscale;
3077         light->flags = flags;
3078         Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3079
3080         R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
3081 }
3082
3083 void R_Shadow_FreeWorldLight(dlight_t *light)
3084 {
3085         dlight_t **lightpointer;
3086         R_RTLight_Uncompile(&light->rtlight);
3087         for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3088         if (*lightpointer != light)
3089                 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
3090         *lightpointer = light->next;
3091         Mem_Free(light);
3092 }
3093
3094 void R_Shadow_ClearWorldLights(void)
3095 {
3096         while (r_shadow_worldlightchain)
3097                 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3098         r_shadow_selectedlight = NULL;
3099         R_Shadow_FreeCubemaps();
3100 }
3101
3102 void R_Shadow_SelectLight(dlight_t *light)
3103 {
3104         if (r_shadow_selectedlight)
3105                 r_shadow_selectedlight->selected = false;
3106         r_shadow_selectedlight = light;
3107         if (r_shadow_selectedlight)
3108                 r_shadow_selectedlight->selected = true;
3109 }
3110
3111 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
3112 {
3113         float scale = r_editlights_cursorgrid.value * 0.5f;
3114         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);
3115 }
3116
3117 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
3118 {
3119         float intensity;
3120         const dlight_t *light;
3121         light = calldata1;
3122         intensity = 0.5;
3123         if (light->selected)
3124                 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3125         if (!light->shadow)
3126                 intensity *= 0.5f;
3127         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);
3128 }
3129
3130 void R_Shadow_DrawLightSprites(void)
3131 {
3132         int i;
3133         cachepic_t *pic;
3134         dlight_t *light;
3135
3136         for (i = 0;i < 5;i++)
3137         {
3138                 lighttextures[i] = NULL;
3139                 if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1), true)))
3140                         lighttextures[i] = pic->tex;
3141         }
3142
3143         for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3144                 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, i % 5);
3145         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
3146 }
3147
3148 void R_Shadow_SelectLightInView(void)
3149 {
3150         float bestrating, rating, temp[3];
3151         dlight_t *best, *light;
3152         best = NULL;
3153         bestrating = 0;
3154         for (light = r_shadow_worldlightchain;light;light = light->next)
3155         {
3156                 VectorSubtract(light->origin, r_vieworigin, temp);
3157                 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3158                 if (rating >= 0.95)
3159                 {
3160                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3161                         if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3162                         {
3163                                 bestrating = rating;
3164                                 best = light;
3165                         }
3166                 }
3167         }
3168         R_Shadow_SelectLight(best);
3169 }
3170
3171 void R_Shadow_LoadWorldLights(void)
3172 {
3173         int n, a, style, shadow, flags;
3174         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3175         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3176         if (r_refdef.worldmodel == NULL)
3177         {
3178                 Con_Print("No map loaded.\n");
3179                 return;
3180         }
3181         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3182         strlcat (name, ".rtlights", sizeof (name));
3183         lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3184         if (lightsstring)
3185         {
3186                 s = lightsstring;
3187                 n = 0;
3188                 while (*s)
3189                 {
3190                         t = s;
3191                         /*
3192                         shadow = true;
3193                         for (;COM_Parse(t, true) && strcmp(
3194                         if (COM_Parse(t, true))
3195                         {
3196                                 if (com_token[0] == '!')
3197                                 {
3198                                         shadow = false;
3199                                         origin[0] = atof(com_token+1);
3200                                 }
3201                                 else
3202                                         origin[0] = atof(com_token);
3203                                 if (Com_Parse(t
3204                         }
3205                         */
3206                         t = s;
3207                         while (*s && *s != '\n' && *s != '\r')
3208                                 s++;
3209                         if (!*s)
3210                                 break;
3211                         tempchar = *s;
3212                         shadow = true;
3213                         // check for modifier flags
3214                         if (*t == '!')
3215                         {
3216                                 shadow = false;
3217                                 t++;
3218                         }
3219                         *s = 0;
3220                         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);
3221                         *s = tempchar;
3222                         if (a < 18)
3223                                 flags = LIGHTFLAG_REALTIMEMODE;
3224                         if (a < 17)
3225                                 specularscale = 1;
3226                         if (a < 16)
3227                                 diffusescale = 1;
3228                         if (a < 15)
3229                                 ambientscale = 0;
3230                         if (a < 14)
3231                                 coronasizescale = 0.25f;
3232                         if (a < 13)
3233                                 VectorClear(angles);
3234                         if (a < 10)
3235                                 corona = 0;
3236                         if (a < 9 || !strcmp(cubemapname, "\"\""))
3237                                 cubemapname[0] = 0;
3238                         // remove quotes on cubemapname
3239                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3240                         {
3241                                 cubemapname[strlen(cubemapname)-1] = 0;
3242                                 strcpy(cubemapname, cubemapname + 1);
3243                         }
3244                         if (a < 8)
3245                         {
3246                                 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);
3247                                 break;
3248                         }
3249                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3250                         if (*s == '\r')
3251                                 s++;
3252                         if (*s == '\n')
3253                                 s++;
3254                         n++;
3255                 }
3256                 if (*s)
3257                         Con_Printf("invalid rtlights file \"%s\"\n", name);
3258                 Mem_Free(lightsstring);
3259         }
3260 }
3261
3262 void R_Shadow_SaveWorldLights(void)
3263 {
3264         dlight_t *light;
3265         size_t bufchars, bufmaxchars;
3266         char *buf, *oldbuf;
3267         char name[MAX_QPATH];
3268         char line[1024];
3269         if (!r_shadow_worldlightchain)
3270                 return;
3271         if (r_refdef.worldmodel == NULL)
3272         {
3273                 Con_Print("No map loaded.\n");
3274                 return;
3275         }
3276         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3277         strlcat (name, ".rtlights", sizeof (name));
3278         bufchars = bufmaxchars = 0;
3279         buf = NULL;
3280         for (light = r_shadow_worldlightchain;light;light = light->next)
3281         {
3282                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3283                         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);
3284                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3285                         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]);
3286                 else
3287                         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);
3288                 if (bufchars + strlen(line) > bufmaxchars)
3289                 {
3290                         bufmaxchars = bufchars + strlen(line) + 2048;
3291                         oldbuf = buf;
3292                         buf = Mem_Alloc(tempmempool, bufmaxchars);
3293                         if (oldbuf)
3294                         {
3295                                 if (bufchars)
3296                                         memcpy(buf, oldbuf, bufchars);
3297                                 Mem_Free(oldbuf);
3298                         }
3299                 }
3300                 if (strlen(line))
3301                 {
3302                         memcpy(buf + bufchars, line, strlen(line));
3303                         bufchars += strlen(line);
3304                 }
3305         }
3306         if (bufchars)
3307                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3308         if (buf)
3309                 Mem_Free(buf);
3310 }
3311
3312 void R_Shadow_LoadLightsFile(void)
3313 {
3314         int n, a, style;
3315         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3316         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3317         if (r_refdef.worldmodel == NULL)
3318         {
3319                 Con_Print("No map loaded.\n");
3320                 return;
3321         }
3322         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3323         strlcat (name, ".lights", sizeof (name));
3324         lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3325         if (lightsstring)
3326         {
3327                 s = lightsstring;
3328                 n = 0;
3329                 while (*s)
3330                 {
3331                         t = s;
3332                         while (*s && *s != '\n' && *s != '\r')
3333                                 s++;
3334                         if (!*s)
3335                                 break;
3336                         tempchar = *s;
3337                         *s = 0;
3338                         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);
3339                         *s = tempchar;
3340                         if (a < 14)
3341                         {
3342                                 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);
3343                                 break;
3344                         }
3345                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3346                         radius = bound(15, radius, 4096);
3347                         VectorScale(color, (2.0f / (8388608.0f)), color);
3348                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3349                         if (*s == '\r')
3350                                 s++;
3351                         if (*s == '\n')
3352                                 s++;
3353                         n++;
3354                 }
3355                 if (*s)
3356                         Con_Printf("invalid lights file \"%s\"\n", name);
3357                 Mem_Free(lightsstring);
3358         }
3359 }
3360
3361 // tyrlite/hmap2 light types in the delay field
3362 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3363
3364 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3365 {
3366         int entnum, style, islight, skin, pflags, effects, type, n;
3367         char *entfiledata;
3368         const char *data;
3369         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3370         char key[256], value[1024];
3371
3372         if (r_refdef.worldmodel == NULL)
3373         {
3374                 Con_Print("No map loaded.\n");
3375                 return;
3376         }
3377         // try to load a .ent file first
3378         FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3379         strlcat (key, ".ent", sizeof (key));
3380         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true);
3381         // and if that is not found, fall back to the bsp file entity string
3382         if (!data)
3383                 data = r_refdef.worldmodel->brush.entities;
3384         if (!data)
3385                 return;
3386         for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3387         {
3388                 type = LIGHTTYPE_MINUSX;
3389                 origin[0] = origin[1] = origin[2] = 0;
3390                 originhack[0] = originhack[1] = originhack[2] = 0;
3391                 angles[0] = angles[1] = angles[2] = 0;
3392                 color[0] = color[1] = color[2] = 1;
3393                 light[0] = light[1] = light[2] = 1;light[3] = 300;
3394                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3395                 fadescale = 1;
3396                 lightscale = 1;
3397                 style = 0;
3398                 skin = 0;
3399                 pflags = 0;
3400                 effects = 0;
3401                 islight = false;
3402                 while (1)
3403                 {
3404                         if (!COM_ParseToken(&data, false))
3405                                 break; // error
3406                         if (com_token[0] == '}')
3407                                 break; // end of entity
3408                         if (com_token[0] == '_')
3409                                 strcpy(key, com_token + 1);
3410                         else
3411                                 strcpy(key, com_token);
3412                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
3413                                 key[strlen(key)-1] = 0;
3414                         if (!COM_ParseToken(&data, false))
3415                                 break; // error
3416                         strcpy(value, com_token);
3417
3418                         // now that we have the key pair worked out...
3419                         if (!strcmp("light", key))
3420                         {
3421                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3422                                 if (n == 1)
3423                                 {
3424                                         // quake
3425                                         light[0] = vec[0] * (1.0f / 256.0f);
3426                                         light[1] = vec[0] * (1.0f / 256.0f);
3427                                         light[2] = vec[0] * (1.0f / 256.0f);
3428                                         light[3] = vec[0];
3429                                 }
3430                                 else if (n == 4)
3431                                 {
3432                                         // halflife
3433                                         light[0] = vec[0] * (1.0f / 255.0f);
3434                                         light[1] = vec[1] * (1.0f / 255.0f);
3435                                         light[2] = vec[2] * (1.0f / 255.0f);
3436                                         light[3] = vec[3];
3437                                 }
3438                         }
3439                         else if (!strcmp("delay", key))
3440                                 type = atoi(value);
3441                         else if (!strcmp("origin", key))
3442                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3443                         else if (!strcmp("angle", key))
3444                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3445                         else if (!strcmp("angles", key))
3446                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3447                         else if (!strcmp("color", key))
3448                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3449                         else if (!strcmp("wait", key))
3450                                 fadescale = atof(value);
3451                         else if (!strcmp("classname", key))
3452                         {
3453                                 if (!strncmp(value, "light", 5))
3454                                 {
3455                                         islight = true;
3456                                         if (!strcmp(value, "light_fluoro"))
3457                                         {
3458                                                 originhack[0] = 0;
3459                                                 originhack[1] = 0;
3460                                                 originhack[2] = 0;
3461                                                 overridecolor[0] = 1;
3462                                                 overridecolor[1] = 1;
3463                                                 overridecolor[2] = 1;
3464                                         }
3465                                         if (!strcmp(value, "light_fluorospark"))
3466                                         {
3467                                                 originhack[0] = 0;
3468                                                 originhack[1] = 0;
3469                                                 originhack[2] = 0;
3470                                                 overridecolor[0] = 1;
3471                                                 overridecolor[1] = 1;
3472                                                 overridecolor[2] = 1;
3473                                         }
3474                                         if (!strcmp(value, "light_globe"))
3475                                         {
3476                                                 originhack[0] = 0;
3477                                                 originhack[1] = 0;
3478                                                 originhack[2] = 0;
3479                                                 overridecolor[0] = 1;
3480                                                 overridecolor[1] = 0.8;
3481                                                 overridecolor[2] = 0.4;
3482                                         }
3483                                         if (!strcmp(value, "light_flame_large_yellow"))
3484                                         {
3485                                                 originhack[0] = 0;
3486                                                 originhack[1] = 0;
3487                                                 originhack[2] = 0;
3488                                                 overridecolor[0] = 1;
3489                                                 overridecolor[1] = 0.5;
3490                                                 overridecolor[2] = 0.1;
3491                                         }
3492                                         if (!strcmp(value, "light_flame_small_yellow"))
3493                                         {
3494                                                 originhack[0] = 0;
3495                                                 originhack[1] = 0;
3496                                                 originhack[2] = 0;
3497                                                 overridecolor[0] = 1;
3498                                                 overridecolor[1] = 0.5;
3499                                                 overridecolor[2] = 0.1;
3500                                         }
3501                                         if (!strcmp(value, "light_torch_small_white"))
3502                                         {
3503                                                 originhack[0] = 0;
3504                                                 originhack[1] = 0;
3505                                                 originhack[2] = 0;
3506                                                 overridecolor[0] = 1;
3507                                                 overridecolor[1] = 0.5;
3508                                                 overridecolor[2] = 0.1;
3509                                         }
3510                                         if (!strcmp(value, "light_torch_small_walltorch"))
3511                                         {
3512                                                 originhack[0] = 0;
3513                                                 originhack[1] = 0;
3514                                                 originhack[2] = 0;
3515                                                 overridecolor[0] = 1;
3516                                                 overridecolor[1] = 0.5;
3517                                                 overridecolor[2] = 0.1;
3518                                         }
3519                                 }
3520                         }
3521                         else if (!strcmp("style", key))
3522                                 style = atoi(value);
3523                         else if (!strcmp("skin", key))
3524                                 skin = (int)atof(value);
3525                         else if (!strcmp("pflags", key))
3526                                 pflags = (int)atof(value);
3527                         else if (!strcmp("effects", key))
3528                                 effects = (int)atof(value);
3529                         else if (r_refdef.worldmodel->type == mod_brushq3)
3530                         {
3531                                 if (!strcmp("scale", key))
3532                                         lightscale = atof(value);
3533                                 if (!strcmp("fade", key))
3534                                         fadescale = atof(value);
3535                         }
3536                 }
3537                 if (!islight)
3538                         continue;
3539                 if (lightscale <= 0)
3540                         lightscale = 1;
3541                 if (fadescale <= 0)
3542                         fadescale = 1;
3543                 if (color[0] == color[1] && color[0] == color[2])
3544                 {
3545                         color[0] *= overridecolor[0];
3546                         color[1] *= overridecolor[1];
3547                         color[2] *= overridecolor[2];
3548                 }
3549                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3550                 color[0] = color[0] * light[0];
3551                 color[1] = color[1] * light[1];
3552                 color[2] = color[2] * light[2];
3553                 switch (type)
3554                 {
3555                 case LIGHTTYPE_MINUSX:
3556                         break;
3557                 case LIGHTTYPE_RECIPX:
3558                         radius *= 2;
3559                         VectorScale(color, (1.0f / 16.0f), color);
3560                         break;
3561                 case LIGHTTYPE_RECIPXX:
3562                         radius *= 2;
3563                         VectorScale(color, (1.0f / 16.0f), color);
3564                         break;
3565                 default:
3566                 case LIGHTTYPE_NONE:
3567                         break;
3568                 case LIGHTTYPE_SUN:
3569                         break;
3570                 case LIGHTTYPE_MINUSXX:
3571                         break;
3572                 }
3573                 VectorAdd(origin, originhack, origin);
3574                 if (radius >= 1)
3575                         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);
3576         }
3577         if (entfiledata)
3578                 Mem_Free(entfiledata);
3579 }
3580
3581
3582 void R_Shadow_SetCursorLocationForView(void)
3583 {
3584         vec_t dist, push;
3585         vec3_t dest, endpos;
3586         trace_t trace;
3587         VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3588         trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3589         if (trace.fraction < 1)
3590         {
3591                 dist = trace.fraction * r_editlights_cursordistance.value;
3592                 push = r_editlights_cursorpushback.value;
3593                 if (push > dist)
3594                         push = dist;
3595                 push = -push;
3596                 VectorMA(trace.endpos, push, r_viewforward, endpos);
3597                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3598         }
3599         else
3600         {
3601                 VectorClear( endpos );
3602         }
3603         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3604         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3605         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3606 }
3607
3608 void R_Shadow_UpdateWorldLightSelection(void)
3609 {
3610         if (r_editlights.integer)
3611         {
3612                 R_Shadow_SetCursorLocationForView();
3613                 R_Shadow_SelectLightInView();
3614                 R_Shadow_DrawLightSprites();
3615         }
3616         else
3617                 R_Shadow_SelectLight(NULL);
3618 }
3619
3620 void R_Shadow_EditLights_Clear_f(void)
3621 {
3622         R_Shadow_ClearWorldLights();
3623 }
3624
3625 void R_Shadow_EditLights_Reload_f(void)
3626 {
3627         if (!r_refdef.worldmodel)
3628                 return;
3629         strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3630         R_Shadow_ClearWorldLights();
3631         R_Shadow_LoadWorldLights();
3632         if (r_shadow_worldlightchain == NULL)
3633         {
3634                 R_Shadow_LoadLightsFile();
3635                 if (r_shadow_worldlightchain == NULL)
3636                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3637         }
3638 }
3639
3640 void R_Shadow_EditLights_Save_f(void)
3641 {
3642         if (!r_refdef.worldmodel)
3643                 return;
3644         R_Shadow_SaveWorldLights();
3645 }
3646
3647 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3648 {
3649         R_Shadow_ClearWorldLights();
3650         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3651 }
3652
3653 void R_Shadow_EditLights_ImportLightsFile_f(void)
3654 {
3655         R_Shadow_ClearWorldLights();
3656         R_Shadow_LoadLightsFile();
3657 }
3658
3659 void R_Shadow_EditLights_Spawn_f(void)
3660 {
3661         vec3_t color;
3662         if (!r_editlights.integer)
3663         {
3664                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3665                 return;
3666         }
3667         if (Cmd_Argc() != 1)
3668         {
3669                 Con_Print("r_editlights_spawn does not take parameters\n");
3670                 return;
3671         }
3672         color[0] = color[1] = color[2] = 1;
3673         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3674 }
3675
3676 void R_Shadow_EditLights_Edit_f(void)
3677 {
3678         vec3_t origin, angles, color;
3679         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3680         int style, shadows, flags, normalmode, realtimemode;
3681         char cubemapname[1024];
3682         if (!r_editlights.integer)
3683         {
3684                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3685                 return;
3686         }
3687         if (!r_shadow_selectedlight)
3688         {
3689                 Con_Print("No selected light.\n");
3690                 return;
3691         }
3692         VectorCopy(r_shadow_selectedlight->origin, origin);
3693         VectorCopy(r_shadow_selectedlight->angles, angles);
3694         VectorCopy(r_shadow_selectedlight->color, color);
3695         radius = r_shadow_selectedlight->radius;
3696         style = r_shadow_selectedlight->style;
3697         if (r_shadow_selectedlight->cubemapname)
3698                 strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
3699         else
3700                 cubemapname[0] = 0;
3701         shadows = r_shadow_selectedlight->shadow;
3702         corona = r_shadow_selectedlight->corona;
3703         coronasizescale = r_shadow_selectedlight->coronasizescale;
3704         ambientscale = r_shadow_selectedlight->ambientscale;
3705         diffusescale = r_shadow_selectedlight->diffusescale;
3706         specularscale = r_shadow_selectedlight->specularscale;
3707         flags = r_shadow_selectedlight->flags;
3708         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3709         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3710         if (!strcmp(Cmd_Argv(1), "origin"))
3711         {
3712                 if (Cmd_Argc() != 5)
3713                 {
3714                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3715                         return;
3716                 }
3717                 origin[0] = atof(Cmd_Argv(2));
3718                 origin[1] = atof(Cmd_Argv(3));
3719                 origin[2] = atof(Cmd_Argv(4));
3720         }
3721         else if (!strcmp(Cmd_Argv(1), "originx"))
3722         {
3723                 if (Cmd_Argc() != 3)
3724                 {
3725                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3726                         return;
3727                 }
3728                 origin[0] = atof(Cmd_Argv(2));
3729         }
3730         else if (!strcmp(Cmd_Argv(1), "originy"))
3731         {
3732                 if (Cmd_Argc() != 3)
3733                 {
3734                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3735                         return;
3736                 }
3737                 origin[1] = atof(Cmd_Argv(2));
3738         }
3739         else if (!strcmp(Cmd_Argv(1), "originz"))
3740         {
3741                 if (Cmd_Argc() != 3)
3742                 {
3743                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3744                         return;
3745                 }
3746                 origin[2] = atof(Cmd_Argv(2));
3747         }
3748         else if (!strcmp(Cmd_Argv(1), "move"))
3749         {
3750                 if (Cmd_Argc() != 5)
3751                 {
3752                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3753                         return;
3754                 }
3755                 origin[0] += atof(Cmd_Argv(2));
3756                 origin[1] += atof(Cmd_Argv(3));
3757                 origin[2] += atof(Cmd_Argv(4));
3758         }
3759         else if (!strcmp(Cmd_Argv(1), "movex"))
3760         {
3761                 if (Cmd_Argc() != 3)
3762                 {
3763                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3764                         return;
3765                 }
3766                 origin[0] += atof(Cmd_Argv(2));
3767         }
3768         else if (!strcmp(Cmd_Argv(1), "movey"))
3769         {
3770                 if (Cmd_Argc() != 3)
3771                 {
3772                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3773                         return;
3774                 }
3775                 origin[1] += atof(Cmd_Argv(2));
3776         }
3777         else if (!strcmp(Cmd_Argv(1), "movez"))
3778         {
3779                 if (Cmd_Argc() != 3)
3780                 {
3781                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3782                         return;
3783                 }
3784                 origin[2] += atof(Cmd_Argv(2));
3785         }
3786         else if (!strcmp(Cmd_Argv(1), "angles"))
3787         {
3788                 if (Cmd_Argc() != 5)
3789                 {
3790                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3791                         return;
3792                 }
3793                 angles[0] = atof(Cmd_Argv(2));
3794                 angles[1] = atof(Cmd_Argv(3));
3795                 angles[2] = atof(Cmd_Argv(4));
3796         }
3797         else if (!strcmp(Cmd_Argv(1), "anglesx"))
3798         {
3799                 if (Cmd_Argc() != 3)
3800                 {
3801                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3802                         return;
3803                 }
3804                 angles[0] = atof(Cmd_Argv(2));
3805         }
3806         else if (!strcmp(Cmd_Argv(1), "anglesy"))
3807         {
3808                 if (Cmd_Argc() != 3)
3809                 {
3810                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3811                         return;
3812                 }
3813                 angles[1] = atof(Cmd_Argv(2));
3814         }
3815         else if (!strcmp(Cmd_Argv(1), "anglesz"))
3816         {
3817                 if (Cmd_Argc() != 3)
3818                 {
3819                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3820                         return;
3821                 }
3822                 angles[2] = atof(Cmd_Argv(2));
3823         }
3824         else if (!strcmp(Cmd_Argv(1), "color"))
3825         {
3826                 if (Cmd_Argc() != 5)
3827                 {
3828                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3829                         return;
3830                 }
3831                 color[0] = atof(Cmd_Argv(2));
3832                 color[1] = atof(Cmd_Argv(3));
3833                 color[2] = atof(Cmd_Argv(4));
3834         }
3835         else if (!strcmp(Cmd_Argv(1), "radius"))
3836         {
3837                 if (Cmd_Argc() != 3)
3838                 {
3839                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3840                         return;
3841                 }
3842                 radius = atof(Cmd_Argv(2));
3843         }
3844         else if (!strcmp(Cmd_Argv(1), "colorscale"))
3845         {
3846                 if (Cmd_Argc() == 3)
3847                 {
3848                         double scale = atof(Cmd_Argv(2));
3849                         color[0] *= scale;
3850                         color[1] *= scale;
3851                         color[2] *= scale;
3852                 }
3853                 else
3854                 {
3855                         if (Cmd_Argc() != 5)
3856                         {
3857                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
3858                                 return;
3859                         }
3860                         color[0] *= atof(Cmd_Argv(2));
3861                         color[1] *= atof(Cmd_Argv(3));
3862                         color[2] *= atof(Cmd_Argv(4));
3863                 }
3864         }
3865         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3866         {
3867                 if (Cmd_Argc() != 3)
3868                 {
3869                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3870                         return;
3871                 }
3872                 radius *= atof(Cmd_Argv(2));
3873         }
3874         else if (!strcmp(Cmd_Argv(1), "style"))
3875         {
3876                 if (Cmd_Argc() != 3)
3877                 {
3878                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3879                         return;
3880                 }
3881                 style = atoi(Cmd_Argv(2));
3882         }
3883         else if (!strcmp(Cmd_Argv(1), "cubemap"))
3884         {
3885                 if (Cmd_Argc() > 3)
3886                 {
3887                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3888                         return;
3889                 }
3890                 if (Cmd_Argc() == 3)
3891                         strcpy(cubemapname, Cmd_Argv(2));
3892                 else
3893                         cubemapname[0] = 0;
3894         }
3895         else if (!strcmp(Cmd_Argv(1), "shadows"))
3896         {
3897                 if (Cmd_Argc() != 3)
3898                 {
3899                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3900                         return;
3901                 }
3902                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3903         }
3904         else if (!strcmp(Cmd_Argv(1), "corona"))
3905         {
3906                 if (Cmd_Argc() != 3)
3907                 {
3908                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3909                         return;
3910                 }
3911                 corona = atof(Cmd_Argv(2));
3912         }
3913         else if (!strcmp(Cmd_Argv(1), "coronasize"))
3914         {
3915                 if (Cmd_Argc() != 3)
3916                 {
3917                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3918                         return;
3919                 }
3920                 coronasizescale = atof(Cmd_Argv(2));
3921         }
3922         else if (!strcmp(Cmd_Argv(1), "ambient"))
3923         {
3924                 if (Cmd_Argc() != 3)
3925                 {
3926                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3927                         return;
3928                 }
3929                 ambientscale = atof(Cmd_Argv(2));
3930         }
3931         else if (!strcmp(Cmd_Argv(1), "diffuse"))
3932         {
3933                 if (Cmd_Argc() != 3)
3934                 {
3935                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3936                         return;
3937                 }
3938                 diffusescale = atof(Cmd_Argv(2));
3939         }
3940         else if (!strcmp(Cmd_Argv(1), "specular"))
3941         {
3942                 if (Cmd_Argc() != 3)
3943                 {
3944                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3945                         return;
3946                 }
3947                 specularscale = atof(Cmd_Argv(2));
3948         }
3949         else if (!strcmp(Cmd_Argv(1), "normalmode"))
3950         {
3951                 if (Cmd_Argc() != 3)
3952                 {
3953                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3954                         return;
3955                 }
3956                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3957         }
3958         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
3959         {
3960                 if (Cmd_Argc() != 3)
3961                 {
3962                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3963                         return;
3964                 }
3965                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3966         }
3967         else
3968         {
3969                 Con_Print("usage: r_editlights_edit [property] [value]\n");
3970                 Con_Print("Selected light's properties:\n");
3971                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3972                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3973                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3974                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
3975                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
3976                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
3977                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3978                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
3979                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
3980                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
3981                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
3982                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
3983                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
3984                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
3985                 return;
3986         }
3987         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
3988         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3989 }
3990
3991 void R_Shadow_EditLights_EditAll_f(void)
3992 {
3993         dlight_t *light;
3994
3995         if (!r_editlights.integer)
3996         {
3997                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
3998                 return;
3999         }
4000
4001         for (light = r_shadow_worldlightchain;light;light = light->next)
4002         {
4003                 R_Shadow_SelectLight(light);
4004                 R_Shadow_EditLights_Edit_f();
4005         }
4006 }
4007
4008 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4009 {
4010         int lightnumber, lightcount;
4011         dlight_t *light;
4012         float x, y;
4013         char temp[256];
4014         if (!r_editlights.integer)
4015                 return;
4016         x = 0;
4017         y = con_vislines;
4018         lightnumber = -1;
4019         lightcount = 0;
4020         for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
4021                 if (light == r_shadow_selectedlight)
4022                         lightnumber = lightcount;
4023         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;
4024         if (r_shadow_selectedlight == NULL)
4025                 return;
4026         sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4027         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;
4028         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;
4029         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;
4030         sprintf(temp, "Radius       : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4031         sprintf(temp, "Corona       : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4032         sprintf(temp, "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4033         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;
4034         sprintf(temp, "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4035         sprintf(temp, "CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4036         sprintf(temp, "Ambient      : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4037         sprintf(temp, "Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4038         sprintf(temp, "Specular     : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4039         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;
4040         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;
4041 }
4042
4043 void R_Shadow_EditLights_ToggleShadow_f(void)
4044 {
4045         if (!r_editlights.integer)
4046         {
4047                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4048                 return;
4049         }
4050         if (!r_shadow_selectedlight)
4051         {
4052                 Con_Print("No selected light.\n");
4053                 return;
4054         }
4055         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);
4056 }
4057
4058 void R_Shadow_EditLights_ToggleCorona_f(void)
4059 {
4060         if (!r_editlights.integer)
4061         {
4062                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4063                 return;
4064         }
4065         if (!r_shadow_selectedlight)
4066         {
4067                 Con_Print("No selected light.\n");
4068                 return;
4069         }
4070         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);
4071 }
4072
4073 void R_Shadow_EditLights_Remove_f(void)
4074 {
4075         if (!r_editlights.integer)
4076         {
4077                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
4078                 return;
4079         }
4080         if (!r_shadow_selectedlight)
4081         {
4082                 Con_Print("No selected light.\n");
4083                 return;
4084         }
4085         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4086         r_shadow_selectedlight = NULL;
4087 }
4088
4089 void R_Shadow_EditLights_Help_f(void)
4090 {
4091         Con_Print(
4092 "Documentation on r_editlights system:\n"
4093 "Settings:\n"
4094 "r_editlights : enable/disable editing mode\n"
4095 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4096 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4097 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4098 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4099 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4100 "Commands:\n"
4101 "r_editlights_help : this help\n"
4102 "r_editlights_clear : remove all lights\n"
4103 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4104 "r_editlights_save : save to .rtlights file\n"
4105 "r_editlights_spawn : create a light with default settings\n"
4106 "r_editlights_edit command : edit selected light - more documentation below\n"
4107 "r_editlights_remove : remove selected light\n"
4108 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4109 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4110 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4111 "Edit commands:\n"
4112 "origin x y z : set light location\n"
4113 "originx x: set x component of light location\n"
4114 "originy y: set y component of light location\n"
4115 "originz z: set z component of light location\n"
4116 "move x y z : adjust light location\n"
4117 "movex x: adjust x component of light location\n"
4118 "movey y: adjust y component of light location\n"
4119 "movez z: adjust z component of light location\n"
4120 "angles x y z : set light angles\n"
4121 "anglesx x: set x component of light angles\n"
4122 "anglesy y: set y component of light angles\n"
4123 "anglesz z: set z component of light angles\n"
4124 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4125 "radius radius : set radius (size) of light\n"
4126 "colorscale grey : multiply color of light (1 does nothing)\n"
4127 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4128 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4129 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4130 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4131 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4132 "shadows 1/0 : turn on/off shadows\n"
4133 "corona n : set corona intensity\n"
4134 "coronasize n : set corona size (0-1)\n"
4135 "ambient n : set ambient intensity (0-1)\n"
4136 "diffuse n : set diffuse intensity (0-1)\n"
4137 "specular n : set specular intensity (0-1)\n"
4138 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4139 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4140 "<nothing> : print light properties to console\n"
4141         );
4142 }
4143
4144 void R_Shadow_EditLights_CopyInfo_f(void)
4145 {
4146         if (!r_editlights.integer)
4147         {
4148                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
4149                 return;
4150         }
4151         if (!r_shadow_selectedlight)
4152         {
4153                 Con_Print("No selected light.\n");
4154                 return;
4155         }
4156         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4157         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4158         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4159         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4160         if (r_shadow_selectedlight->cubemapname)
4161                 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4162         else
4163                 r_shadow_bufferlight.cubemapname[0] = 0;
4164         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4165         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4166         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4167         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4168         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4169         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4170         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4171 }
4172
4173 void R_Shadow_EditLights_PasteInfo_f(void)
4174 {
4175         if (!r_editlights.integer)
4176         {
4177                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
4178                 return;
4179         }
4180         if (!r_shadow_selectedlight)
4181         {
4182                 Con_Print("No selected light.\n");
4183                 return;
4184         }
4185         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);
4186 }
4187
4188 void R_Shadow_EditLights_Init(void)
4189 {
4190         Cvar_RegisterVariable(&r_editlights);
4191         Cvar_RegisterVariable(&r_editlights_cursordistance);
4192         Cvar_RegisterVariable(&r_editlights_cursorpushback);
4193         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4194         Cvar_RegisterVariable(&r_editlights_cursorgrid);
4195         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4196         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f);
4197         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
4198         Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
4199         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
4200         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
4201         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
4202         Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f);
4203         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
4204         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
4205         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
4206         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
4207         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
4208         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f);
4209         Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f);
4210 }
4211