changed behavior of r_showtris (now only affects geometry in the game view, not sky...
[xonotic/darkplaces.git] / r_shadow.c
1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142
143 extern void R_Shadow_EditLights_Init(void);
144
145 typedef enum r_shadow_rendermode_e
146 {
147         R_SHADOW_RENDERMODE_NONE,
148         R_SHADOW_RENDERMODE_STENCIL,
149         R_SHADOW_RENDERMODE_STENCILTWOSIDE,
150         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
151         R_SHADOW_RENDERMODE_LIGHT_DOT3,
152         R_SHADOW_RENDERMODE_LIGHT_GLSL,
153         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
154         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
155 }
156 r_shadow_rendermode_t;
157
158 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
159 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
160 r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
161
162 mempool_t *r_shadow_mempool;
163
164 int maxshadowelements;
165 int *shadowelements;
166
167 int maxshadowmark;
168 int numshadowmark;
169 int *shadowmark;
170 int *shadowmarklist;
171 int shadowmarkcount;
172
173 int maxvertexupdate;
174 int *vertexupdate;
175 int *vertexremap;
176 int vertexupdatenum;
177
178 int r_shadow_buffer_numleafpvsbytes;
179 unsigned char *r_shadow_buffer_leafpvs;
180 int *r_shadow_buffer_leaflist;
181
182 int r_shadow_buffer_numsurfacepvsbytes;
183 unsigned char *r_shadow_buffer_surfacepvs;
184 int *r_shadow_buffer_surfacelist;
185
186 rtexturepool_t *r_shadow_texturepool;
187 rtexture_t *r_shadow_attenuation2dtexture;
188 rtexture_t *r_shadow_attenuation3dtexture;
189
190 // lights are reloaded when this changes
191 char r_shadow_mapname[MAX_QPATH];
192
193 // used only for light filters (cubemaps)
194 rtexturepool_t *r_shadow_filters_texturepool;
195
196 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
197 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
198 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
199 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
200 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
201 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
202 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_shadow_glsl lighting)"};
203 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_shadow_glsl lighting)"};
204 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
205 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
206 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
207 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
208 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
209 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal culling optimizations on dynamic lights (slow!  you probably don't want this!)"};
210 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
211 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
212 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
213 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
214 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
215 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
216 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
217 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
218 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
219 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_shadow_glsl lighting)"};
220 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
221 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0", "enables offset mapping effect (also known as parallax mapping or sometimes as virtual displacement mapping, not as good as relief mapping or silohuette mapping but much faster), can cause strange artifacts on many textures, requires bumpmaps for depth information (normalmaps can have depth information as alpha channel, but most do not)"};
222 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04", "how deep the offset mapping effect is, and whether it is inward or outward"};
223 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04", "pushes the effect closer/further"};
224 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0", "use half and hvec variables in GLSL shader for a speed gain (NVIDIA only)"};
225 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1", "normalize bumpmap texels in GLSL shader, produces a more rounded look on small bumps and dents"};
226 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
227 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
228 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
229 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
230 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
231 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
232 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
233
234 float r_shadow_attenpower, r_shadow_attenscale;
235
236 rtlight_t *r_shadow_compilingrtlight;
237 dlight_t *r_shadow_worldlightchain;
238 dlight_t *r_shadow_selectedlight;
239 dlight_t r_shadow_bufferlight;
240 vec3_t r_editlights_cursorlocation;
241
242 rtexture_t *lighttextures[5];
243
244 extern int con_vislines;
245
246 typedef struct cubemapinfo_s
247 {
248         char basename[64];
249         rtexture_t *texture;
250 }
251 cubemapinfo_t;
252
253 #define MAX_CUBEMAPS 256
254 static int numcubemaps;
255 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
256
257 #define SHADERPERMUTATION_COLORMAPPING (1<<0)
258 #define SHADERPERMUTATION_SPECULAR (1<<1)
259 #define SHADERPERMUTATION_FOG (1<<2)
260 #define SHADERPERMUTATION_CUBEFILTER (1<<3)
261 #define SHADERPERMUTATION_OFFSETMAPPING (1<<4)
262 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<5)
263 #define SHADERPERMUTATION_GEFORCEFX (1<<6)
264 #define SHADERPERMUTATION_COUNT (1<<7)
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 "// use half floats if available for math performance\n"
284 "#ifdef GEFORCEFX\n"
285 "#define myhalf half\n"
286 "#define myhvec2 hvec2\n"
287 "#define myhvec3 hvec3\n"
288 "#define myhvec4 hvec4\n"
289 "#else\n"
290 "#define myhalf float\n"
291 "#define myhvec2 vec2\n"
292 "#define myhvec3 vec3\n"
293 "#define myhvec4 vec4\n"
294 "#endif\n"
295 "\n"
296 "uniform vec3 LightPosition;\n"
297 "\n"
298 "varying vec2 TexCoord;\n"
299 "varying myhvec3 CubeVector;\n"
300 "varying vec3 LightVector;\n"
301 "\n"
302 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
303 "uniform vec3 EyePosition;\n"
304 "varying vec3 EyeVector;\n"
305 "#endif\n"
306 "\n"
307 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
308 "\n"
309 "void main(void)\n"
310 "{\n"
311 "       // copy the surface texcoord\n"
312 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
313 "\n"
314 "       // transform vertex position into light attenuation/cubemap space\n"
315 "       // (-1 to +1 across the light box)\n"
316 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
317 "\n"
318 "       // transform unnormalized light direction into tangent space\n"
319 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
320 "       //  normalize it per pixel)\n"
321 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
322 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
323 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
324 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
325 "\n"
326 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
327 "       // transform unnormalized eye direction into tangent space\n"
328 "       vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
329 "       EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
330 "       EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
331 "       EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
332 "#endif\n"
333 "\n"
334 "       // transform vertex to camera space, using ftransform to match non-VS\n"
335 "       // rendering\n"
336 "       gl_Position = ftransform();\n"
337 "}\n"
338 ;
339
340 const char *builtinshader_light_frag =
341 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
342 "// written by Forest 'LordHavoc' Hale\n"
343 "\n"
344 "// use half floats if available for math performance\n"
345 "#ifdef GEFORCEFX\n"
346 "#define myhalf half\n"
347 "#define myhvec2 hvec2\n"
348 "#define myhvec3 hvec3\n"
349 "#define myhvec4 hvec4\n"
350 "#else\n"
351 "#define myhalf float\n"
352 "#define myhvec2 vec2\n"
353 "#define myhvec3 vec3\n"
354 "#define myhvec4 vec4\n"
355 "#endif\n"
356 "\n"
357 "uniform myhvec3 LightColor;\n"
358 "#ifdef USEOFFSETMAPPING\n"
359 "uniform myhalf OffsetMapping_Scale;\n"
360 "uniform myhalf OffsetMapping_Bias;\n"
361 "#endif\n"
362 "#ifdef USESPECULAR\n"
363 "uniform myhalf SpecularPower;\n"
364 "#endif\n"
365 "#ifdef USEFOG\n"
366 "uniform myhalf FogRangeRecip;\n"
367 "#endif\n"
368 "uniform myhalf AmbientScale;\n"
369 "uniform myhalf DiffuseScale;\n"
370 "#ifdef USESPECULAR\n"
371 "uniform myhalf SpecularScale;\n"
372 "#endif\n"
373 "\n"
374 "#ifdef USECOLORMAPPING\n"
375 "uniform myhvec3 Color_Pants;\n"
376 "uniform myhvec3 Color_Shirt;\n"
377 "#endif\n"
378 "\n"
379 "uniform sampler2D Texture_Normal;\n"
380 "uniform sampler2D Texture_Color;\n"
381 "uniform sampler2D Texture_Pants;\n"
382 "uniform sampler2D Texture_Shirt;\n"
383 "#ifdef USESPECULAR\n"
384 "uniform sampler2D Texture_Gloss;\n"
385 "#endif\n"
386 "#ifdef USECUBEFILTER\n"
387 "uniform samplerCube Texture_Cube;\n"
388 "#endif\n"
389 "#ifdef USEFOG\n"
390 "uniform sampler2D Texture_FogMask;\n"
391 "#endif\n"
392 "\n"
393 "varying vec2 TexCoord;\n"
394 "varying myhvec3 CubeVector;\n"
395 "varying vec3 LightVector;\n"
396 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
397 "varying vec3 EyeVector;\n"
398 "#endif\n"
399 "\n"
400 "void main(void)\n"
401 "{\n"
402 "       // attenuation\n"
403 "       //\n"
404 "       // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
405 "       // center and sharp falloff at the edge, this is about the most efficient\n"
406 "       // we can get away with as far as providing illumination.\n"
407 "       //\n"
408 "       // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
409 "       // provide significant illumination, large = slow = pain.\n"
410 "       myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
411 "\n"
412 "#ifdef USEFOG\n"
413 "       // apply fog\n"
414 "       colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
415 "#endif\n"
416 "\n"
417 "#ifdef USEOFFSETMAPPING\n"
418 "       // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
419 "       myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
420 "       myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
421 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
422 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
423 "#define TexCoord TexCoordOffset\n"
424 "#endif\n"
425 "\n"
426 "       // get the surface normal\n"
427 "#ifdef SURFACENORMALIZE\n"
428 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
429 "#else\n"
430 "       myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
431 "#endif\n"
432 "\n"
433 "       // calculate shading\n"
434 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
435 "       myhvec4 texturecolor = myhvec4(texture2D(Texture_Color, TexCoord));\n"
436 "       colorscale *= texturecolor.a;\n"
437 "       myhvec3 color = myhvec3(texturecolor);\n"
438 "#ifdef USECOLORMAPPING\n"
439 "       color += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
440 "#endif\n"
441 "       color *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
442 "#ifdef USESPECULAR\n"
443 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
444 "       color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
445 "#endif\n"
446 "\n"
447 "#ifdef USECUBEFILTER\n"
448 "       // apply light cubemap filter\n"
449 "       color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
450 "#endif\n"
451 "\n"
452 "       // calculate fragment color (apply light color and attenuation/fog scaling)\n"
453 "       gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
454 "}\n"
455 ;
456
457 void r_shadow_start(void)
458 {
459         int i;
460         // use half float math where available (speed gain on NVIDIA GFFX and GF6)
461         if (gl_support_half_float)
462                 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
463         // allocate vertex processing arrays
464         numcubemaps = 0;
465         r_shadow_attenuation2dtexture = NULL;
466         r_shadow_attenuation3dtexture = NULL;
467         r_shadow_texturepool = NULL;
468         r_shadow_filters_texturepool = NULL;
469         R_Shadow_ValidateCvars();
470         R_Shadow_MakeTextures();
471         maxshadowelements = 0;
472         shadowelements = NULL;
473         maxvertexupdate = 0;
474         vertexupdate = NULL;
475         vertexremap = NULL;
476         vertexupdatenum = 0;
477         maxshadowmark = 0;
478         numshadowmark = 0;
479         shadowmark = NULL;
480         shadowmarklist = NULL;
481         shadowmarkcount = 0;
482         r_shadow_buffer_numleafpvsbytes = 0;
483         r_shadow_buffer_leafpvs = NULL;
484         r_shadow_buffer_leaflist = NULL;
485         r_shadow_buffer_numsurfacepvsbytes = 0;
486         r_shadow_buffer_surfacepvs = NULL;
487         r_shadow_buffer_surfacelist = NULL;
488         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
489                 r_shadow_program_light[i] = 0;
490         if (gl_support_fragment_shader)
491         {
492                 char *vertstring, *fragstring;
493                 int vertstrings_count;
494                 int fragstrings_count;
495                 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
496                 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
497                 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false, NULL);
498                 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false, NULL);
499                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
500                 {
501                         char permutationname[256];
502                         vertstrings_count = 0;
503                         fragstrings_count = 0;
504                         permutationname[0] = 0;
505                         if (i & SHADERPERMUTATION_COLORMAPPING)
506                         {
507                                 vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n";
508                                 fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n";
509                                 strlcat(permutationname, " colormapping", sizeof(permutationname));
510                         }
511                         if (i & SHADERPERMUTATION_SPECULAR)
512                         {
513                                 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
514                                 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
515                                 strlcat(permutationname, " specular", sizeof(permutationname));
516                         }
517                         if (i & SHADERPERMUTATION_FOG)
518                         {
519                                 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
520                                 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
521                                 strlcat(permutationname, " fog", sizeof(permutationname));
522                         }
523                         if (i & SHADERPERMUTATION_CUBEFILTER)
524                         {
525                                 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
526                                 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
527                                 strlcat(permutationname, " cubefilter", sizeof(permutationname));
528                         }
529                         if (i & SHADERPERMUTATION_OFFSETMAPPING)
530                         {
531                                 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
532                                 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
533                                 strlcat(permutationname, " offsetmapping", sizeof(permutationname));
534                         }
535                         if (i & SHADERPERMUTATION_SURFACENORMALIZE)
536                         {
537                                 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
538                                 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
539                                 strlcat(permutationname, " surfacenormalize", sizeof(permutationname));
540                         }
541                         if (i & SHADERPERMUTATION_GEFORCEFX)
542                         {
543                                 // if the extension does not exist, don't try to compile it
544                                 if (!gl_support_half_float)
545                                         continue;
546                                 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
547                                 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
548                                 strlcat(permutationname, " halffloat", sizeof(permutationname));
549                         }
550                         vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
551                         fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
552                         r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
553                         if (!r_shadow_program_light[i])
554                         {
555                                 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/light");
556                                 continue;
557                         }
558                         qglUseProgramObjectARB(r_shadow_program_light[i]);
559                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
560                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
561                         if (i & SHADERPERMUTATION_SPECULAR)
562                         {
563                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
564                         }
565                         if (i & SHADERPERMUTATION_CUBEFILTER)
566                         {
567                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
568                         }
569                         if (i & SHADERPERMUTATION_FOG)
570                         {
571                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
572                         }
573                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Pants"), 5);CHECKGLERROR
574                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Shirt"), 6);CHECKGLERROR
575                 }
576                 qglUseProgramObjectARB(0);
577                 if (fragstring)
578                         Mem_Free(fragstring);
579                 if (vertstring)
580                         Mem_Free(vertstring);
581         }
582 }
583
584 void r_shadow_shutdown(void)
585 {
586         int i;
587         R_Shadow_UncompileWorldLights();
588         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
589         {
590                 if (r_shadow_program_light[i])
591                 {
592                         GL_Backend_FreeProgram(r_shadow_program_light[i]);
593                         r_shadow_program_light[i] = 0;
594                 }
595         }
596         numcubemaps = 0;
597         r_shadow_attenuation2dtexture = NULL;
598         r_shadow_attenuation3dtexture = NULL;
599         R_FreeTexturePool(&r_shadow_texturepool);
600         R_FreeTexturePool(&r_shadow_filters_texturepool);
601         maxshadowelements = 0;
602         if (shadowelements)
603                 Mem_Free(shadowelements);
604         shadowelements = NULL;
605         maxvertexupdate = 0;
606         if (vertexupdate)
607                 Mem_Free(vertexupdate);
608         vertexupdate = NULL;
609         if (vertexremap)
610                 Mem_Free(vertexremap);
611         vertexremap = NULL;
612         vertexupdatenum = 0;
613         maxshadowmark = 0;
614         numshadowmark = 0;
615         if (shadowmark)
616                 Mem_Free(shadowmark);
617         shadowmark = NULL;
618         if (shadowmarklist)
619                 Mem_Free(shadowmarklist);
620         shadowmarklist = NULL;
621         shadowmarkcount = 0;
622         r_shadow_buffer_numleafpvsbytes = 0;
623         if (r_shadow_buffer_leafpvs)
624                 Mem_Free(r_shadow_buffer_leafpvs);
625         r_shadow_buffer_leafpvs = NULL;
626         if (r_shadow_buffer_leaflist)
627                 Mem_Free(r_shadow_buffer_leaflist);
628         r_shadow_buffer_leaflist = NULL;
629         r_shadow_buffer_numsurfacepvsbytes = 0;
630         if (r_shadow_buffer_surfacepvs)
631                 Mem_Free(r_shadow_buffer_surfacepvs);
632         r_shadow_buffer_surfacepvs = NULL;
633         if (r_shadow_buffer_surfacelist)
634                 Mem_Free(r_shadow_buffer_surfacelist);
635         r_shadow_buffer_surfacelist = NULL;
636 }
637
638 void r_shadow_newmap(void)
639 {
640 }
641
642 void R_Shadow_Help_f(void)
643 {
644         Con_Printf(
645 "Documentation on r_shadow system:\n"
646 "Settings:\n"
647 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
648 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
649 "r_shadow_debuglight : render only this light number (-1 = all)\n"
650 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
651 "r_shadow_gloss2intensity : brightness of forced gloss\n"
652 "r_shadow_glossintensity : brightness of textured gloss\n"
653 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
654 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
655 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
656 "r_shadow_portallight : use portal visibility for static light precomputation\n"
657 "r_shadow_projectdistance : shadow volume projection distance\n"
658 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
659 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
660 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
661 "r_shadow_realtime_world : use high quality world lighting mode\n"
662 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
663 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
664 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
665 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
666 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
667 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
668 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
669 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
670 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
671 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
672 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
673 "r_shadow_scissor : use scissor optimization\n"
674 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
675 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
676 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
677 "r_showlighting : useful for performance testing; bright = slow!\n"
678 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
679 "Commands:\n"
680 "r_shadow_help : this help\n"
681         );
682 }
683
684 void R_Shadow_Init(void)
685 {
686         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
687         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
688         Cvar_RegisterVariable(&r_shadow_debuglight);
689         Cvar_RegisterVariable(&r_shadow_gloss);
690         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
691         Cvar_RegisterVariable(&r_shadow_glossintensity);
692         Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
693         Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
694         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
695         Cvar_RegisterVariable(&r_shadow_portallight);
696         Cvar_RegisterVariable(&r_shadow_projectdistance);
697         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
698         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
699         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
700         Cvar_RegisterVariable(&r_shadow_realtime_world);
701         Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
702         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
703         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
704         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
705         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
706         Cvar_RegisterVariable(&r_shadow_scissor);
707         Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
708         Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
709         Cvar_RegisterVariable(&r_shadow_texture3d);
710         Cvar_RegisterVariable(&r_shadow_glsl);
711         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
712         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
713         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
714         Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
715         Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
716         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
717         if (gamemode == GAME_TENEBRAE)
718         {
719                 Cvar_SetValue("r_shadow_gloss", 2);
720                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
721         }
722         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
723         R_Shadow_EditLights_Init();
724         r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
725         r_shadow_worldlightchain = NULL;
726         maxshadowelements = 0;
727         shadowelements = NULL;
728         maxvertexupdate = 0;
729         vertexupdate = NULL;
730         vertexremap = NULL;
731         vertexupdatenum = 0;
732         maxshadowmark = 0;
733         numshadowmark = 0;
734         shadowmark = NULL;
735         shadowmarklist = NULL;
736         shadowmarkcount = 0;
737         r_shadow_buffer_numleafpvsbytes = 0;
738         r_shadow_buffer_leafpvs = NULL;
739         r_shadow_buffer_leaflist = NULL;
740         r_shadow_buffer_numsurfacepvsbytes = 0;
741         r_shadow_buffer_surfacepvs = NULL;
742         r_shadow_buffer_surfacelist = NULL;
743         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
744 }
745
746 matrix4x4_t matrix_attenuationxyz =
747 {
748         {
749                 {0.5, 0.0, 0.0, 0.5},
750                 {0.0, 0.5, 0.0, 0.5},
751                 {0.0, 0.0, 0.5, 0.5},
752                 {0.0, 0.0, 0.0, 1.0}
753         }
754 };
755
756 matrix4x4_t matrix_attenuationz =
757 {
758         {
759                 {0.0, 0.0, 0.5, 0.5},
760                 {0.0, 0.0, 0.0, 0.5},
761                 {0.0, 0.0, 0.0, 0.5},
762                 {0.0, 0.0, 0.0, 1.0}
763         }
764 };
765
766 int *R_Shadow_ResizeShadowElements(int numtris)
767 {
768         // make sure shadowelements is big enough for this volume
769         if (maxshadowelements < numtris * 24)
770         {
771                 maxshadowelements = numtris * 24;
772                 if (shadowelements)
773                         Mem_Free(shadowelements);
774                 shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
775         }
776         return shadowelements;
777 }
778
779 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
780 {
781         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
782         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
783         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
784         {
785                 if (r_shadow_buffer_leafpvs)
786                         Mem_Free(r_shadow_buffer_leafpvs);
787                 if (r_shadow_buffer_leaflist)
788                         Mem_Free(r_shadow_buffer_leaflist);
789                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
790                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
791                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
792         }
793         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
794         {
795                 if (r_shadow_buffer_surfacepvs)
796                         Mem_Free(r_shadow_buffer_surfacepvs);
797                 if (r_shadow_buffer_surfacelist)
798                         Mem_Free(r_shadow_buffer_surfacelist);
799                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
800                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
801                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
802         }
803 }
804
805 void R_Shadow_PrepareShadowMark(int numtris)
806 {
807         // make sure shadowmark is big enough for this volume
808         if (maxshadowmark < numtris)
809         {
810                 maxshadowmark = numtris;
811                 if (shadowmark)
812                         Mem_Free(shadowmark);
813                 if (shadowmarklist)
814                         Mem_Free(shadowmarklist);
815                 shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
816                 shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
817                 shadowmarkcount = 0;
818         }
819         shadowmarkcount++;
820         // if shadowmarkcount wrapped we clear the array and adjust accordingly
821         if (shadowmarkcount == 0)
822         {
823                 shadowmarkcount = 1;
824                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
825         }
826         numshadowmark = 0;
827 }
828
829 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)
830 {
831         int i, j;
832         int outtriangles = 0, outvertices = 0;
833         const int *element;
834         const float *vertex;
835
836         if (maxvertexupdate < innumvertices)
837         {
838                 maxvertexupdate = innumvertices;
839                 if (vertexupdate)
840                         Mem_Free(vertexupdate);
841                 if (vertexremap)
842                         Mem_Free(vertexremap);
843                 vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
844                 vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
845                 vertexupdatenum = 0;
846         }
847         vertexupdatenum++;
848         if (vertexupdatenum == 0)
849         {
850                 vertexupdatenum = 1;
851                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
852                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
853         }
854
855         for (i = 0;i < numshadowmarktris;i++)
856                 shadowmark[shadowmarktris[i]] = shadowmarkcount;
857
858         for (i = 0;i < numshadowmarktris;i++)
859         {
860                 element = inelement3i + shadowmarktris[i] * 3;
861                 // make sure the vertices are created
862                 for (j = 0;j < 3;j++)
863                 {
864                         if (vertexupdate[element[j]] != vertexupdatenum)
865                         {
866                                 float ratio, direction[3];
867                                 vertexupdate[element[j]] = vertexupdatenum;
868                                 vertexremap[element[j]] = outvertices;
869                                 vertex = invertex3f + element[j] * 3;
870                                 // project one copy of the vertex to the sphere radius of the light
871                                 // (FIXME: would projecting it to the light box be better?)
872                                 VectorSubtract(vertex, projectorigin, direction);
873                                 ratio = projectdistance / VectorLength(direction);
874                                 VectorCopy(vertex, outvertex3f);
875                                 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
876                                 outvertex3f += 6;
877                                 outvertices += 2;
878                         }
879                 }
880         }
881
882         for (i = 0;i < numshadowmarktris;i++)
883         {
884                 int remappedelement[3];
885                 int markindex;
886                 const int *neighbortriangle;
887
888                 markindex = shadowmarktris[i] * 3;
889                 element = inelement3i + markindex;
890                 neighbortriangle = inneighbor3i + markindex;
891                 // output the front and back triangles
892                 outelement3i[0] = vertexremap[element[0]];
893                 outelement3i[1] = vertexremap[element[1]];
894                 outelement3i[2] = vertexremap[element[2]];
895                 outelement3i[3] = vertexremap[element[2]] + 1;
896                 outelement3i[4] = vertexremap[element[1]] + 1;
897                 outelement3i[5] = vertexremap[element[0]] + 1;
898
899                 outelement3i += 6;
900                 outtriangles += 2;
901                 // output the sides (facing outward from this triangle)
902                 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
903                 {
904                         remappedelement[0] = vertexremap[element[0]];
905                         remappedelement[1] = vertexremap[element[1]];
906                         outelement3i[0] = remappedelement[1];
907                         outelement3i[1] = remappedelement[0];
908                         outelement3i[2] = remappedelement[0] + 1;
909                         outelement3i[3] = remappedelement[1];
910                         outelement3i[4] = remappedelement[0] + 1;
911                         outelement3i[5] = remappedelement[1] + 1;
912
913                         outelement3i += 6;
914                         outtriangles += 2;
915                 }
916                 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
917                 {
918                         remappedelement[1] = vertexremap[element[1]];
919                         remappedelement[2] = vertexremap[element[2]];
920                         outelement3i[0] = remappedelement[2];
921                         outelement3i[1] = remappedelement[1];
922                         outelement3i[2] = remappedelement[1] + 1;
923                         outelement3i[3] = remappedelement[2];
924                         outelement3i[4] = remappedelement[1] + 1;
925                         outelement3i[5] = remappedelement[2] + 1;
926
927                         outelement3i += 6;
928                         outtriangles += 2;
929                 }
930                 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
931                 {
932                         remappedelement[0] = vertexremap[element[0]];
933                         remappedelement[2] = vertexremap[element[2]];
934                         outelement3i[0] = remappedelement[0];
935                         outelement3i[1] = remappedelement[2];
936                         outelement3i[2] = remappedelement[2] + 1;
937                         outelement3i[3] = remappedelement[0];
938                         outelement3i[4] = remappedelement[2] + 1;
939                         outelement3i[5] = remappedelement[0] + 1;
940
941                         outelement3i += 6;
942                         outtriangles += 2;
943                 }
944         }
945         if (outnumvertices)
946                 *outnumvertices = outvertices;
947         return outtriangles;
948 }
949
950 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)
951 {
952         int tris, outverts;
953         if (projectdistance < 0.1)
954         {
955                 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
956                 return;
957         }
958         if (!numverts || !nummarktris)
959                 return;
960         // make sure shadowelements is big enough for this volume
961         if (maxshadowelements < nummarktris * 24)
962                 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
963         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
964         renderstats.lights_dynamicshadowtriangles += tris;
965         R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
966 }
967
968 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)
969 {
970         int t, tend;
971         const int *e;
972         const float *v[3];
973         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
974                 return;
975         tend = firsttriangle + numtris;
976         if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
977          && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
978          && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
979         {
980                 // surface box entirely inside light box, no box cull
981                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
982                         if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
983                                 shadowmarklist[numshadowmark++] = t;
984         }
985         else
986         {
987                 // surface box not entirely inside light box, cull each triangle
988                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
989                 {
990                         v[0] = invertex3f + e[0] * 3;
991                         v[1] = invertex3f + e[1] * 3;
992                         v[2] = invertex3f + e[2] * 3;
993                         if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
994                          && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
995                          && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
996                          && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
997                          && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
998                          && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
999                          && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1000                                 shadowmarklist[numshadowmark++] = t;
1001                 }
1002         }
1003 }
1004
1005 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
1006 {
1007         rmeshstate_t m;
1008         if (r_shadow_compilingrtlight)
1009         {
1010                 // if we're compiling an rtlight, capture the mesh
1011                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
1012                 return;
1013         }
1014         renderstats.lights_shadowtriangles += numtriangles;
1015         memset(&m, 0, sizeof(m));
1016         m.pointer_vertex = vertex3f;
1017         R_Mesh_State(&m);
1018         GL_LockArrays(0, numvertices);
1019         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
1020         {
1021                 // decrement stencil if backface is behind depthbuffer
1022                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
1023                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1024                 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1025                 // increment stencil if frontface is behind depthbuffer
1026                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1027                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1028         }
1029         R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1030         GL_LockArrays(0, 0);
1031 }
1032
1033 static void R_Shadow_MakeTextures(void)
1034 {
1035         int x, y, z, d;
1036         float v[3], intensity;
1037         unsigned char *data;
1038         R_FreeTexturePool(&r_shadow_texturepool);
1039         r_shadow_texturepool = R_AllocTexturePool();
1040         r_shadow_attenpower = r_shadow_lightattenuationpower.value;
1041         r_shadow_attenscale = r_shadow_lightattenuationscale.value;
1042 #define ATTEN2DSIZE 64
1043 #define ATTEN3DSIZE 32
1044         data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1045         for (y = 0;y < ATTEN2DSIZE;y++)
1046         {
1047                 for (x = 0;x < ATTEN2DSIZE;x++)
1048                 {
1049                         v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1050                         v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1051                         v[2] = 0;
1052                         intensity = 1.0f - sqrt(DotProduct(v, v));
1053                         if (intensity > 0)
1054                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1055                         d = bound(0, intensity, 255);
1056                         data[(y*ATTEN2DSIZE+x)*4+0] = d;
1057                         data[(y*ATTEN2DSIZE+x)*4+1] = d;
1058                         data[(y*ATTEN2DSIZE+x)*4+2] = d;
1059                         data[(y*ATTEN2DSIZE+x)*4+3] = d;
1060                 }
1061         }
1062         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1063         if (r_shadow_texture3d.integer)
1064         {
1065                 for (z = 0;z < ATTEN3DSIZE;z++)
1066                 {
1067                         for (y = 0;y < ATTEN3DSIZE;y++)
1068                         {
1069                                 for (x = 0;x < ATTEN3DSIZE;x++)
1070                                 {
1071                                         v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1072                                         v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1073                                         v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1074                                         intensity = 1.0f - sqrt(DotProduct(v, v));
1075                                         if (intensity > 0)
1076                                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1077                                         d = bound(0, intensity, 255);
1078                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1079                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1080                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1081                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1082                                 }
1083                         }
1084                 }
1085                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1086         }
1087         Mem_Free(data);
1088 }
1089
1090 void R_Shadow_ValidateCvars(void)
1091 {
1092         if (r_shadow_texture3d.integer && !gl_texture3d)
1093                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1094         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1095                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1096 }
1097
1098 // light currently being rendered
1099 rtlight_t *r_shadow_rtlight;
1100
1101 // this is the location of the eye in entity space
1102 vec3_t r_shadow_entityeyeorigin;
1103 // this is the location of the light in entity space
1104 vec3_t r_shadow_entitylightorigin;
1105 // this transforms entity coordinates to light filter cubemap coordinates
1106 // (also often used for other purposes)
1107 matrix4x4_t r_shadow_entitytolight;
1108 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1109 // of attenuation texturing in full 3D (Z result often ignored)
1110 matrix4x4_t r_shadow_entitytoattenuationxyz;
1111 // this transforms only the Z to S, and T is always 0.5
1112 matrix4x4_t r_shadow_entitytoattenuationz;
1113
1114 static int r_shadow_lightpermutation;
1115 static int r_shadow_lightprog;
1116
1117 void R_Shadow_RenderMode_Begin(void)
1118 {
1119         rmeshstate_t m;
1120
1121         R_Shadow_ValidateCvars();
1122
1123         if (!r_shadow_attenuation2dtexture
1124          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1125          || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1126          || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1127                 R_Shadow_MakeTextures();
1128
1129         memset(&m, 0, sizeof(m));
1130         R_Mesh_State(&m);
1131         GL_BlendFunc(GL_ONE, GL_ZERO);
1132         GL_DepthMask(false);
1133         GL_DepthTest(true);
1134         GL_Color(0, 0, 0, 1);
1135         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1136         qglEnable(GL_CULL_FACE);
1137         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1138
1139         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1140
1141         if (gl_ext_stenciltwoside.integer)
1142                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
1143         else
1144                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
1145
1146         if (r_shadow_glsl.integer && r_shadow_program_light[0])
1147                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1148         else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1149                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
1150         else
1151                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1152 }
1153
1154 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
1155 {
1156         r_shadow_rtlight = rtlight;
1157 }
1158
1159 void R_Shadow_RenderMode_Reset(void)
1160 {
1161         rmeshstate_t m;
1162         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1163         {
1164                 qglUseProgramObjectARB(0);
1165                 // HACK HACK HACK: work around for bug in NVIDIAI 6xxx drivers that causes GL_OUT_OF_MEMORY and/or software rendering
1166                 qglBegin(GL_TRIANGLES);
1167                 qglEnd();
1168                 CHECKGLERROR
1169         }
1170         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1171                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1172         memset(&m, 0, sizeof(m));
1173         R_Mesh_State(&m);
1174 }
1175
1176 void R_Shadow_RenderMode_StencilShadowVolumes(void)
1177 {
1178         R_Shadow_RenderMode_Reset();
1179         GL_Color(1, 1, 1, 1);
1180         GL_ColorMask(0, 0, 0, 0);
1181         GL_BlendFunc(GL_ONE, GL_ZERO);
1182         GL_DepthMask(false);
1183         GL_DepthTest(true);
1184         if (!r_showtrispass)
1185                 qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1186         //if (r_shadow_shadow_polygonoffset.value != 0)
1187         //{
1188         //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1189         //      qglEnable(GL_POLYGON_OFFSET_FILL);
1190         //}
1191         //else
1192         //      qglDisable(GL_POLYGON_OFFSET_FILL);
1193         qglDepthFunc(GL_LESS);
1194         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1195         qglEnable(GL_STENCIL_TEST);
1196         qglStencilFunc(GL_ALWAYS, 128, ~0);
1197         r_shadow_rendermode = r_shadow_shadowingrendermode;
1198         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1199         {
1200                 qglDisable(GL_CULL_FACE);
1201                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1202                 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1203                 qglStencilMask(~0);
1204                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1205                 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1206                 qglStencilMask(~0);
1207                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1208         }
1209         else
1210         {
1211                 qglEnable(GL_CULL_FACE);
1212                 qglStencilMask(~0);
1213                 // this is changed by every shadow render so its value here is unimportant
1214                 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1215         }
1216         GL_Clear(GL_STENCIL_BUFFER_BIT);
1217         renderstats.lights_clears++;
1218 }
1219
1220 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
1221 {
1222         R_Shadow_RenderMode_Reset();
1223         GL_BlendFunc(GL_ONE, GL_ONE);
1224         GL_DepthMask(false);
1225         GL_DepthTest(true);
1226         if (!r_showtrispass)
1227                 qglPolygonOffset(0, 0);
1228         //qglDisable(GL_POLYGON_OFFSET_FILL);
1229         GL_Color(1, 1, 1, 1);
1230         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1231         if (transparent)
1232                 qglDepthFunc(GL_LEQUAL);
1233         else
1234                 qglDepthFunc(GL_EQUAL);
1235         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1236         qglEnable(GL_CULL_FACE);
1237         if (stenciltest)
1238                 qglEnable(GL_STENCIL_TEST);
1239         else
1240                 qglDisable(GL_STENCIL_TEST);
1241         qglStencilMask(~0);
1242         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1243         // only draw light where this geometry was already rendered AND the
1244         // stencil is 128 (values other than this mean shadow)
1245         qglStencilFunc(GL_EQUAL, 128, ~0);
1246         r_shadow_rendermode = r_shadow_lightingrendermode;
1247         // do global setup needed for the chosen lighting mode
1248         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1249         {
1250                 R_Mesh_VertexPointer(varray_vertex3f);
1251                 R_Mesh_TexCoordPointer(0, 2, varray_texcoord2f[0]);
1252                 R_Mesh_TexCoordPointer(1, 3, varray_svector3f);
1253                 R_Mesh_TexCoordPointer(2, 3, varray_tvector3f);
1254                 R_Mesh_TexCoordPointer(3, 3, varray_normal3f);
1255                 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
1256                 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
1257                 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
1258                 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
1259                 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
1260                 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
1261                 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
1262                 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
1263                 GL_BlendFunc(GL_ONE, GL_ONE);
1264                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1265                 CHECKGLERROR
1266         }
1267 }
1268
1269 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1270 {
1271         R_Shadow_RenderMode_Reset();
1272         GL_BlendFunc(GL_ONE, GL_ONE);
1273         GL_DepthMask(false);
1274         GL_DepthTest(!r_showdisabledepthtest.integer);
1275         if (!r_showtrispass)
1276                 qglPolygonOffset(0, 0);
1277         GL_Color(0.0, 0.0125, 0.1, 1);
1278         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1279         qglDepthFunc(GL_GEQUAL);
1280         qglCullFace(GL_FRONT); // this culls back
1281         qglDisable(GL_CULL_FACE);
1282         qglDisable(GL_STENCIL_TEST);
1283         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1284 }
1285
1286 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1287 {
1288         R_Shadow_RenderMode_Reset();
1289         GL_BlendFunc(GL_ONE, GL_ONE);
1290         GL_DepthMask(false);
1291         GL_DepthTest(!r_showdisabledepthtest.integer);
1292         if (!r_showtrispass)
1293                 qglPolygonOffset(0, 0);
1294         GL_Color(0.1, 0.0125, 0, 1);
1295         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1296         if (transparent)
1297                 qglDepthFunc(GL_LEQUAL);
1298         else
1299                 qglDepthFunc(GL_EQUAL);
1300         qglCullFace(GL_FRONT); // this culls back
1301         qglEnable(GL_CULL_FACE);
1302         if (stenciltest)
1303                 qglEnable(GL_STENCIL_TEST);
1304         else
1305                 qglDisable(GL_STENCIL_TEST);
1306         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1307 }
1308
1309 void R_Shadow_RenderMode_End(void)
1310 {
1311         R_Shadow_RenderMode_Reset();
1312         R_Shadow_RenderMode_ActiveLight(NULL);
1313         GL_BlendFunc(GL_ONE, GL_ZERO);
1314         GL_DepthMask(true);
1315         GL_DepthTest(true);
1316         if (!r_showtrispass)
1317                 qglPolygonOffset(0, 0);
1318         //qglDisable(GL_POLYGON_OFFSET_FILL);
1319         GL_Color(1, 1, 1, 1);
1320         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1321         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1322         qglDepthFunc(GL_LEQUAL);
1323         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1324         qglEnable(GL_CULL_FACE);
1325         qglDisable(GL_STENCIL_TEST);
1326         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1327         if (gl_support_stenciltwoside)
1328                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1329         qglStencilMask(~0);
1330         qglStencilFunc(GL_ALWAYS, 128, ~0);
1331         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1332 }
1333
1334 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1335 {
1336         int i, ix1, iy1, ix2, iy2;
1337         float x1, y1, x2, y2;
1338         vec4_t v, v2;
1339         rmesh_t mesh;
1340         mplane_t planes[11];
1341         float vertex3f[256*3];
1342
1343         // if view is inside the light box, just say yes it's visible
1344         if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1345         {
1346                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1347                 return false;
1348         }
1349
1350         // create a temporary brush describing the area the light can affect in worldspace
1351         VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1352         VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1353         VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1354         VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1355         VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1356         VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
1357         VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
1358         VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
1359         VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
1360         VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
1361         VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
1362
1363         // turn the brush into a mesh
1364         memset(&mesh, 0, sizeof(rmesh_t));
1365         mesh.maxvertices = 256;
1366         mesh.vertex3f = vertex3f;
1367         mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1368         R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1369
1370         // if that mesh is empty, the light is not visible at all
1371         if (!mesh.numvertices)
1372                 return true;
1373
1374         if (!r_shadow_scissor.integer)
1375                 return false;
1376
1377         // if that mesh is not empty, check what area of the screen it covers
1378         x1 = y1 = x2 = y2 = 0;
1379         v[3] = 1.0f;
1380         for (i = 0;i < mesh.numvertices;i++)
1381         {
1382                 VectorCopy(mesh.vertex3f + i * 3, v);
1383                 GL_TransformToScreen(v, v2);
1384                 //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]);
1385                 if (i)
1386                 {
1387                         if (x1 > v2[0]) x1 = v2[0];
1388                         if (x2 < v2[0]) x2 = v2[0];
1389                         if (y1 > v2[1]) y1 = v2[1];
1390                         if (y2 < v2[1]) y2 = v2[1];
1391                 }
1392                 else
1393                 {
1394                         x1 = x2 = v2[0];
1395                         y1 = y2 = v2[1];
1396                 }
1397         }
1398
1399         // now convert the scissor rectangle to integer screen coordinates
1400         ix1 = x1 - 1.0f;
1401         iy1 = y1 - 1.0f;
1402         ix2 = x2 + 1.0f;
1403         iy2 = y2 + 1.0f;
1404         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1405
1406         // clamp it to the screen
1407         if (ix1 < r_view_x) ix1 = r_view_x;
1408         if (iy1 < r_view_y) iy1 = r_view_y;
1409         if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1410         if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1411
1412         // if it is inside out, it's not visible
1413         if (ix2 <= ix1 || iy2 <= iy1)
1414                 return true;
1415
1416         // the light area is visible, set up the scissor rectangle
1417         GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1418         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1419         //qglEnable(GL_SCISSOR_TEST);
1420         renderstats.lights_scissored++;
1421         return false;
1422 }
1423
1424 extern float *rsurface_vertex3f;
1425 extern float *rsurface_svector3f;
1426 extern float *rsurface_tvector3f;
1427 extern float *rsurface_normal3f;
1428 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1429
1430 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
1431 {
1432         int numverts = surface->num_vertices;
1433         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1434         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1435         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1436         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1437         if (r_textureunits.integer >= 3)
1438         {
1439                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1440                 {
1441                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1442                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1443                         if ((dot = DotProduct(n, v)) < 0)
1444                         {
1445                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1446                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
1447                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
1448                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
1449                                 if (fogenabled)
1450                                 {
1451                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1452                                         VectorScale(color4f, f, color4f);
1453                                 }
1454                         }
1455                         else
1456                                 VectorClear(color4f);
1457                         color4f[3] = 1;
1458                 }
1459         }
1460         else if (r_textureunits.integer >= 2)
1461         {
1462                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1463                 {
1464                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1465                         if ((dist = fabs(v[2])) < 1)
1466                         {
1467                                 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1468                                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1469                                 if ((dot = DotProduct(n, v)) < 0)
1470                                 {
1471                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1472                                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1473                                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1474                                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1475                                 }
1476                                 else
1477                                 {
1478                                         color4f[0] = ambientcolor[0] * distintensity;
1479                                         color4f[1] = ambientcolor[1] * distintensity;
1480                                         color4f[2] = ambientcolor[2] * distintensity;
1481                                 }
1482                                 if (fogenabled)
1483                                 {
1484                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1485                                         VectorScale(color4f, f, color4f);
1486                                 }
1487                         }
1488                         else
1489                                 VectorClear(color4f);
1490                         color4f[3] = 1;
1491                 }
1492         }
1493         else
1494         {
1495                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1496                 {
1497                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1498                         if ((dist = DotProduct(v, v)) < 1)
1499                         {
1500                                 dist = sqrt(dist);
1501                                 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1502                                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1503                                 if ((dot = DotProduct(n, v)) < 0)
1504                                 {
1505                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1506                                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1507                                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1508                                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1509                                 }
1510                                 else
1511                                 {
1512                                         color4f[0] = ambientcolor[0] * distintensity;
1513                                         color4f[1] = ambientcolor[1] * distintensity;
1514                                         color4f[2] = ambientcolor[2] * distintensity;
1515                                 }
1516                                 if (fogenabled)
1517                                 {
1518                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1519                                         VectorScale(color4f, f, color4f);
1520                                 }
1521                         }
1522                         else
1523                                 VectorClear(color4f);
1524                         color4f[3] = 1;
1525                 }
1526         }
1527 }
1528
1529 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1530 #define USETEXMATRIX
1531
1532 #ifndef USETEXMATRIX
1533 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1534 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1535 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1536 {
1537         do
1538         {
1539                 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1540                 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1541                 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1542                 vertex3f += 3;
1543                 tc3f += 3;
1544         }
1545         while (--numverts);
1546 }
1547
1548 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1549 {
1550         do
1551         {
1552                 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1553                 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1554                 vertex3f += 3;
1555                 tc2f += 2;
1556         }
1557         while (--numverts);
1558 }
1559 #endif
1560
1561 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)
1562 {
1563         int i;
1564         float lightdir[3];
1565         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1566         {
1567                 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1568                 // the cubemap normalizes this for us
1569                 out3f[0] = DotProduct(svector3f, lightdir);
1570                 out3f[1] = DotProduct(tvector3f, lightdir);
1571                 out3f[2] = DotProduct(normal3f, lightdir);
1572         }
1573 }
1574
1575 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)
1576 {
1577         int i;
1578         float lightdir[3], eyedir[3], halfdir[3];
1579         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1580         {
1581                 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1582                 VectorNormalize(lightdir);
1583                 VectorSubtract(relativeeyeorigin, vertex3f, eyedir);
1584                 VectorNormalize(eyedir);
1585                 VectorAdd(lightdir, eyedir, halfdir);
1586                 // the cubemap normalizes this for us
1587                 out3f[0] = DotProduct(svector3f, halfdir);
1588                 out3f[1] = DotProduct(tvector3f, halfdir);
1589                 out3f[2] = DotProduct(normal3f, halfdir);
1590         }
1591 }
1592
1593 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, qboolean dopants, qboolean doshirt)
1594 {
1595         // used to display how many times a surface is lit for level design purposes
1596         int surfacelistindex;
1597         rmeshstate_t m;
1598         GL_Color(0.1, 0.025, 0, 1);
1599         memset(&m, 0, sizeof(m));
1600         R_Mesh_State(&m);
1601         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1602         {
1603                 const msurface_t *surface = surfacelist[surfacelistindex];
1604                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1605                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1606                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1607                 GL_LockArrays(0, 0);
1608         }
1609 }
1610
1611 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, qboolean dopants, qboolean doshirt)
1612 {
1613         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1614         int surfacelistindex;
1615         // select a permutation of the lighting shader appropriate to this
1616         // combination of texture, entity, light source, and fogging, only use the
1617         // minimum features necessary to avoid wasting rendering time in the
1618         // fragment shader on features that are not being used
1619         r_shadow_lightpermutation = 0;
1620         // only add a feature to the permutation if that permutation exists
1621         // (otherwise it might end up not using a shader at all, which looks
1622         // worse than using less features)
1623         if (fogenabled && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1624                 r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1625         if ((dopants || doshirt) && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_COLORMAPPING])
1626                 r_shadow_lightpermutation |= SHADERPERMUTATION_COLORMAPPING;
1627         if (specularscale > 0 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1628                 r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1629         if (r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1630                 r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1631         if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1632                 r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1633         if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1634                 r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1635         if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1636                 r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1637         r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1638         qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1639         R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1640         R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
1641         R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1642         R_Mesh_TexBind(1, R_GetTexture(basetexture));
1643         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
1644         if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1645         {
1646                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
1647         }
1648         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1649         if (r_shadow_lightpermutation & SHADERPERMUTATION_COLORMAPPING)
1650         {
1651                 R_Mesh_TexBind(5, R_GetTexture(pantstexture));
1652                 R_Mesh_TexBind(6, R_GetTexture(shirttexture));
1653                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Pants"), ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2]);CHECKGLERROR
1654                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Shirt"), ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2]);CHECKGLERROR
1655         }
1656         if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1657         {
1658                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
1659         }
1660         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1661         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1662         if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1663         {
1664                 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1665                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1666                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1667         }
1668         if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1669         {
1670                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1671                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1672         }
1673         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1674         {
1675                 const msurface_t *surface = surfacelist[surfacelistindex];
1676                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1677                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1678                 if (!rsurface_svector3f)
1679                 {
1680                         rsurface_svector3f = varray_svector3f;
1681                         rsurface_tvector3f = varray_tvector3f;
1682                         rsurface_normal3f = varray_normal3f;
1683                         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);
1684                 }
1685                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1686                 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1687                 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1688                 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1689                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1690                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1691                 GL_LockArrays(0, 0);
1692         }
1693 }
1694
1695 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1696 {
1697         int renders;
1698         float color2[3];
1699         rmeshstate_t m;
1700         const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1701         GL_Color(1,1,1,1);
1702         // colorscale accounts for how much we multiply the brightness
1703         // during combine.
1704         //
1705         // mult is how many times the final pass of the lighting will be
1706         // performed to get more brightness than otherwise possible.
1707         //
1708         // Limit mult to 64 for sanity sake.
1709         if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1710         {
1711                 // 3 3D combine path (Geforce3, Radeon 8500)
1712                 memset(&m, 0, sizeof(m));
1713                 m.pointer_vertex = rsurface_vertex3f;
1714                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1715 #ifdef USETEXMATRIX
1716                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1717                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1718 #else
1719                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1720                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1721 #endif
1722                 m.tex[1] = R_GetTexture(basetexture);
1723                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1724                 m.texmatrix[1] = texture->currenttexmatrix;
1725                 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1726 #ifdef USETEXMATRIX
1727                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1728                 m.texmatrix[2] = r_shadow_entitytolight;
1729 #else
1730                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1731                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1732 #endif
1733                 GL_BlendFunc(GL_ONE, GL_ONE);
1734         }
1735         else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1736         {
1737                 // 2 3D combine path (Geforce3, original Radeon)
1738                 memset(&m, 0, sizeof(m));
1739                 m.pointer_vertex = rsurface_vertex3f;
1740                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1741 #ifdef USETEXMATRIX
1742                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1743                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1744 #else
1745                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1746                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1747 #endif
1748                 m.tex[1] = R_GetTexture(basetexture);
1749                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1750                 m.texmatrix[1] = texture->currenttexmatrix;
1751                 GL_BlendFunc(GL_ONE, GL_ONE);
1752         }
1753         else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1754         {
1755                 // 4 2D combine path (Geforce3, Radeon 8500)
1756                 memset(&m, 0, sizeof(m));
1757                 m.pointer_vertex = rsurface_vertex3f;
1758                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1759 #ifdef USETEXMATRIX
1760                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1761                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1762 #else
1763                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1764                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1765 #endif
1766                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1767 #ifdef USETEXMATRIX
1768                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1769                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1770 #else
1771                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1772                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1773 #endif
1774                 m.tex[2] = R_GetTexture(basetexture);
1775                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1776                 m.texmatrix[2] = texture->currenttexmatrix;
1777                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1778                 {
1779                         m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1780 #ifdef USETEXMATRIX
1781                         m.pointer_texcoord3f[3] = rsurface_vertex3f;
1782                         m.texmatrix[3] = r_shadow_entitytolight;
1783 #else
1784                         m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1785                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1786 #endif
1787                 }
1788                 GL_BlendFunc(GL_ONE, GL_ONE);
1789         }
1790         else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1791         {
1792                 // 3 2D combine path (Geforce3, original Radeon)
1793                 memset(&m, 0, sizeof(m));
1794                 m.pointer_vertex = rsurface_vertex3f;
1795                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1796 #ifdef USETEXMATRIX
1797                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1798                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1799 #else
1800                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1801                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1802 #endif
1803                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1804 #ifdef USETEXMATRIX
1805                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1806                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1807 #else
1808                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1809                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1810 #endif
1811                 m.tex[2] = R_GetTexture(basetexture);
1812                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1813                 m.texmatrix[2] = texture->currenttexmatrix;
1814                 GL_BlendFunc(GL_ONE, GL_ONE);
1815         }
1816         else
1817         {
1818                 // 2/2/2 2D combine path (any dot3 card)
1819                 memset(&m, 0, sizeof(m));
1820                 m.pointer_vertex = rsurface_vertex3f;
1821                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1822 #ifdef USETEXMATRIX
1823                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1824                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1825 #else
1826                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1827                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1828 #endif
1829                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1830 #ifdef USETEXMATRIX
1831                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1832                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1833 #else
1834                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1835                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1836 #endif
1837                 R_Mesh_State(&m);
1838                 GL_ColorMask(0,0,0,1);
1839                 GL_BlendFunc(GL_ONE, GL_ZERO);
1840                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1841                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1842                 GL_LockArrays(0, 0);
1843
1844                 memset(&m, 0, sizeof(m));
1845                 m.pointer_vertex = rsurface_vertex3f;
1846                 m.tex[0] = R_GetTexture(basetexture);
1847                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1848                 m.texmatrix[0] = texture->currenttexmatrix;
1849                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1850                 {
1851                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1852 #ifdef USETEXMATRIX
1853                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1854                         m.texmatrix[1] = r_shadow_entitytolight;
1855 #else
1856                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1857                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1858 #endif
1859                 }
1860                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1861         }
1862         // this final code is shared
1863         R_Mesh_State(&m);
1864         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1865         VectorScale(lightcolorbase, colorscale, color2);
1866         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1867         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1868         {
1869                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1870                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1871         }
1872         GL_LockArrays(0, 0);
1873 }
1874
1875 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1876 {
1877         int renders;
1878         float color2[3];
1879         rmeshstate_t m;
1880         const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1881         GL_Color(1,1,1,1);
1882         // colorscale accounts for how much we multiply the brightness
1883         // during combine.
1884         //
1885         // mult is how many times the final pass of the lighting will be
1886         // performed to get more brightness than otherwise possible.
1887         //
1888         // Limit mult to 64 for sanity sake.
1889         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1890         {
1891                 // 3/2 3D combine path (Geforce3, Radeon 8500)
1892                 memset(&m, 0, sizeof(m));
1893                 m.pointer_vertex = rsurface_vertex3f;
1894                 m.tex[0] = R_GetTexture(normalmaptexture);
1895                 m.texcombinergb[0] = GL_REPLACE;
1896                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1897                 m.texmatrix[0] = texture->currenttexmatrix;
1898                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1899                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1900                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1901                 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);
1902                 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1903 #ifdef USETEXMATRIX
1904                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1905                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1906 #else
1907                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1908                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1909 #endif
1910                 R_Mesh_State(&m);
1911                 GL_ColorMask(0,0,0,1);
1912                 GL_BlendFunc(GL_ONE, GL_ZERO);
1913                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1914                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1915                 GL_LockArrays(0, 0);
1916
1917                 memset(&m, 0, sizeof(m));
1918                 m.pointer_vertex = rsurface_vertex3f;
1919                 m.tex[0] = R_GetTexture(basetexture);
1920                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1921                 m.texmatrix[0] = texture->currenttexmatrix;
1922                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1923                 {
1924                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1925 #ifdef USETEXMATRIX
1926                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1927                         m.texmatrix[1] = r_shadow_entitytolight;
1928 #else
1929                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1930                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1931 #endif
1932                 }
1933                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1934         }
1935         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1936         {
1937                 // 1/2/2 3D combine path (original Radeon)
1938                 memset(&m, 0, sizeof(m));
1939                 m.pointer_vertex = rsurface_vertex3f;
1940                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1941 #ifdef USETEXMATRIX
1942                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1943                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1944 #else
1945                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1946                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1947 #endif
1948                 R_Mesh_State(&m);
1949                 GL_ColorMask(0,0,0,1);
1950                 GL_BlendFunc(GL_ONE, GL_ZERO);
1951                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1952                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1953                 GL_LockArrays(0, 0);
1954
1955                 memset(&m, 0, sizeof(m));
1956                 m.pointer_vertex = rsurface_vertex3f;
1957                 m.tex[0] = R_GetTexture(normalmaptexture);
1958                 m.texcombinergb[0] = GL_REPLACE;
1959                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1960                 m.texmatrix[0] = texture->currenttexmatrix;
1961                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1962                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1963                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1964                 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);
1965                 R_Mesh_State(&m);
1966                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1967                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1968                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1969                 GL_LockArrays(0, 0);
1970
1971                 memset(&m, 0, sizeof(m));
1972                 m.pointer_vertex = rsurface_vertex3f;
1973                 m.tex[0] = R_GetTexture(basetexture);
1974                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1975                 m.texmatrix[0] = texture->currenttexmatrix;
1976                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1977                 {
1978                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1979 #ifdef USETEXMATRIX
1980                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1981                         m.texmatrix[1] = r_shadow_entitytolight;
1982 #else
1983                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1984                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1985 #endif
1986                 }
1987                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1988         }
1989         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1990         {
1991                 // 2/2 3D combine path (original Radeon)
1992                 memset(&m, 0, sizeof(m));
1993                 m.pointer_vertex = rsurface_vertex3f;
1994                 m.tex[0] = R_GetTexture(normalmaptexture);
1995                 m.texcombinergb[0] = GL_REPLACE;
1996                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1997                 m.texmatrix[0] = texture->currenttexmatrix;
1998                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1999                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2000                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2001                 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);
2002                 R_Mesh_State(&m);
2003                 GL_ColorMask(0,0,0,1);
2004                 GL_BlendFunc(GL_ONE, GL_ZERO);
2005                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2006                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2007                 GL_LockArrays(0, 0);
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
2060                 memset(&m, 0, sizeof(m));
2061                 m.pointer_vertex = rsurface_vertex3f;
2062                 m.tex[0] = R_GetTexture(basetexture);
2063                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2064                 m.texmatrix[0] = texture->currenttexmatrix;
2065                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2066                 {
2067                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2068 #ifdef USETEXMATRIX
2069                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2070                         m.texmatrix[1] = r_shadow_entitytolight;
2071 #else
2072                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2073                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2074 #endif
2075                 }
2076                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2077         }
2078         else
2079         {
2080                 // 2/2/2 2D combine path (any dot3 card)
2081                 memset(&m, 0, sizeof(m));
2082                 m.pointer_vertex = rsurface_vertex3f;
2083                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2084 #ifdef USETEXMATRIX
2085                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2086                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2087 #else
2088                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2089                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2090 #endif
2091                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2092 #ifdef USETEXMATRIX
2093                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2094                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2095 #else
2096                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2097                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2098 #endif
2099                 R_Mesh_State(&m);
2100                 GL_ColorMask(0,0,0,1);
2101                 GL_BlendFunc(GL_ONE, GL_ZERO);
2102                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2103                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2104                 GL_LockArrays(0, 0);
2105
2106                 memset(&m, 0, sizeof(m));
2107                 m.pointer_vertex = rsurface_vertex3f;
2108                 m.tex[0] = R_GetTexture(normalmaptexture);
2109                 m.texcombinergb[0] = GL_REPLACE;
2110                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2111                 m.texmatrix[0] = texture->currenttexmatrix;
2112                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2113                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2114                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2115                 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);
2116                 R_Mesh_State(&m);
2117                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2118                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2119                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2120                 GL_LockArrays(0, 0);
2121
2122                 memset(&m, 0, sizeof(m));
2123                 m.pointer_vertex = rsurface_vertex3f;
2124                 m.tex[0] = R_GetTexture(basetexture);
2125                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2126                 m.texmatrix[0] = texture->currenttexmatrix;
2127                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2128                 {
2129                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2130 #ifdef USETEXMATRIX
2131                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2132                         m.texmatrix[1] = r_shadow_entitytolight;
2133 #else
2134                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2135                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2136 #endif
2137                 }
2138                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2139         }
2140         // this final code is shared
2141         R_Mesh_State(&m);
2142         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2143         VectorScale(lightcolorbase, colorscale, color2);
2144         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2145         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2146         {
2147                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2148                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2149         }
2150         GL_LockArrays(0, 0);
2151 }
2152
2153 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
2154 {
2155         int renders;
2156         float color2[3];
2157         rmeshstate_t m;
2158         const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2159         // FIXME: detect blendsquare!
2160         //if (!gl_support_blendsquare)
2161         //      return;
2162         GL_Color(1,1,1,1);
2163         if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2164         {
2165                 // 2/0/0/1/2 3D combine blendsquare path
2166                 memset(&m, 0, sizeof(m));
2167                 m.pointer_vertex = rsurface_vertex3f;
2168                 m.tex[0] = R_GetTexture(normalmaptexture);
2169                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2170                 m.texmatrix[0] = texture->currenttexmatrix;
2171                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2172                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2173                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2174                 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);
2175                 R_Mesh_State(&m);
2176                 GL_ColorMask(0,0,0,1);
2177                 // this squares the result
2178                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2179                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2180                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2181                 GL_LockArrays(0, 0);
2182
2183                 memset(&m, 0, sizeof(m));
2184                 m.pointer_vertex = rsurface_vertex3f;
2185                 R_Mesh_State(&m);
2186                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2187                 // square alpha in framebuffer a few times to make it shiny
2188                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2189                 // these comments are a test run through this math for intensity 0.5
2190                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2191                 // 0.25 * 0.25 = 0.0625 (this is another pass)
2192                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2193                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2194                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2195                 GL_LockArrays(0, 0);
2196
2197                 memset(&m, 0, sizeof(m));
2198                 m.pointer_vertex = rsurface_vertex3f;
2199                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2200 #ifdef USETEXMATRIX
2201                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2202                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2203 #else
2204                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2205                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2206 #endif
2207                 R_Mesh_State(&m);
2208                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2209                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2210                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2211                 GL_LockArrays(0, 0);
2212
2213                 memset(&m, 0, sizeof(m));
2214                 m.pointer_vertex = rsurface_vertex3f;
2215                 m.tex[0] = R_GetTexture(glosstexture);
2216                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2217                 m.texmatrix[0] = texture->currenttexmatrix;
2218                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2219                 {
2220                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2221 #ifdef USETEXMATRIX
2222                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2223                         m.texmatrix[1] = r_shadow_entitytolight;
2224 #else
2225                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2226                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2227 #endif
2228                 }
2229                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2230         }
2231         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2232         {
2233                 // 2/0/0/2 3D combine blendsquare path
2234                 memset(&m, 0, sizeof(m));
2235                 m.pointer_vertex = rsurface_vertex3f;
2236                 m.tex[0] = R_GetTexture(normalmaptexture);
2237                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2238                 m.texmatrix[0] = texture->currenttexmatrix;
2239                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2240                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2241                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2242                 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);
2243                 R_Mesh_State(&m);
2244                 GL_ColorMask(0,0,0,1);
2245                 // this squares the result
2246                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2247                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2248                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2249                 GL_LockArrays(0, 0);
2250
2251                 memset(&m, 0, sizeof(m));
2252                 m.pointer_vertex = rsurface_vertex3f;
2253                 R_Mesh_State(&m);
2254                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2255                 // square alpha in framebuffer a few times to make it shiny
2256                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2257                 // these comments are a test run through this math for intensity 0.5
2258                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2259                 // 0.25 * 0.25 = 0.0625 (this is another pass)
2260                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2261                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2262                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2263                 GL_LockArrays(0, 0);
2264
2265                 memset(&m, 0, sizeof(m));
2266                 m.pointer_vertex = rsurface_vertex3f;
2267                 m.tex[0] = R_GetTexture(glosstexture);
2268                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2269                 m.texmatrix[0] = texture->currenttexmatrix;
2270                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2271 #ifdef USETEXMATRIX
2272                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2273                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2274 #else
2275                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2276                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2277 #endif
2278                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2279         }
2280         else
2281         {
2282                 // 2/0/0/2/2 2D combine blendsquare path
2283                 memset(&m, 0, sizeof(m));
2284                 m.pointer_vertex = rsurface_vertex3f;
2285                 m.tex[0] = R_GetTexture(normalmaptexture);
2286                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2287                 m.texmatrix[0] = texture->currenttexmatrix;
2288                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2289                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2290                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2291                 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);
2292                 R_Mesh_State(&m);
2293                 GL_ColorMask(0,0,0,1);
2294                 // this squares the result
2295                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2296                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2297                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2298                 GL_LockArrays(0, 0);
2299
2300                 memset(&m, 0, sizeof(m));
2301                 m.pointer_vertex = rsurface_vertex3f;
2302                 R_Mesh_State(&m);
2303                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2304                 // square alpha in framebuffer a few times to make it shiny
2305                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2306                 // these comments are a test run through this math for intensity 0.5
2307                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2308                 // 0.25 * 0.25 = 0.0625 (this is another pass)
2309                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2310                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2311                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2312                 GL_LockArrays(0, 0);
2313
2314                 memset(&m, 0, sizeof(m));
2315                 m.pointer_vertex = rsurface_vertex3f;
2316                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2317 #ifdef USETEXMATRIX
2318                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2319                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2320 #else
2321                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2322                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2323 #endif
2324                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2325 #ifdef USETEXMATRIX
2326                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2327                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2328 #else
2329                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2330                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2331 #endif
2332                 R_Mesh_State(&m);
2333                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2334                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2335                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2336                 GL_LockArrays(0, 0);
2337
2338                 memset(&m, 0, sizeof(m));
2339                 m.pointer_vertex = rsurface_vertex3f;
2340                 m.tex[0] = R_GetTexture(glosstexture);
2341                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2342                 m.texmatrix[0] = texture->currenttexmatrix;
2343                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2344                 {
2345                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2346 #ifdef USETEXMATRIX
2347                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2348                         m.texmatrix[1] = r_shadow_entitytolight;
2349 #else
2350                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2351                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2352 #endif
2353                 }
2354                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2355         }
2356         R_Mesh_State(&m);
2357         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2358         VectorScale(lightcolorbase, colorscale, color2);
2359         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2360         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2361         {
2362                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2363                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2364         }
2365         GL_LockArrays(0, 0);
2366 }
2367
2368 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, qboolean dopants, qboolean doshirt)
2369 {
2370         // ARB path (any Geforce, any Radeon)
2371         int surfacelistindex;
2372         qboolean doambient = r_shadow_rtlight->ambientscale > 0;
2373         qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
2374         qboolean dospecular = specularscale > 0;
2375         if (!doambient && !dodiffuse && !dospecular)
2376                 return;
2377         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2378         {
2379                 const msurface_t *surface = surfacelist[surfacelistindex];
2380                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2381                 if (!rsurface_svector3f)
2382                 {
2383                         rsurface_svector3f = varray_svector3f;
2384                         rsurface_tvector3f = varray_tvector3f;
2385                         rsurface_normal3f = varray_normal3f;
2386                         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);
2387                 }
2388                 if (doambient)
2389                         R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
2390                 if (dodiffuse)
2391                         R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2392                 if (dopants)
2393                 {
2394                         if (doambient)
2395                                 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
2396                         if (dodiffuse)
2397                                 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2398                 }
2399                 if (doshirt)
2400                 {
2401                         if (doambient)
2402                                 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
2403                         if (dodiffuse)
2404                                 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2405                 }
2406                 if (dospecular)
2407                         R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
2408         }
2409 }
2410
2411 void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2)
2412 {
2413         int renders;
2414         const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2415         R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
2416         for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2417         {
2418                 int i;
2419                 float *c;
2420 #if 1
2421                 // due to low fillrate on the cards this vertex lighting path is
2422                 // designed for, we manually cull all triangles that do not
2423                 // contain a lit vertex
2424                 int draw;
2425                 const int *e;
2426                 int newnumtriangles;
2427                 int *newe;
2428                 int newelements[3072];
2429                 draw = false;
2430                 newnumtriangles = 0;
2431                 newe = newelements;
2432                 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
2433                 {
2434                         if (newnumtriangles >= 1024)
2435                         {
2436                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2437                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2438                                 GL_LockArrays(0, 0);
2439                                 newnumtriangles = 0;
2440                                 newe = newelements;
2441                         }
2442                         if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
2443                         {
2444                                 newe[0] = e[0];
2445                                 newe[1] = e[1];
2446                                 newe[2] = e[2];
2447                                 newnumtriangles++;
2448                                 newe += 3;
2449                                 draw = true;
2450                         }
2451                 }
2452                 if (newnumtriangles >= 1)
2453                 {
2454                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2455                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2456                         GL_LockArrays(0, 0);
2457                         draw = true;
2458                 }
2459                 if (!draw)
2460                         break;
2461 #else
2462                 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2463                         if (VectorLength2(c))
2464                                 goto goodpass;
2465                 break;
2466 goodpass:
2467                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2468                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2469                 GL_LockArrays(0, 0);
2470 #endif
2471                 // now reduce the intensity for the next overbright pass
2472                 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2473                 {
2474                         c[0] = max(0, c[0] - 1);
2475                         c[1] = max(0, c[1] - 1);
2476                         c[2] = max(0, c[2] - 1);
2477                 }
2478         }
2479 }
2480
2481 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, qboolean dopants, qboolean doshirt)
2482 {
2483         int surfacelistindex;
2484         float ambientcolorbase[3], diffusecolorbase[3];
2485         float ambientcolorpants[3], diffusecolorpants[3];
2486         float ambientcolorshirt[3], diffusecolorshirt[3];
2487         rmeshstate_t m;
2488         VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2, ambientcolorbase);
2489         VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2, diffusecolorbase);
2490         VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2, ambientcolorpants);
2491         VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2, diffusecolorpants);
2492         VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt);
2493         VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt);
2494         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2495         memset(&m, 0, sizeof(m));
2496         m.tex[0] = R_GetTexture(basetexture);
2497         if (r_textureunits.integer >= 2)
2498         {
2499                 // voodoo2
2500                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2501 #ifdef USETEXMATRIX
2502                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2503 #else
2504                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2505                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2506 #endif
2507                 if (r_textureunits.integer >= 3)
2508                 {
2509                         // Geforce3/Radeon class but not using dot3
2510                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2511 #ifdef USETEXMATRIX
2512                         m.texmatrix[2] = r_shadow_entitytoattenuationz;
2513 #else
2514                         m.pointer_texcoord[2] = varray_texcoord2f[2];
2515                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2516 #endif
2517                 }
2518         }
2519         m.pointer_color = varray_color4f;
2520         R_Mesh_State(&m);
2521         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2522         {
2523                 const msurface_t *surface = surfacelist[surfacelistindex];
2524                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2525                 if (!rsurface_svector3f)
2526                 {
2527                         rsurface_svector3f = varray_svector3f;
2528                         rsurface_tvector3f = varray_tvector3f;
2529                         rsurface_normal3f = varray_normal3f;
2530                         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);
2531                 }
2532                 // OpenGL 1.1 path (anything)
2533                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2534                 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2535                 if (r_textureunits.integer >= 2)
2536                 {
2537                         // voodoo2 or TNT
2538 #ifdef USETEXMATRIX
2539                         R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2540 #else
2541                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2542 #endif
2543                         if (r_textureunits.integer >= 3)
2544                         {
2545                                 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2546 #ifdef USETEXMATRIX
2547                                 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2548 #else
2549                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2550 #endif
2551                         }
2552                 }
2553                 R_Mesh_TexBind(0, R_GetTexture(basetexture));
2554                 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorbase, ambientcolorbase);
2555                 if (dopants)
2556                 {
2557                         R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2558                         R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorpants, ambientcolorpants);
2559                 }
2560                 if (doshirt)
2561                 {
2562                         R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2563                         R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorshirt, ambientcolorshirt);
2564                 }
2565         }
2566 }
2567
2568 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist)
2569 {
2570         // FIXME: support MATERIALFLAG_NODEPTHTEST
2571         vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2572         rtexture_t *basetexture;
2573         rtexture_t *pantstexture;
2574         rtexture_t *shirttexture;
2575         rtexture_t *glosstexture;
2576         float specularscale;
2577         qboolean dopants, doshirt;
2578         glosstexture = r_texture_black;
2579         specularscale = 0;
2580         if (r_shadow_gloss.integer > 0)
2581         {
2582                 if (texture->skin.gloss)
2583                 {
2584                         if (r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2585                         {
2586                                 glosstexture = texture->skin.gloss;
2587                                 specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
2588                         }
2589                 }
2590                 else
2591                 {
2592                         if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2593                         {
2594                                 glosstexture = r_texture_white;
2595                                 specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
2596                         }
2597                 }
2598         }
2599         // calculate colors to render this texture with
2600         lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha;
2601         lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha;
2602         lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha;
2603         if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2604                 return;
2605         if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
2606                 qglDisable(GL_CULL_FACE);
2607         else
2608                 qglEnable(GL_CULL_FACE);
2609         dopants = texture->skin.pants != NULL && VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f);
2610         doshirt = texture->skin.shirt != NULL && VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
2611         if (dopants + doshirt)
2612         {
2613                 if (dopants)
2614                 {
2615                         lightcolorpants[0] = lightcolorbase[0] * ent->colormap_pantscolor[0];
2616                         lightcolorpants[1] = lightcolorbase[1] * ent->colormap_pantscolor[1];
2617                         lightcolorpants[2] = lightcolorbase[2] * ent->colormap_pantscolor[2];
2618                 }
2619                 else
2620                 {
2621                         pantstexture = r_texture_black;
2622                         VectorClear(lightcolorpants);
2623                 }
2624                 if (doshirt)
2625                 {
2626                         shirttexture = texture->skin.shirt;
2627                         lightcolorshirt[0] = lightcolorbase[0] * ent->colormap_shirtcolor[0];
2628                         lightcolorshirt[1] = lightcolorbase[1] * ent->colormap_shirtcolor[1];
2629                         lightcolorshirt[2] = lightcolorbase[2] * ent->colormap_shirtcolor[2];
2630                 }
2631                 else
2632                 {
2633                         shirttexture = r_texture_black;
2634                         VectorClear(lightcolorshirt);
2635                 }
2636                 switch (r_shadow_rendermode)
2637                 {
2638                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2639                         R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
2640                         break;
2641                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2642                         R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
2643                         break;
2644                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2645                         R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
2646                         break;
2647                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2648                         R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
2649                         break;
2650                 default:
2651                         Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2652                         break;
2653                 }
2654         }
2655         else
2656         {
2657                 basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
2658                 switch (r_shadow_rendermode)
2659                 {
2660                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2661                         R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
2662                         break;
2663                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2664                         R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
2665                         break;
2666                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2667                         R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
2668                         break;
2669                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2670                         R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
2671                         break;
2672                 default:
2673                         Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2674                         break;
2675                 }
2676         }
2677 }
2678
2679 void R_RTLight_Update(dlight_t *light, int isstatic)
2680 {
2681         int j, k;
2682         float scale;
2683         rtlight_t *rtlight = &light->rtlight;
2684         R_RTLight_Uncompile(rtlight);
2685         memset(rtlight, 0, sizeof(*rtlight));
2686
2687         VectorCopy(light->origin, rtlight->shadoworigin);
2688         VectorCopy(light->color, rtlight->color);
2689         rtlight->radius = light->radius;
2690         //rtlight->cullradius = rtlight->radius;
2691         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2692         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2693         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2694         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2695         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2696         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2697         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2698         rtlight->cubemapname[0] = 0;
2699         if (light->cubemapname[0])
2700                 strcpy(rtlight->cubemapname, light->cubemapname);
2701         else if (light->cubemapnum > 0)
2702                 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2703         rtlight->shadow = light->shadow;
2704         rtlight->corona = light->corona;
2705         rtlight->style = light->style;
2706         rtlight->isstatic = isstatic;
2707         rtlight->coronasizescale = light->coronasizescale;
2708         rtlight->ambientscale = light->ambientscale;
2709         rtlight->diffusescale = light->diffusescale;
2710         rtlight->specularscale = light->specularscale;
2711         rtlight->flags = light->flags;
2712         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2713         // ConcatScale won't work here because this needs to scale rotate and
2714         // translate, not just rotate
2715         scale = 1.0f / rtlight->radius;
2716         for (k = 0;k < 3;k++)
2717                 for (j = 0;j < 4;j++)
2718                         rtlight->matrix_worldtolight.m[k][j] *= scale;
2719
2720         rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2721         rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2722         VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2723         rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2724 }
2725
2726 // compiles rtlight geometry
2727 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2728 void R_RTLight_Compile(rtlight_t *rtlight)
2729 {
2730         int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2731         entity_render_t *ent = r_refdef.worldentity;
2732         model_t *model = r_refdef.worldmodel;
2733         unsigned char *data;
2734
2735         // compile the light
2736         rtlight->compiled = true;
2737         rtlight->static_numleafs = 0;
2738         rtlight->static_numleafpvsbytes = 0;
2739         rtlight->static_leaflist = NULL;
2740         rtlight->static_leafpvs = NULL;
2741         rtlight->static_numsurfaces = 0;
2742         rtlight->static_surfacelist = NULL;
2743         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2744         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2745         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2746         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2747         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2748         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2749
2750         if (model && model->GetLightInfo)
2751         {
2752                 // this variable must be set for the CompileShadowVolume code
2753                 r_shadow_compilingrtlight = rtlight;
2754                 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2755                 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);
2756                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2757                 data = (unsigned char *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2758                 rtlight->static_numleafs = numleafs;
2759                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2760                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2761                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2762                 rtlight->static_numsurfaces = numsurfaces;
2763                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2764                 if (numleafs)
2765                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2766                 if (numleafpvsbytes)
2767                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2768                 if (numsurfaces)
2769                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2770                 if (model->CompileShadowVolume && rtlight->shadow)
2771                         model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2772                 // now we're done compiling the rtlight
2773                 r_shadow_compilingrtlight = NULL;
2774         }
2775
2776
2777         // use smallest available cullradius - box radius or light radius
2778         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2779         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2780
2781         shadowmeshes = 0;
2782         shadowtris = 0;
2783         if (rtlight->static_meshchain_shadow)
2784         {
2785                 shadowmesh_t *mesh;
2786                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2787                 {
2788                         shadowmeshes++;
2789                         shadowtris += mesh->numtriangles;
2790                 }
2791         }
2792
2793         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);
2794 }
2795
2796 void R_RTLight_Uncompile(rtlight_t *rtlight)
2797 {
2798         if (rtlight->compiled)
2799         {
2800                 if (rtlight->static_meshchain_shadow)
2801                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2802                 rtlight->static_meshchain_shadow = NULL;
2803                 // these allocations are grouped
2804                 if (rtlight->static_leaflist)
2805                         Mem_Free(rtlight->static_leaflist);
2806                 rtlight->static_numleafs = 0;
2807                 rtlight->static_numleafpvsbytes = 0;
2808                 rtlight->static_leaflist = NULL;
2809                 rtlight->static_leafpvs = NULL;
2810                 rtlight->static_numsurfaces = 0;
2811                 rtlight->static_surfacelist = NULL;
2812                 rtlight->compiled = false;
2813         }
2814 }
2815
2816 void R_Shadow_UncompileWorldLights(void)
2817 {
2818         dlight_t *light;
2819         for (light = r_shadow_worldlightchain;light;light = light->next)
2820                 R_RTLight_Uncompile(&light->rtlight);
2821 }
2822
2823 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2824 {
2825         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2826         vec_t relativeshadowradius;
2827         if (ent == r_refdef.worldentity)
2828         {
2829                 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2830                 {
2831                         shadowmesh_t *mesh;
2832                         R_Mesh_Matrix(&ent->matrix);
2833                         for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2834                         {
2835                                 renderstats.lights_shadowtriangles += mesh->numtriangles;
2836                                 R_Mesh_VertexPointer(mesh->vertex3f);
2837                                 GL_LockArrays(0, mesh->numverts);
2838                                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2839                                 {
2840                                         // decrement stencil if backface is behind depthbuffer
2841                                         qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2842                                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2843                                         R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2844                                         // increment stencil if frontface is behind depthbuffer
2845                                         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2846                                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2847                                 }
2848                                 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2849                                 GL_LockArrays(0, 0);
2850                         }
2851                 }
2852                 else if (numsurfaces)
2853                 {
2854                         R_Mesh_Matrix(&ent->matrix);
2855                         ent->model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
2856                 }
2857         }
2858         else
2859         {
2860                 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2861                 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2862                 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2863                 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2864                 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2865                 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2866                 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2867                 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2868                 R_Mesh_Matrix(&ent->matrix);
2869                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2870         }
2871 }
2872
2873 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2874 {
2875         // set up properties for rendering light onto this entity
2876         Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2877         Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2878         Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2879         Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2880         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2881         R_Mesh_Matrix(&ent->matrix);
2882 }
2883
2884 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2885 {
2886         R_Shadow_SetupEntityLight(ent);
2887         if (ent == r_refdef.worldentity)
2888                 ent->model->DrawLight(ent, numsurfaces, surfacelist);
2889         else
2890                 ent->model->DrawLight(ent, ent->model->nummodelsurfaces, ent->model->surfacelist);
2891 }
2892
2893 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2894 {
2895         int i, usestencil;
2896         float f;
2897         int numleafs, numsurfaces;
2898         int *leaflist, *surfacelist;
2899         unsigned char *leafpvs;
2900         int numlightentities;
2901         int numshadowentities;
2902         entity_render_t *lightentities[MAX_EDICTS];
2903         entity_render_t *shadowentities[MAX_EDICTS];
2904
2905         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2906         // skip lights that are basically invisible (color 0 0 0)
2907         if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2908                 return;
2909
2910         // loading is done before visibility checks because loading should happen
2911         // all at once at the start of a level, not when it stalls gameplay.
2912         // (especially important to benchmarks)
2913         // compile light
2914         if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2915                 R_RTLight_Compile(rtlight);
2916         // load cubemap
2917         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2918
2919         // look up the light style value at this time
2920         f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2921         VectorScale(rtlight->color, f, rtlight->currentcolor);
2922         /*
2923         if (rtlight->selected)
2924         {
2925                 f = 2 + sin(realtime * M_PI * 4.0);
2926                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2927         }
2928         */
2929
2930         // if lightstyle is currently off, don't draw the light
2931         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2932                 return;
2933
2934         // if the light box is offscreen, skip it
2935         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2936                 return;
2937
2938         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2939         {
2940                 // compiled light, world available and can receive realtime lighting
2941                 // retrieve leaf information
2942                 numleafs = rtlight->static_numleafs;
2943                 leaflist = rtlight->static_leaflist;
2944                 leafpvs = rtlight->static_leafpvs;
2945                 numsurfaces = rtlight->static_numsurfaces;
2946                 surfacelist = rtlight->static_surfacelist;
2947         }
2948         else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2949         {
2950                 // dynamic light, world available and can receive realtime lighting
2951                 // calculate lit surfaces and leafs
2952                 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2953                 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);
2954                 leaflist = r_shadow_buffer_leaflist;
2955                 leafpvs = r_shadow_buffer_leafpvs;
2956                 surfacelist = r_shadow_buffer_surfacelist;
2957                 // if the reduced leaf bounds are offscreen, skip it
2958                 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2959                         return;
2960         }
2961         else
2962         {
2963                 // no world
2964                 numleafs = 0;
2965                 leaflist = NULL;
2966                 leafpvs = NULL;
2967                 numsurfaces = 0;
2968                 surfacelist = NULL;
2969         }
2970         // check if light is illuminating any visible leafs
2971         if (numleafs)
2972         {
2973                 for (i = 0;i < numleafs;i++)
2974                         if (r_worldleafvisible[leaflist[i]])
2975                                 break;
2976                 if (i == numleafs)
2977                         return;
2978         }
2979         // set up a scissor rectangle for this light
2980         if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2981                 return;
2982
2983         // make a list of lit entities and shadow casting entities
2984         numlightentities = 0;
2985         numshadowentities = 0;
2986         // don't count the world unless some surfaces are actually lit
2987         if (numsurfaces)
2988         {
2989                 lightentities[numlightentities++] = r_refdef.worldentity;
2990                 shadowentities[numshadowentities++] = r_refdef.worldentity;
2991         }
2992         // add dynamic entities that are lit by the light
2993         if (r_drawentities.integer)
2994         {
2995                 for (i = 0;i < r_refdef.numentities;i++)
2996                 {
2997                         entity_render_t *ent = r_refdef.entities[i];
2998                         if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2999                          && ent->model
3000                          && !(ent->flags & RENDER_TRANSPARENT)
3001                          && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
3002                         {
3003                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3004                                 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
3005                                         shadowentities[numshadowentities++] = ent;
3006                                 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
3007                                         lightentities[numlightentities++] = ent;
3008                         }
3009                 }
3010         }
3011
3012         // return if there's nothing at all to light
3013         if (!numlightentities)
3014                 return;
3015
3016         // don't let sound skip if going slow
3017         if (r_refdef.extraupdate)
3018                 S_ExtraUpdate ();
3019
3020         // make this the active rtlight for rendering purposes
3021         R_Shadow_RenderMode_ActiveLight(rtlight);
3022         // count this light in the r_speeds
3023         renderstats.lights++;
3024
3025         usestencil = false;
3026         if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
3027         {
3028                 // draw stencil shadow volumes to mask off pixels that are in shadow
3029                 // so that they won't receive lighting
3030                 if (gl_stencil)
3031                 {
3032                         usestencil = true;
3033                         R_Shadow_RenderMode_StencilShadowVolumes();
3034                         for (i = 0;i < numshadowentities;i++)
3035                                 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3036                 }
3037
3038                 // optionally draw visible shape of the shadow volumes
3039                 // for performance analysis by level designers
3040                 if (r_showshadowvolumes.integer)
3041                 {
3042                         R_Shadow_RenderMode_VisibleShadowVolumes();
3043                         for (i = 0;i < numshadowentities;i++)
3044                                 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3045                 }
3046         }
3047
3048         if (numlightentities)
3049         {
3050                 // draw lighting in the unmasked areas
3051                 R_Shadow_RenderMode_Lighting(usestencil, false);
3052                 for (i = 0;i < numlightentities;i++)
3053                         R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3054
3055                 // optionally draw the illuminated areas
3056                 // for performance analysis by level designers
3057                 if (r_showlighting.integer)
3058                 {
3059                         R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
3060                         for (i = 0;i < numlightentities;i++)
3061                                 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3062                 }
3063         }
3064 }
3065
3066 void R_ShadowVolumeLighting(qboolean visible)
3067 {
3068         int lnum, flag;
3069         dlight_t *light;
3070
3071         if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
3072                 R_Shadow_EditLights_Reload_f();
3073
3074         R_Shadow_RenderMode_Begin();
3075
3076         flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3077         if (r_shadow_debuglight.integer >= 0)
3078         {
3079                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3080                         if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
3081                                 R_DrawRTLight(&light->rtlight, visible);
3082         }
3083         else
3084                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3085                         if (light->flags & flag)
3086                                 R_DrawRTLight(&light->rtlight, visible);
3087         if (r_rtdlight)
3088                 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
3089                         R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
3090
3091         R_Shadow_RenderMode_End();
3092 }
3093
3094 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3095 typedef struct suffixinfo_s
3096 {
3097         char *suffix;
3098         qboolean flipx, flipy, flipdiagonal;
3099 }
3100 suffixinfo_t;
3101 static suffixinfo_t suffix[3][6] =
3102 {
3103         {
3104                 {"px",   false, false, false},
3105                 {"nx",   false, false, false},
3106                 {"py",   false, false, false},
3107                 {"ny",   false, false, false},
3108                 {"pz",   false, false, false},
3109                 {"nz",   false, false, false}
3110         },
3111         {
3112                 {"posx", false, false, false},
3113                 {"negx", false, false, false},
3114                 {"posy", false, false, false},
3115                 {"negy", false, false, false},
3116                 {"posz", false, false, false},
3117                 {"negz", false, false, false}
3118         },
3119         {
3120                 {"rt",    true, false,  true},
3121                 {"lf",   false,  true,  true},
3122                 {"ft",    true,  true, false},
3123                 {"bk",   false, false, false},
3124                 {"up",    true, false,  true},
3125                 {"dn",    true, false,  true}
3126         }
3127 };
3128