f6497c6932dec4b8d9d3888c1f246f036938d620
[xonotic/darkplaces.git] / r_shadow.c
1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142
143 extern void R_Shadow_EditLights_Init(void);
144
145 typedef enum r_shadowstage_e
146 {
147         R_SHADOWSTAGE_NONE,
148         R_SHADOWSTAGE_STENCIL,
149         R_SHADOWSTAGE_STENCILTWOSIDE,
150         R_SHADOWSTAGE_LIGHT_VERTEX,
151         R_SHADOWSTAGE_LIGHT_DOT3,
152         R_SHADOWSTAGE_LIGHT_GLSL,
153         R_SHADOWSTAGE_VISIBLEVOLUMES,
154         R_SHADOWSTAGE_VISIBLELIGHTING,
155 }
156 r_shadowstage_t;
157
158 r_shadowstage_t r_shadowstage = R_SHADOWSTAGE_NONE;
159
160 mempool_t *r_shadow_mempool;
161
162 int maxshadowelements;
163 int *shadowelements;
164
165 int maxshadowmark;
166 int numshadowmark;
167 int *shadowmark;
168 int *shadowmarklist;
169 int shadowmarkcount;
170
171 int maxvertexupdate;
172 int *vertexupdate;
173 int *vertexremap;
174 int vertexupdatenum;
175
176 int r_shadow_buffer_numleafpvsbytes;
177 qbyte *r_shadow_buffer_leafpvs;
178 int *r_shadow_buffer_leaflist;
179
180 int r_shadow_buffer_numsurfacepvsbytes;
181 qbyte *r_shadow_buffer_surfacepvs;
182 int *r_shadow_buffer_surfacelist;
183
184 rtexturepool_t *r_shadow_texturepool;
185 rtexture_t *r_shadow_attenuation2dtexture;
186 rtexture_t *r_shadow_attenuation3dtexture;
187
188 // lights are reloaded when this changes
189 char r_shadow_mapname[MAX_QPATH];
190
191 // used only for light filters (cubemaps)
192 rtexturepool_t *r_shadow_filters_texturepool;
193
194 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
195 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
196 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
197 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"};
198 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
199 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
200 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
201 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
202 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
203 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
204 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
205 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
206 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1"};
207 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0"};
208 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
209 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
210 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
211 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
212 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
213 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
214 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
215 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
216 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
217 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
218 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
219 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
220 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
221 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
222 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0"};
223 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"};
224 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"};
225 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0"};
226 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1"};
227 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
228 cvar_t r_editlights = {0, "r_editlights", "0"};
229 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"};
230 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0"};
231 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"};
232 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"};
233 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
234
235 float r_shadow_attenpower, r_shadow_attenscale;
236
237 rtlight_t *r_shadow_compilingrtlight;
238 dlight_t *r_shadow_worldlightchain;
239 dlight_t *r_shadow_selectedlight;
240 dlight_t r_shadow_bufferlight;
241 vec3_t r_editlights_cursorlocation;
242
243 rtexture_t *lighttextures[5];
244
245 extern int con_vislines;
246
247 typedef struct cubemapinfo_s
248 {
249         char basename[64];
250         rtexture_t *texture;
251 }
252 cubemapinfo_t;
253
254 #define MAX_CUBEMAPS 256
255 static int numcubemaps;
256 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
257
258 #define SHADERPERMUTATION_SPECULAR (1<<0)
259 #define SHADERPERMUTATION_FOG (1<<1)
260 #define SHADERPERMUTATION_CUBEFILTER (1<<2)
261 #define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
262 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<4)
263 #define SHADERPERMUTATION_GEFORCEFX (1<<5)
264 #define SHADERPERMUTATION_COUNT (1<<6)
265
266 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
267
268 void R_Shadow_UncompileWorldLights(void);
269 void R_Shadow_ClearWorldLights(void);
270 void R_Shadow_SaveWorldLights(void);
271 void R_Shadow_LoadWorldLights(void);
272 void R_Shadow_LoadLightsFile(void);
273 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
274 void R_Shadow_EditLights_Reload_f(void);
275 void R_Shadow_ValidateCvars(void);
276 static void R_Shadow_MakeTextures(void);
277 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
278
279 const char *builtinshader_light_vert =
280 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
281 "// written by Forest 'LordHavoc' Hale\n"
282 "\n"
283 "uniform vec3 LightPosition;\n"
284 "\n"
285 "varying vec2 TexCoord;\n"
286 "varying vec3 CubeVector;\n"
287 "varying vec3 LightVector;\n"
288 "\n"
289 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
290 "uniform vec3 EyePosition;\n"
291 "varying vec3 EyeVector;\n"
292 "#endif\n"
293 "\n"
294 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
295 "\n"
296 "void main(void)\n"
297 "{\n"
298 "       // copy the surface texcoord\n"
299 "       TexCoord = gl_MultiTexCoord0.st;\n"
300 "\n"
301 "       // transform vertex position into light attenuation/cubemap space\n"
302 "       // (-1 to +1 across the light box)\n"
303 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
304 "\n"
305 "       // transform unnormalized light direction into tangent space\n"
306 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
307 "       //  normalize it per pixel)\n"
308 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
309 "       LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
310 "       LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
311 "       LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
312 "\n"
313 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
314 "       // transform unnormalized eye direction into tangent space\n"
315 "       vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
316 "       EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
317 "       EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
318 "       EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
319 "#endif\n"
320 "\n"
321 "       // transform vertex to camera space, using ftransform to match non-VS\n"
322 "       // rendering\n"
323 "       gl_Position = ftransform();\n"
324 "}\n"
325 ;
326
327 const char *builtinshader_light_frag =
328 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
329 "// written by Forest 'LordHavoc' Hale\n"
330 "\n"
331 "// use half floats on GEFORCEFX for math performance, otherwise don't\n"
332 "#ifndef GEFORCEFX\n"
333 "#define half float\n"
334 "#define hvec2 vec2\n"
335 "#define hvec3 vec3\n"
336 "#define hvec4 vec4\n"
337 "#endif\n"
338 "\n"
339 "uniform hvec3 LightColor;\n"
340 "#ifdef USEOFFSETMAPPING\n"
341 "uniform half OffsetMapping_Scale;\n"
342 "uniform half OffsetMapping_Bias;\n"
343 "#endif\n"
344 "#ifdef USESPECULAR\n"
345 "uniform half SpecularPower;\n"
346 "#endif\n"
347 "#ifdef USEFOG\n"
348 "uniform half FogRangeRecip;\n"
349 "#endif\n"
350 "uniform half AmbientScale;\n"
351 "uniform half DiffuseScale;\n"
352 "#ifdef USESPECULAR\n"
353 "uniform half SpecularScale;\n"
354 "#endif\n"
355 "\n"
356 "uniform sampler2D Texture_Normal;\n"
357 "uniform sampler2D Texture_Color;\n"
358 "#ifdef USESPECULAR\n"
359 "uniform sampler2D Texture_Gloss;\n"
360 "#endif\n"
361 "#ifdef USECUBEFILTER\n"
362 "uniform samplerCube Texture_Cube;\n"
363 "#endif\n"
364 "#ifdef USEFOG\n"
365 "uniform sampler2D Texture_FogMask;\n"
366 "#endif\n"
367 "\n"
368 "varying vec2 TexCoord;\n"
369 "varying vec3 CubeVector;\n"
370 "varying vec3 LightVector;\n"
371 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
372 "varying vec3 EyeVector;\n"
373 "#endif\n"
374 "\n"
375 "void main(void)\n"
376 "{\n"
377 "       // attenuation\n"
378 "       //\n"
379 "       // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
380 "       // center and sharp falloff at the edge, this is about the most efficient\n"
381 "       // we can get away with as far as providing illumination.\n"
382 "       //\n"
383 "       // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
384 "       // provide significant illumination, large = slow = pain.\n"
385 "       half colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
386 "\n"
387 "#ifdef USEFOG\n"
388 "       // apply fog\n"
389 "       colorscale *= texture2D(Texture_FogMask, hvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
390 "#endif\n"
391 "\n"
392 "#ifdef USEOFFSETMAPPING\n"
393 "       // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
394 "       hvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
395 "       hvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
396 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
397 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
398 "#define TexCoord TexCoordOffset\n"
399 "#endif\n"
400 "\n"
401 "       // get the surface normal\n"
402 "#ifdef SURFACENORMALIZE\n"
403 "       hvec3 surfacenormal = normalize(hvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
404 "#else\n"
405 "       hvec3 surfacenormal = -1.0 + 2.0 * hvec3(texture2D(Texture_Normal, TexCoord));\n"
406 "#endif\n"
407 "\n"
408 "       // calculate shading\n"
409 "       hvec3 diffusenormal = hvec3(normalize(LightVector));\n"
410 "       hvec3 color = hvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
411 "#ifdef USESPECULAR\n"
412 "       hvec3 specularnormal = hvec3(normalize(diffusenormal + hvec3(normalize(EyeVector))));\n"
413 "       color += hvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n"
414 "#endif\n"
415 "\n"
416 "#ifdef USECUBEFILTER\n"
417 "       // apply light cubemap filter\n"
418 "       color *= hvec3(textureCube(Texture_Cube, CubeVector));\n"
419 "#endif\n"
420 "\n"
421 "       // calculate fragment color (apply light color and attenuation/fog scaling)\n"
422 "       gl_FragColor = hvec4(color * LightColor * colorscale, 1);\n"
423 "}\n"
424 ;
425
426 void r_shadow_start(void)
427 {
428         int i;
429         // use half float math where available (speed gain on NVIDIA GFFX and GF6)
430         if (gl_support_half_float)
431                 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
432         // allocate vertex processing arrays
433         numcubemaps = 0;
434         r_shadow_attenuation2dtexture = NULL;
435         r_shadow_attenuation3dtexture = NULL;
436         r_shadow_texturepool = NULL;
437         r_shadow_filters_texturepool = NULL;
438         R_Shadow_ValidateCvars();
439         R_Shadow_MakeTextures();
440         maxshadowelements = 0;
441         shadowelements = NULL;
442         maxvertexupdate = 0;
443         vertexupdate = NULL;
444         vertexremap = NULL;
445         vertexupdatenum = 0;
446         maxshadowmark = 0;
447         numshadowmark = 0;
448         shadowmark = NULL;
449         shadowmarklist = NULL;
450         shadowmarkcount = 0;
451         r_shadow_buffer_numleafpvsbytes = 0;
452         r_shadow_buffer_leafpvs = NULL;
453         r_shadow_buffer_leaflist = NULL;
454         r_shadow_buffer_numsurfacepvsbytes = 0;
455         r_shadow_buffer_surfacepvs = NULL;
456         r_shadow_buffer_surfacelist = NULL;
457         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
458                 r_shadow_program_light[i] = 0;
459         if (gl_support_fragment_shader)
460         {
461                 char *vertstring, *fragstring;
462                 int vertstrings_count;
463                 int fragstrings_count;
464                 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
465                 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
466                 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false);
467                 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false);
468                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
469                 {
470                         vertstrings_count = 0;
471                         fragstrings_count = 0;
472                         if (i & SHADERPERMUTATION_SPECULAR)
473                         {
474                                 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
475                                 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
476                         }
477                         if (i & SHADERPERMUTATION_FOG)
478                         {
479                                 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
480                                 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
481                         }
482                         if (i & SHADERPERMUTATION_CUBEFILTER)
483                         {
484                                 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
485                                 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
486                         }
487                         if (i & SHADERPERMUTATION_OFFSETMAPPING)
488                         {
489                                 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
490                                 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
491                         }
492                         if (i & SHADERPERMUTATION_SURFACENORMALIZE)
493                         {
494                                 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
495                                 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
496                         }
497                         if (i & SHADERPERMUTATION_GEFORCEFX)
498                         {
499                                 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
500                                 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
501                         }
502                         vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
503                         fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
504                         r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
505                         if (!r_shadow_program_light[i])
506                         {
507                                 Con_Printf("permutation %s %s %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", i & 16 ? "surfacenormalize" : "", i & 32 ? "geforcefx" : "", "glsl/light");
508                                 continue;
509                         }
510                         qglUseProgramObjectARB(r_shadow_program_light[i]);
511                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
512                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
513                         if (i & SHADERPERMUTATION_SPECULAR)
514                         {
515                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
516                         }
517                         if (i & SHADERPERMUTATION_CUBEFILTER)
518                         {
519                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
520                         }
521                         if (i & SHADERPERMUTATION_FOG)
522                         {
523                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
524                         }
525                 }
526                 qglUseProgramObjectARB(0);
527                 if (fragstring)
528                         Mem_Free(fragstring);
529                 if (vertstring)
530                         Mem_Free(vertstring);
531         }
532 }
533
534 void r_shadow_shutdown(void)
535 {
536         int i;
537         R_Shadow_UncompileWorldLights();
538         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
539         {
540                 if (r_shadow_program_light[i])
541                 {
542                         GL_Backend_FreeProgram(r_shadow_program_light[i]);
543                         r_shadow_program_light[i] = 0;
544                 }
545         }
546         numcubemaps = 0;
547         r_shadow_attenuation2dtexture = NULL;
548         r_shadow_attenuation3dtexture = NULL;
549         R_FreeTexturePool(&r_shadow_texturepool);
550         R_FreeTexturePool(&r_shadow_filters_texturepool);
551         maxshadowelements = 0;
552         if (shadowelements)
553                 Mem_Free(shadowelements);
554         shadowelements = NULL;
555         maxvertexupdate = 0;
556         if (vertexupdate)
557                 Mem_Free(vertexupdate);
558         vertexupdate = NULL;
559         if (vertexremap)
560                 Mem_Free(vertexremap);
561         vertexremap = NULL;
562         vertexupdatenum = 0;
563         maxshadowmark = 0;
564         numshadowmark = 0;
565         if (shadowmark)
566                 Mem_Free(shadowmark);
567         shadowmark = NULL;
568         if (shadowmarklist)
569                 Mem_Free(shadowmarklist);
570         shadowmarklist = NULL;
571         shadowmarkcount = 0;
572         r_shadow_buffer_numleafpvsbytes = 0;
573         if (r_shadow_buffer_leafpvs)
574                 Mem_Free(r_shadow_buffer_leafpvs);
575         r_shadow_buffer_leafpvs = NULL;
576         if (r_shadow_buffer_leaflist)
577                 Mem_Free(r_shadow_buffer_leaflist);
578         r_shadow_buffer_leaflist = NULL;
579         r_shadow_buffer_numsurfacepvsbytes = 0;
580         if (r_shadow_buffer_surfacepvs)
581                 Mem_Free(r_shadow_buffer_surfacepvs);
582         r_shadow_buffer_surfacepvs = NULL;
583         if (r_shadow_buffer_surfacelist)
584                 Mem_Free(r_shadow_buffer_surfacelist);
585         r_shadow_buffer_surfacelist = NULL;
586 }
587
588 void r_shadow_newmap(void)
589 {
590 }
591
592 void R_Shadow_Help_f(void)
593 {
594         Con_Printf(
595 "Documentation on r_shadow system:\n"
596 "Settings:\n"
597 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
598 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
599 "r_shadow_debuglight : render only this light number (-1 = all)\n"
600 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
601 "r_shadow_gloss2intensity : brightness of forced gloss\n"
602 "r_shadow_glossintensity : brightness of textured gloss\n"
603 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
604 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
605 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
606 "r_shadow_portallight : use portal visibility for static light precomputation\n"
607 "r_shadow_projectdistance : shadow volume projection distance\n"
608 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
609 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
610 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
611 "r_shadow_realtime_world : use high quality world lighting mode\n"
612 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
613 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
614 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
615 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
616 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
617 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
618 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
619 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
620 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
621 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
622 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
623 "r_shadow_scissor : use scissor optimization\n"
624 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
625 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
626 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
627 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
628 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
629 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
630 "Commands:\n"
631 "r_shadow_help : this help\n"
632         );
633 }
634
635 void R_Shadow_Init(void)
636 {
637         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
638         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
639         Cvar_RegisterVariable(&r_shadow_debuglight);
640         Cvar_RegisterVariable(&r_shadow_gloss);
641         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
642         Cvar_RegisterVariable(&r_shadow_glossintensity);
643         Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
644         Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
645         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
646         Cvar_RegisterVariable(&r_shadow_portallight);
647         Cvar_RegisterVariable(&r_shadow_projectdistance);
648         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
649         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
650         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
651         Cvar_RegisterVariable(&r_shadow_realtime_world);
652         Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
653         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
654         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
655         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
656         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
657         Cvar_RegisterVariable(&r_shadow_scissor);
658         Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
659         Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
660         Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
661         Cvar_RegisterVariable(&r_shadow_texture3d);
662         Cvar_RegisterVariable(&r_shadow_visiblelighting);
663         Cvar_RegisterVariable(&r_shadow_visiblevolumes);
664         Cvar_RegisterVariable(&r_shadow_glsl);
665         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
666         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
667         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
668         Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
669         Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
670         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
671         if (gamemode == GAME_TENEBRAE)
672         {
673                 Cvar_SetValue("r_shadow_gloss", 2);
674                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
675         }
676         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
677         R_Shadow_EditLights_Init();
678         r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
679         r_shadow_worldlightchain = NULL;
680         maxshadowelements = 0;
681         shadowelements = NULL;
682         maxvertexupdate = 0;
683         vertexupdate = NULL;
684         vertexremap = NULL;
685         vertexupdatenum = 0;
686         maxshadowmark = 0;
687         numshadowmark = 0;
688         shadowmark = NULL;
689         shadowmarklist = NULL;
690         shadowmarkcount = 0;
691         r_shadow_buffer_numleafpvsbytes = 0;
692         r_shadow_buffer_leafpvs = NULL;
693         r_shadow_buffer_leaflist = NULL;
694         r_shadow_buffer_numsurfacepvsbytes = 0;
695         r_shadow_buffer_surfacepvs = NULL;
696         r_shadow_buffer_surfacelist = NULL;
697         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
698 }
699
700 matrix4x4_t matrix_attenuationxyz =
701 {
702         {
703                 {0.5, 0.0, 0.0, 0.5},
704                 {0.0, 0.5, 0.0, 0.5},
705                 {0.0, 0.0, 0.5, 0.5},
706                 {0.0, 0.0, 0.0, 1.0}
707         }
708 };
709
710 matrix4x4_t matrix_attenuationz =
711 {
712         {
713                 {0.0, 0.0, 0.5, 0.5},
714                 {0.0, 0.0, 0.0, 0.5},
715                 {0.0, 0.0, 0.0, 0.5},
716                 {0.0, 0.0, 0.0, 1.0}
717         }
718 };
719
720 int *R_Shadow_ResizeShadowElements(int numtris)
721 {
722         // make sure shadowelements is big enough for this volume
723         if (maxshadowelements < numtris * 24)
724         {
725                 maxshadowelements = numtris * 24;
726                 if (shadowelements)
727                         Mem_Free(shadowelements);
728                 shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
729         }
730         return shadowelements;
731 }
732
733 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
734 {
735         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
736         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
737         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
738         {
739                 if (r_shadow_buffer_leafpvs)
740                         Mem_Free(r_shadow_buffer_leafpvs);
741                 if (r_shadow_buffer_leaflist)
742                         Mem_Free(r_shadow_buffer_leaflist);
743                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
744                 r_shadow_buffer_leafpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
745                 r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
746         }
747         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
748         {
749                 if (r_shadow_buffer_surfacepvs)
750                         Mem_Free(r_shadow_buffer_surfacepvs);
751                 if (r_shadow_buffer_surfacelist)
752                         Mem_Free(r_shadow_buffer_surfacelist);
753                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
754                 r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
755                 r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
756         }
757 }
758
759 void R_Shadow_PrepareShadowMark(int numtris)
760 {
761         // make sure shadowmark is big enough for this volume
762         if (maxshadowmark < numtris)
763         {
764                 maxshadowmark = numtris;
765                 if (shadowmark)
766                         Mem_Free(shadowmark);
767                 if (shadowmarklist)
768                         Mem_Free(shadowmarklist);
769                 shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
770                 shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
771                 shadowmarkcount = 0;
772         }
773         shadowmarkcount++;
774         // if shadowmarkcount wrapped we clear the array and adjust accordingly
775         if (shadowmarkcount == 0)
776         {
777                 shadowmarkcount = 1;
778                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
779         }
780         numshadowmark = 0;
781 }
782
783 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
784 {
785         int i, j;
786         int outtriangles = 0, outvertices = 0;
787         const int *element;
788         const float *vertex;
789
790         if (maxvertexupdate < innumvertices)
791         {
792                 maxvertexupdate = innumvertices;
793                 if (vertexupdate)
794                         Mem_Free(vertexupdate);
795                 if (vertexremap)
796                         Mem_Free(vertexremap);
797                 vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
798                 vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
799                 vertexupdatenum = 0;
800         }
801         vertexupdatenum++;
802         if (vertexupdatenum == 0)
803         {
804                 vertexupdatenum = 1;
805                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
806                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
807         }
808
809         for (i = 0;i < numshadowmarktris;i++)
810                 shadowmark[shadowmarktris[i]] = shadowmarkcount;
811
812         for (i = 0;i < numshadowmarktris;i++)
813         {
814                 element = inelement3i + shadowmarktris[i] * 3;
815                 // make sure the vertices are created
816                 for (j = 0;j < 3;j++)
817                 {
818                         if (vertexupdate[element[j]] != vertexupdatenum)
819                         {
820                                 float ratio, direction[3];
821                                 vertexupdate[element[j]] = vertexupdatenum;
822                                 vertexremap[element[j]] = outvertices;
823                                 vertex = invertex3f + element[j] * 3;
824                                 // project one copy of the vertex to the sphere radius of the light
825                                 // (FIXME: would projecting it to the light box be better?)
826                                 VectorSubtract(vertex, projectorigin, direction);
827                                 ratio = projectdistance / VectorLength(direction);
828                                 VectorCopy(vertex, outvertex3f);
829                                 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
830                                 outvertex3f += 6;
831                                 outvertices += 2;
832                         }
833                 }
834         }
835
836         for (i = 0;i < numshadowmarktris;i++)
837         {
838                 int remappedelement[3];
839                 int markindex;
840                 const int *neighbortriangle;
841
842                 markindex = shadowmarktris[i] * 3;
843                 element = inelement3i + markindex;
844                 neighbortriangle = inneighbor3i + markindex;
845                 // output the front and back triangles
846                 outelement3i[0] = vertexremap[element[0]];
847                 outelement3i[1] = vertexremap[element[1]];
848                 outelement3i[2] = vertexremap[element[2]];
849                 outelement3i[3] = vertexremap[element[2]] + 1;
850                 outelement3i[4] = vertexremap[element[1]] + 1;
851                 outelement3i[5] = vertexremap[element[0]] + 1;
852
853                 outelement3i += 6;
854                 outtriangles += 2;
855                 // output the sides (facing outward from this triangle)
856                 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
857                 {
858                         remappedelement[0] = vertexremap[element[0]];
859                         remappedelement[1] = vertexremap[element[1]];
860                         outelement3i[0] = remappedelement[1];
861                         outelement3i[1] = remappedelement[0];
862                         outelement3i[2] = remappedelement[0] + 1;
863                         outelement3i[3] = remappedelement[1];
864                         outelement3i[4] = remappedelement[0] + 1;
865                         outelement3i[5] = remappedelement[1] + 1;
866
867                         outelement3i += 6;
868                         outtriangles += 2;
869                 }
870                 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
871                 {
872                         remappedelement[1] = vertexremap[element[1]];
873                         remappedelement[2] = vertexremap[element[2]];
874                         outelement3i[0] = remappedelement[2];
875                         outelement3i[1] = remappedelement[1];
876                         outelement3i[2] = remappedelement[1] + 1;
877                         outelement3i[3] = remappedelement[2];
878                         outelement3i[4] = remappedelement[1] + 1;
879                         outelement3i[5] = remappedelement[2] + 1;
880
881                         outelement3i += 6;
882                         outtriangles += 2;
883                 }
884                 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
885                 {
886                         remappedelement[0] = vertexremap[element[0]];
887                         remappedelement[2] = vertexremap[element[2]];
888                         outelement3i[0] = remappedelement[0];
889                         outelement3i[1] = remappedelement[2];
890                         outelement3i[2] = remappedelement[2] + 1;
891                         outelement3i[3] = remappedelement[0];
892                         outelement3i[4] = remappedelement[2] + 1;
893                         outelement3i[5] = remappedelement[0] + 1;
894
895                         outelement3i += 6;
896                         outtriangles += 2;
897                 }
898         }
899         if (outnumvertices)
900                 *outnumvertices = outvertices;
901         return outtriangles;
902 }
903
904 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
905 {
906         int tris, outverts;
907         if (projectdistance < 0.1)
908         {
909                 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
910                 return;
911         }
912         if (!numverts || !nummarktris)
913                 return;
914         // make sure shadowelements is big enough for this volume
915         if (maxshadowelements < nummarktris * 24)
916                 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
917         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
918         R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
919 }
920
921 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
922 {
923         int t, tend;
924         const int *e;
925         const float *v[3];
926         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
927                 return;
928         tend = firsttriangle + numtris;
929         if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
930          && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
931          && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
932         {
933                 // surface box entirely inside light box, no box cull
934                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
935                         if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
936                                 shadowmarklist[numshadowmark++] = t;
937         }
938         else
939         {
940                 // surface box not entirely inside light box, cull each triangle
941                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
942                 {
943                         v[0] = invertex3f + e[0] * 3;
944                         v[1] = invertex3f + e[1] * 3;
945                         v[2] = invertex3f + e[2] * 3;
946                         if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
947                          && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
948                          && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
949                          && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
950                          && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
951                          && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
952                          && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
953                                 shadowmarklist[numshadowmark++] = t;
954                 }
955         }
956 }
957
958 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
959 {
960         rmeshstate_t m;
961         if (r_shadow_compilingrtlight)
962         {
963                 // if we're compiling an rtlight, capture the mesh
964                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
965                 return;
966         }
967         memset(&m, 0, sizeof(m));
968         m.pointer_vertex = vertex3f;
969         R_Mesh_State(&m);
970         GL_LockArrays(0, numvertices);
971         if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
972         {
973                 // decrement stencil if backface is behind depthbuffer
974                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
975                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
976                 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
977                 c_rt_shadowmeshes++;
978                 c_rt_shadowtris += numtriangles;
979                 // increment stencil if frontface is behind depthbuffer
980                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
981                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
982         }
983         R_Mesh_Draw(0, numvertices, numtriangles, element3i);
984         c_rt_shadowmeshes++;
985         c_rt_shadowtris += numtriangles;
986         GL_LockArrays(0, 0);
987 }
988
989 static void R_Shadow_MakeTextures(void)
990 {
991         int x, y, z, d;
992         float v[3], intensity;
993         qbyte *data;
994         R_FreeTexturePool(&r_shadow_texturepool);
995         r_shadow_texturepool = R_AllocTexturePool();
996         r_shadow_attenpower = r_shadow_lightattenuationpower.value;
997         r_shadow_attenscale = r_shadow_lightattenuationscale.value;
998 #define ATTEN2DSIZE 64
999 #define ATTEN3DSIZE 32
1000         data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1001         for (y = 0;y < ATTEN2DSIZE;y++)
1002         {
1003                 for (x = 0;x < ATTEN2DSIZE;x++)
1004                 {
1005                         v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1006                         v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1007                         v[2] = 0;
1008                         intensity = 1.0f - sqrt(DotProduct(v, v));
1009                         if (intensity > 0)
1010                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1011                         d = bound(0, intensity, 255);
1012                         data[(y*ATTEN2DSIZE+x)*4+0] = d;
1013                         data[(y*ATTEN2DSIZE+x)*4+1] = d;
1014                         data[(y*ATTEN2DSIZE+x)*4+2] = d;
1015                         data[(y*ATTEN2DSIZE+x)*4+3] = d;
1016                 }
1017         }
1018         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1019         if (r_shadow_texture3d.integer)
1020         {
1021                 for (z = 0;z < ATTEN3DSIZE;z++)
1022                 {
1023                         for (y = 0;y < ATTEN3DSIZE;y++)
1024                         {
1025                                 for (x = 0;x < ATTEN3DSIZE;x++)
1026                                 {
1027                                         v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1028                                         v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1029                                         v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1030                                         intensity = 1.0f - sqrt(DotProduct(v, v));
1031                                         if (intensity > 0)
1032                                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1033                                         d = bound(0, intensity, 255);
1034                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1035                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1036                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1037                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1038                                 }
1039                         }
1040                 }
1041                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1042         }
1043         Mem_Free(data);
1044 }
1045
1046 void R_Shadow_ValidateCvars(void)
1047 {
1048         if (r_shadow_texture3d.integer && !gl_texture3d)
1049                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1050         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1051                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1052 }
1053
1054 // light currently being rendered
1055 rtlight_t *r_shadow_rtlight;
1056 // light filter cubemap being used by the light
1057 static rtexture_t *r_shadow_lightcubemap;
1058
1059 // this is the location of the eye in entity space
1060 static vec3_t r_shadow_entityeyeorigin;
1061 // this is the location of the light in entity space
1062 static vec3_t r_shadow_entitylightorigin;
1063 // this transforms entity coordinates to light filter cubemap coordinates
1064 // (also often used for other purposes)
1065 static matrix4x4_t r_shadow_entitytolight;
1066 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1067 // of attenuation texturing in full 3D (Z result often ignored)
1068 static matrix4x4_t r_shadow_entitytoattenuationxyz;
1069 // this transforms only the Z to S, and T is always 0.5
1070 static matrix4x4_t r_shadow_entitytoattenuationz;
1071 // rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
1072 static vec3_t r_shadow_entitylightcolor;
1073
1074 static int r_shadow_lightpermutation;
1075 static int r_shadow_lightprog;
1076
1077 void R_Shadow_Stage_Begin(void)
1078 {
1079         rmeshstate_t m;
1080
1081         R_Shadow_ValidateCvars();
1082
1083         if (!r_shadow_attenuation2dtexture
1084          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1085          || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1086          || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1087                 R_Shadow_MakeTextures();
1088
1089         memset(&m, 0, sizeof(m));
1090         GL_BlendFunc(GL_ONE, GL_ZERO);
1091         GL_DepthMask(false);
1092         GL_DepthTest(true);
1093         R_Mesh_State(&m);
1094         GL_Color(0, 0, 0, 1);
1095         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1096         qglEnable(GL_CULL_FACE);
1097         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1098         r_shadowstage = R_SHADOWSTAGE_NONE;
1099 }
1100
1101 void R_Shadow_Stage_ActiveLight(rtlight_t *rtlight)
1102 {
1103         r_shadow_rtlight = rtlight;
1104 }
1105
1106 void R_Shadow_Stage_Reset(void)
1107 {
1108         rmeshstate_t m;
1109         if (gl_support_stenciltwoside)
1110                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1111         if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
1112         {
1113                 qglUseProgramObjectARB(0);
1114                 // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering in 6xxx drivers
1115                 qglBegin(GL_TRIANGLES);
1116                 qglEnd();
1117                 CHECKGLERROR
1118         }
1119         memset(&m, 0, sizeof(m));
1120         R_Mesh_State(&m);
1121 }
1122
1123 void R_Shadow_Stage_StencilShadowVolumes(void)
1124 {
1125         R_Shadow_Stage_Reset();
1126         GL_Color(1, 1, 1, 1);
1127         GL_ColorMask(0, 0, 0, 0);
1128         GL_BlendFunc(GL_ONE, GL_ZERO);
1129         GL_DepthMask(false);
1130         GL_DepthTest(true);
1131         qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1132         //if (r_shadow_shadow_polygonoffset.value != 0)
1133         //{
1134         //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1135         //      qglEnable(GL_POLYGON_OFFSET_FILL);
1136         //}
1137         //else
1138         //      qglDisable(GL_POLYGON_OFFSET_FILL);
1139         qglDepthFunc(GL_LESS);
1140         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1141         qglEnable(GL_STENCIL_TEST);
1142         qglStencilFunc(GL_ALWAYS, 128, ~0);
1143         if (gl_ext_stenciltwoside.integer)
1144         {
1145                 r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE;
1146                 qglDisable(GL_CULL_FACE);
1147                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1148                 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1149                 qglStencilMask(~0);
1150                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1151                 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1152                 qglStencilMask(~0);
1153                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1154         }
1155         else
1156         {
1157                 r_shadowstage = R_SHADOWSTAGE_STENCIL;
1158                 qglEnable(GL_CULL_FACE);
1159                 qglStencilMask(~0);
1160                 // this is changed by every shadow render so its value here is unimportant
1161                 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1162         }
1163         GL_Clear(GL_STENCIL_BUFFER_BIT);
1164         c_rt_clears++;
1165 }
1166
1167 void R_Shadow_Stage_Lighting(int stenciltest)
1168 {
1169         rmeshstate_t m;
1170         R_Shadow_Stage_Reset();
1171         GL_BlendFunc(GL_ONE, GL_ONE);
1172         GL_DepthMask(false);
1173         GL_DepthTest(true);
1174         qglPolygonOffset(0, 0);
1175         //qglDisable(GL_POLYGON_OFFSET_FILL);
1176         GL_Color(1, 1, 1, 1);
1177         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1178         qglDepthFunc(GL_EQUAL);
1179         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1180         qglEnable(GL_CULL_FACE);
1181         if (r_shadowstage == R_SHADOWSTAGE_STENCIL || r_shadowstage == R_SHADOWSTAGE_STENCILTWOSIDE)
1182                 qglEnable(GL_STENCIL_TEST);
1183         else
1184                 qglDisable(GL_STENCIL_TEST);
1185         qglStencilMask(~0);
1186         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1187         // only draw light where this geometry was already rendered AND the
1188         // stencil is 128 (values other than this mean shadow)
1189         qglStencilFunc(GL_EQUAL, 128, ~0);
1190         if (r_shadow_glsl.integer && r_shadow_program_light[0])
1191         {
1192                 r_shadowstage = R_SHADOWSTAGE_LIGHT_GLSL;
1193                 memset(&m, 0, sizeof(m));
1194                 m.pointer_vertex = varray_vertex3f;
1195                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1196                 m.pointer_texcoord3f[1] = varray_svector3f;
1197                 m.pointer_texcoord3f[2] = varray_tvector3f;
1198                 m.pointer_texcoord3f[3] = varray_normal3f;
1199                 m.tex[0] = R_GetTexture(r_texture_blanknormalmap); // normal
1200                 m.tex[1] = R_GetTexture(r_texture_white); // diffuse
1201                 m.tex[2] = R_GetTexture(r_texture_white); // gloss
1202                 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter
1203                 // TODO: support fog (after renderer is converted to texture fog)
1204                 m.tex[4] = R_GetTexture(r_texture_white); // fog
1205                 //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
1206                 R_Mesh_State(&m);
1207                 GL_BlendFunc(GL_ONE, GL_ONE);
1208                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1209                 CHECKGLERROR
1210                 r_shadow_lightpermutation = 0;
1211                 // only add a feature to the permutation if that permutation exists
1212                 // (otherwise it might end up not using a shader at all, which looks
1213                 // worse than using less features)
1214                 if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1215                         r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1216                 //if (fog && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1217                 //      r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1218                 if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1219                         r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1220                 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1221                         r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1222                 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1223                         r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1224                 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1225                         r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1226                 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1227                 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1228                 // TODO: support fog (after renderer is converted to texture fog)
1229                 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1230                 {
1231                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), 0);CHECKGLERROR
1232                 }
1233                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1234                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1235                 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1236                 {
1237                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1238                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
1239                 }
1240                 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1241                 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
1242                 //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1243                 //{
1244                 //      qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
1245                 //}
1246                 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1247                 {
1248                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1249                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1250                 }
1251         }
1252         else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1253                 r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3;
1254         else
1255                 r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX;
1256 }
1257
1258 void R_Shadow_Stage_VisibleShadowVolumes(void)
1259 {
1260         R_Shadow_Stage_Reset();
1261         GL_BlendFunc(GL_ONE, GL_ONE);
1262         GL_DepthMask(false);
1263         GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1264         qglPolygonOffset(0, 0);
1265         GL_Color(0.0, 0.0125, 0.1, 1);
1266         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1267         qglDepthFunc(GL_GEQUAL);
1268         qglCullFace(GL_FRONT); // this culls back
1269         qglDisable(GL_CULL_FACE);
1270         qglDisable(GL_STENCIL_TEST);
1271         r_shadowstage = R_SHADOWSTAGE_VISIBLEVOLUMES;
1272 }
1273
1274 void R_Shadow_Stage_VisibleLighting(int stenciltest)
1275 {
1276         R_Shadow_Stage_Reset();
1277         GL_BlendFunc(GL_ONE, GL_ONE);
1278         GL_DepthMask(false);
1279         GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1280         qglPolygonOffset(0, 0);
1281         GL_Color(0.1, 0.0125, 0, 1);
1282         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1283         qglDepthFunc(GL_EQUAL);
1284         qglCullFace(GL_FRONT); // this culls back
1285         qglEnable(GL_CULL_FACE);
1286         if (stenciltest)
1287                 qglEnable(GL_STENCIL_TEST);
1288         else
1289                 qglDisable(GL_STENCIL_TEST);
1290         r_shadowstage = R_SHADOWSTAGE_VISIBLELIGHTING;
1291 }
1292
1293 void R_Shadow_Stage_End(void)
1294 {
1295         R_Shadow_Stage_Reset();
1296         R_Shadow_Stage_ActiveLight(NULL);
1297         GL_BlendFunc(GL_ONE, GL_ZERO);
1298         GL_DepthMask(true);
1299         GL_DepthTest(true);
1300         qglPolygonOffset(0, 0);
1301         //qglDisable(GL_POLYGON_OFFSET_FILL);
1302         GL_Color(1, 1, 1, 1);
1303         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1304         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1305         qglDepthFunc(GL_LEQUAL);
1306         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1307         qglDisable(GL_STENCIL_TEST);
1308         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1309         if (gl_support_stenciltwoside)
1310                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1311         qglStencilMask(~0);
1312         qglStencilFunc(GL_ALWAYS, 128, ~0);
1313         r_shadowstage = R_SHADOWSTAGE_NONE;
1314 }
1315
1316 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1317 {
1318         int i, ix1, iy1, ix2, iy2;
1319         float x1, y1, x2, y2;
1320         vec4_t v, v2;
1321         rmesh_t mesh;
1322         mplane_t planes[11];
1323         float vertex3f[256*3];
1324
1325         // if view is inside the light box, just say yes it's visible
1326         if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1327         {
1328                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1329                 return false;
1330         }
1331
1332         // create a temporary brush describing the area the light can affect in worldspace
1333         VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1334         VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1335         VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1336         VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1337         VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1338         VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
1339         VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
1340         VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
1341         VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
1342         VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
1343         VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
1344
1345         // turn the brush into a mesh
1346         memset(&mesh, 0, sizeof(rmesh_t));
1347         mesh.maxvertices = 256;
1348         mesh.vertex3f = vertex3f;
1349         mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1350         R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1351
1352         // if that mesh is empty, the light is not visible at all
1353         if (!mesh.numvertices)
1354                 return true;
1355
1356         if (!r_shadow_scissor.integer)
1357                 return false;
1358
1359         // if that mesh is not empty, check what area of the screen it covers
1360         x1 = y1 = x2 = y2 = 0;
1361         v[3] = 1.0f;
1362         for (i = 0;i < mesh.numvertices;i++)
1363         {
1364                 VectorCopy(mesh.vertex3f + i * 3, v);
1365                 GL_TransformToScreen(v, v2);
1366                 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
1367                 if (i)
1368                 {
1369                         if (x1 > v2[0]) x1 = v2[0];
1370                         if (x2 < v2[0]) x2 = v2[0];
1371                         if (y1 > v2[1]) y1 = v2[1];
1372                         if (y2 < v2[1]) y2 = v2[1];
1373                 }
1374                 else
1375                 {
1376                         x1 = x2 = v2[0];
1377                         y1 = y2 = v2[1];
1378                 }
1379         }
1380
1381         // now convert the scissor rectangle to integer screen coordinates
1382         ix1 = x1 - 1.0f;
1383         iy1 = y1 - 1.0f;
1384         ix2 = x2 + 1.0f;
1385         iy2 = y2 + 1.0f;
1386         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1387
1388         // clamp it to the screen
1389         if (ix1 < r_view_x) ix1 = r_view_x;
1390         if (iy1 < r_view_y) iy1 = r_view_y;
1391         if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1392         if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1393
1394         // if it is inside out, it's not visible
1395         if (ix2 <= ix1 || iy2 <= iy1)
1396                 return true;
1397
1398         // the light area is visible, set up the scissor rectangle
1399         GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1400         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1401         //qglEnable(GL_SCISSOR_TEST);
1402         c_rt_scissored++;
1403         return false;
1404 }
1405
1406 static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
1407 {
1408         float *color4f = varray_color4f;
1409         float dist, dot, intensity, v[3], n[3];
1410         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1411         {
1412                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1413                 if ((dist = DotProduct(v, v)) < 1)
1414                 {
1415                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1416                         if ((dot = DotProduct(n, v)) > 0)
1417                         {
1418                                 dist = sqrt(dist);
1419                                 intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1420                                 intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1421                                 VectorScale(lightcolor, intensity, color4f);
1422                                 color4f[3] = 1;
1423                         }
1424                         else
1425                         {
1426                                 VectorClear(color4f);
1427                                 color4f[3] = 1;
1428                         }
1429                 }
1430                 else
1431                 {
1432                         VectorClear(color4f);
1433                         color4f[3] = 1;
1434                 }
1435         }
1436 }
1437
1438 static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
1439 {
1440         float *color4f = varray_color4f;
1441         float dist, dot, intensity, v[3], n[3];
1442         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1443         {
1444                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1445                 if ((dist = fabs(v[2])) < 1)
1446                 {
1447                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1448                         if ((dot = DotProduct(n, v)) > 0)
1449                         {
1450                                 intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1451                                 intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1452                                 VectorScale(lightcolor, intensity, color4f);
1453                                 color4f[3] = 1;
1454                         }
1455                         else
1456                         {
1457                                 VectorClear(color4f);
1458                                 color4f[3] = 1;
1459                         }
1460                 }
1461                 else
1462                 {
1463                         VectorClear(color4f);
1464                         color4f[3] = 1;
1465                 }
1466         }
1467 }
1468
1469 static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
1470 {
1471         float *color4f = varray_color4f;
1472         float dot, intensity, v[3], n[3];
1473         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1474         {
1475                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1476                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1477                 if ((dot = DotProduct(n, v)) > 0)
1478                 {
1479                         intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1480                         VectorScale(lightcolor, intensity, color4f);
1481                         color4f[3] = 1;
1482                 }
1483                 else
1484                 {
1485                         VectorClear(color4f);
1486                         color4f[3] = 1;
1487                 }
1488         }
1489 }
1490
1491 static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor)
1492 {
1493         float *color4f = varray_color4f;
1494         float dist, intensity, v[3];
1495         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1496         {
1497                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1498                 if ((dist = DotProduct(v, v)) < 1)
1499                 {
1500                         dist = sqrt(dist);
1501                         intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1502                         VectorScale(lightcolor, intensity, color4f);
1503                         color4f[3] = 1;
1504                 }
1505                 else
1506                 {
1507                         VectorClear(color4f);
1508                         color4f[3] = 1;
1509                 }
1510         }
1511 }
1512
1513 static void R_Shadow_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor)
1514 {
1515         float *color4f = varray_color4f;
1516         float dist, intensity, v[3];
1517         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1518         {
1519                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1520                 if ((dist = fabs(v[2])) < 1)
1521                 {
1522                         intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1523                         VectorScale(lightcolor, intensity, color4f);
1524                         color4f[3] = 1;
1525                 }
1526                 else
1527                 {
1528                         VectorClear(color4f);
1529                         color4f[3] = 1;
1530                 }
1531         }
1532 }
1533
1534 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1535 #define USETEXMATRIX
1536
1537 #ifndef USETEXMATRIX
1538 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1539 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1540 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1541 {
1542         do
1543         {
1544                 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1545                 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1546                 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1547                 vertex3f += 3;
1548                 tc3f += 3;
1549         }
1550         while (--numverts);
1551 }
1552
1553 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1554 {
1555         do
1556         {
1557                 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1558                 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1559                 vertex3f += 3;
1560                 tc2f += 2;
1561         }
1562         while (--numverts);
1563 }
1564 #endif
1565
1566 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1567 {
1568         int i;
1569         float lightdir[3];
1570         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1571         {
1572                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1573                 // the cubemap normalizes this for us
1574                 out3f[0] = DotProduct(svector3f, lightdir);
1575                 out3f[1] = DotProduct(tvector3f, lightdir);
1576                 out3f[2] = DotProduct(normal3f, lightdir);
1577         }
1578 }
1579
1580 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1581 {
1582         int i;
1583         float lightdir[3], eyedir[3], halfdir[3];
1584         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1585         {
1586                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1587                 VectorNormalize(lightdir);
1588                 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1589                 VectorNormalize(eyedir);
1590                 VectorAdd(lightdir, eyedir, halfdir);
1591                 // the cubemap normalizes this for us
1592                 out3f[0] = DotProduct(svector3f, halfdir);
1593                 out3f[1] = DotProduct(tvector3f, halfdir);
1594                 out3f[2] = DotProduct(normal3f, halfdir);
1595         }
1596 }
1597
1598 void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, float specularscale)
1599 {
1600         rmeshstate_t m;
1601         GL_Color(0.1, 0.025, 0, 1);
1602         memset(&m, 0, sizeof(m));
1603         m.pointer_vertex = vertex3f;
1604         R_Mesh_State(&m);
1605         GL_LockArrays(firstvertex, numvertices);
1606         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1607         GL_LockArrays(0, 0);
1608 }
1609
1610 void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, float specularscale)
1611 {
1612         // GLSL shader path (GFFX5200, Radeon 9500)
1613         // TODO: add direct pants/shirt rendering
1614         if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
1615                 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
1616         if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
1617                 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
1618         R_Mesh_VertexPointer(vertex3f);
1619         R_Mesh_TexCoordPointer(0, 2, texcoord2f);
1620         R_Mesh_TexCoordPointer(1, 3, svector3f);
1621         R_Mesh_TexCoordPointer(2, 3, tvector3f);
1622         R_Mesh_TexCoordPointer(3, 3, normal3f);
1623         R_Mesh_TexBind(0, R_GetTexture(bumptexture));
1624         R_Mesh_TexBind(1, R_GetTexture(basetexture));
1625         R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1626         if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1627         {
1628                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1629         }
1630         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1631         GL_LockArrays(firstvertex, numvertices);
1632         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1633         c_rt_lightmeshes++;
1634         c_rt_lighttris += numtriangles;
1635         GL_LockArrays(0, 0);
1636 }
1637
1638 void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, float specularscale)
1639 {
1640         int renders;
1641         float color2[3], colorscale;
1642         rmeshstate_t m;
1643         // TODO: add direct pants/shirt rendering
1644         if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
1645                 R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
1646         if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
1647                 R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
1648         if (r_shadow_rtlight->ambientscale)
1649         {
1650                 GL_Color(1,1,1,1);
1651                 colorscale = r_shadow_rtlight->ambientscale;
1652                 // colorscale accounts for how much we multiply the brightness
1653                 // during combine.
1654                 //
1655                 // mult is how many times the final pass of the lighting will be
1656                 // performed to get more brightness than otherwise possible.
1657                 //
1658                 // Limit mult to 64 for sanity sake.
1659                 if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1660                 {
1661                         // 3 3D combine path (Geforce3, Radeon 8500)
1662                         memset(&m, 0, sizeof(m));
1663                         m.pointer_vertex = vertex3f;
1664                         m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1665 #ifdef USETEXMATRIX
1666                         m.pointer_texcoord3f[0] = vertex3f;
1667                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1668 #else
1669                         m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1670                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1671 #endif
1672                         m.tex[1] = R_GetTexture(basetexture);
1673                         m.pointer_texcoord[1] = texcoord2f;
1674                         m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
1675 #ifdef USETEXMATRIX
1676                         m.pointer_texcoord3f[2] = vertex3f;
1677                         m.texmatrix[2] = r_shadow_entitytolight;
1678 #else
1679                         m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1680                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
1681 #endif
1682                         GL_BlendFunc(GL_ONE, GL_ONE);
1683                 }
1684                 else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1685                 {
1686                         // 2 3D combine path (Geforce3, original Radeon)
1687                         memset(&m, 0, sizeof(m));
1688                         m.pointer_vertex = vertex3f;
1689                         m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1690 #ifdef USETEXMATRIX
1691                         m.pointer_texcoord3f[0] = vertex3f;
1692                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1693 #else
1694                         m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1695                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1696 #endif
1697                         m.tex[1] = R_GetTexture(basetexture);
1698                         m.pointer_texcoord[1] = texcoord2f;
1699                         GL_BlendFunc(GL_ONE, GL_ONE);
1700                 }
1701                 else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
1702                 {
1703                         // 4 2D combine path (Geforce3, Radeon 8500)
1704                         memset(&m, 0, sizeof(m));
1705                         m.pointer_vertex = vertex3f;
1706                         m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1707 #ifdef USETEXMATRIX
1708                         m.pointer_texcoord3f[0] = vertex3f;
1709                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1710 #else
1711                         m.pointer_texcoord[0] = varray_texcoord2f[0];
1712                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1713 #endif
1714                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1715 #ifdef USETEXMATRIX
1716                         m.pointer_texcoord3f[1] = vertex3f;
1717                         m.texmatrix[1] = r_shadow_entitytoattenuationz;
1718 #else
1719                         m.pointer_texcoord[1] = varray_texcoord2f[1];
1720                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
1721 #endif
1722                         m.tex[2] = R_GetTexture(basetexture);
1723                         m.pointer_texcoord[2] = texcoord2f;
1724                         if (r_shadow_lightcubemap != r_texture_whitecube)
1725                         {
1726                                 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
1727 #ifdef USETEXMATRIX
1728                                 m.pointer_texcoord3f[3] = vertex3f;
1729                                 m.texmatrix[3] = r_shadow_entitytolight;
1730 #else
1731                                 m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1732                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
1733 #endif
1734                         }
1735                         GL_BlendFunc(GL_ONE, GL_ONE);
1736                 }
1737                 else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
1738                 {
1739                         // 3 2D combine path (Geforce3, original Radeon)
1740                         memset(&m, 0, sizeof(m));
1741                         m.pointer_vertex = vertex3f;
1742                         m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1743 #ifdef USETEXMATRIX
1744                         m.pointer_texcoord3f[0] = vertex3f;
1745                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1746 #else
1747                         m.pointer_texcoord[0] = varray_texcoord2f[0];
1748                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1749 #endif
1750                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1751 #ifdef USETEXMATRIX
1752                         m.pointer_texcoord3f[1] = vertex3f;
1753                         m.texmatrix[1] = r_shadow_entitytoattenuationz;
1754 #else
1755                         m.pointer_texcoord[1] = varray_texcoord2f[1];
1756                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
1757 #endif
1758                         m.tex[2] = R_GetTexture(basetexture);
1759                         m.pointer_texcoord[2] = texcoord2f;
1760                         GL_BlendFunc(GL_ONE, GL_ONE);
1761                 }
1762                 else
1763                 {
1764                         // 2/2/2 2D combine path (any dot3 card)
1765                         memset(&m, 0, sizeof(m));
1766                         m.pointer_vertex = vertex3f;
1767                         m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1768 #ifdef USETEXMATRIX
1769                         m.pointer_texcoord3f[0] = vertex3f;
1770                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1771 #else
1772                         m.pointer_texcoord[0] = varray_texcoord2f[0];
1773                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1774 #endif
1775                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1776 #ifdef USETEXMATRIX
1777                         m.pointer_texcoord3f[1] = vertex3f;
1778                         m.texmatrix[1] = r_shadow_entitytoattenuationz;
1779 #else
1780                         m.pointer_texcoord[1] = varray_texcoord2f[1];
1781                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
1782 #endif
1783                         R_Mesh_State(&m);
1784                         GL_ColorMask(0,0,0,1);
1785                         GL_BlendFunc(GL_ONE, GL_ZERO);
1786                         GL_LockArrays(firstvertex, numvertices);
1787                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1788                         GL_LockArrays(0, 0);
1789                         c_rt_lightmeshes++;
1790                         c_rt_lighttris += numtriangles;
1791
1792                         memset(&m, 0, sizeof(m));
1793                         m.pointer_vertex = vertex3f;
1794                         m.tex[0] = R_GetTexture(basetexture);
1795                         m.pointer_texcoord[0] = texcoord2f;
1796                         if (r_shadow_lightcubemap != r_texture_whitecube)
1797                         {
1798                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1799 #ifdef USETEXMATRIX
1800                                 m.pointer_texcoord3f[1] = vertex3f;
1801                                 m.texmatrix[1] = r_shadow_entitytolight;
1802 #else
1803                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1804                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
1805 #endif
1806                         }
1807                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1808                 }
1809                 // this final code is shared
1810                 R_Mesh_State(&m);
1811                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1812                 VectorScale(lightcolorbase, colorscale, color2);
1813                 GL_LockArrays(firstvertex, numvertices);
1814                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1815                 {
1816                         GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1817                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1818                         c_rt_lightmeshes++;
1819                         c_rt_lighttris += numtriangles;
1820                 }
1821                 GL_LockArrays(0, 0);
1822         }
1823         if (r_shadow_rtlight->diffusescale)
1824         {
1825                 GL_Color(1,1,1,1);
1826                 colorscale = r_shadow_rtlight->diffusescale;
1827                 // colorscale accounts for how much we multiply the brightness
1828                 // during combine.
1829                 //
1830                 // mult is how many times the final pass of the lighting will be
1831                 // performed to get more brightness than otherwise possible.
1832                 //
1833                 // Limit mult to 64 for sanity sake.
1834                 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1835                 {
1836                         // 3/2 3D combine path (Geforce3, Radeon 8500)
1837                         memset(&m, 0, sizeof(m));
1838                         m.pointer_vertex = vertex3f;
1839                         m.tex[0] = R_GetTexture(bumptexture);
1840                         m.texcombinergb[0] = GL_REPLACE;
1841                         m.pointer_texcoord[0] = texcoord2f;
1842                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1843                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1844                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1845                         R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
1846                         m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1847 #ifdef USETEXMATRIX
1848                         m.pointer_texcoord3f[2] = vertex3f;
1849                         m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1850 #else
1851                         m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1852                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1853 #endif
1854                         R_Mesh_State(&m);
1855                         GL_ColorMask(0,0,0,1);
1856                         GL_BlendFunc(GL_ONE, GL_ZERO);
1857                         GL_LockArrays(firstvertex, numvertices);
1858                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1859                         GL_LockArrays(0, 0);
1860                         c_rt_lightmeshes++;
1861                         c_rt_lighttris += numtriangles;
1862
1863                         memset(&m, 0, sizeof(m));
1864                         m.pointer_vertex = vertex3f;
1865                         m.tex[0] = R_GetTexture(basetexture);
1866                         m.pointer_texcoord[0] = texcoord2f;
1867                         if (r_shadow_lightcubemap != r_texture_whitecube)
1868                         {
1869                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1870 #ifdef USETEXMATRIX
1871                                 m.pointer_texcoord3f[1] = vertex3f;
1872                                 m.texmatrix[1] = r_shadow_entitytolight;
1873 #else
1874                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1875                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
1876 #endif
1877                         }
1878                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1879                 }
1880                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
1881                 {
1882                         // 1/2/2 3D combine path (original Radeon)
1883                         memset(&m, 0, sizeof(m));
1884                         m.pointer_vertex = vertex3f;
1885                         m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1886 #ifdef USETEXMATRIX
1887                         m.pointer_texcoord3f[0] = vertex3f;
1888                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1889 #else
1890                         m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1891                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1892 #endif
1893                         R_Mesh_State(&m);
1894                         GL_ColorMask(0,0,0,1);
1895                         GL_BlendFunc(GL_ONE, GL_ZERO);
1896                         GL_LockArrays(firstvertex, numvertices);
1897                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1898                         GL_LockArrays(0, 0);
1899                         c_rt_lightmeshes++;
1900                         c_rt_lighttris += numtriangles;
1901
1902                         memset(&m, 0, sizeof(m));
1903                         m.pointer_vertex = vertex3f;
1904                         m.tex[0] = R_GetTexture(bumptexture);
1905                         m.texcombinergb[0] = GL_REPLACE;
1906                         m.pointer_texcoord[0] = texcoord2f;
1907                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1908                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1909                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1910                         R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
1911                         R_Mesh_State(&m);
1912                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1913                         GL_LockArrays(firstvertex, numvertices);
1914                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1915                         GL_LockArrays(0, 0);
1916                         c_rt_lightmeshes++;
1917                         c_rt_lighttris += numtriangles;
1918
1919                         memset(&m, 0, sizeof(m));
1920                         m.pointer_vertex = vertex3f;
1921                         m.tex[0] = R_GetTexture(basetexture);
1922                         m.pointer_texcoord[0] = texcoord2f;
1923                         if (r_shadow_lightcubemap != r_texture_whitecube)
1924                         {
1925                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1926 #ifdef USETEXMATRIX
1927                                 m.pointer_texcoord3f[1] = vertex3f;
1928                                 m.texmatrix[1] = r_shadow_entitytolight;
1929 #else
1930                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1931                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
1932 #endif
1933                         }
1934                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1935                 }
1936                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
1937                 {
1938                         // 2/2 3D combine path (original Radeon)
1939                         memset(&m, 0, sizeof(m));
1940                         m.pointer_vertex = vertex3f;
1941                         m.tex[0] = R_GetTexture(bumptexture);
1942                         m.texcombinergb[0] = GL_REPLACE;
1943                         m.pointer_texcoord[0] = texcoord2f;
1944                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1945                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1946                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1947                         R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
1948                         R_Mesh_State(&m);
1949                         GL_ColorMask(0,0,0,1);
1950                         GL_BlendFunc(GL_ONE, GL_ZERO);
1951                         GL_LockArrays(firstvertex, numvertices);
1952                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1953                         GL_LockArrays(0, 0);
1954                         c_rt_lightmeshes++;
1955                         c_rt_lighttris += numtriangles;
1956
1957                         memset(&m, 0, sizeof(m));
1958                         m.pointer_vertex = vertex3f;
1959                         m.tex[0] = R_GetTexture(basetexture);
1960                         m.pointer_texcoord[0] = texcoord2f;
1961                         m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1962 #ifdef USETEXMATRIX
1963                         m.pointer_texcoord3f[1] = vertex3f;
1964                         m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1965 #else
1966                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1967                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1968 #endif
1969                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1970                 }
1971                 else if (r_textureunits.integer >= 4)
1972                 {
1973                         // 4/2 2D combine path (Geforce3, Radeon 8500)
1974                         memset(&m, 0, sizeof(m));
1975                         m.pointer_vertex = vertex3f;
1976                         m.tex[0] = R_GetTexture(bumptexture);
1977                         m.texcombinergb[0] = GL_REPLACE;
1978                         m.pointer_texcoord[0] = texcoord2f;
1979                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1980                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1981                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1982                         R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
1983                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1984 #ifdef USETEXMATRIX
1985                         m.pointer_texcoord3f[2] = vertex3f;
1986                         m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1987 #else
1988                         m.pointer_texcoord[2] = varray_texcoord2f[2];
1989                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1990 #endif
1991                         m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
1992 #ifdef USETEXMATRIX
1993                         m.pointer_texcoord3f[3] = vertex3f;
1994                         m.texmatrix[3] = r_shadow_entitytoattenuationz;
1995 #else
1996                         m.pointer_texcoord[3] = varray_texcoord2f[3];
1997                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
1998 #endif
1999                         R_Mesh_State(&m);
2000                         GL_ColorMask(0,0,0,1);
2001                         GL_BlendFunc(GL_ONE, GL_ZERO);
2002                         GL_LockArrays(firstvertex, numvertices);
2003                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2004                         GL_LockArrays(0, 0);
2005                         c_rt_lightmeshes++;
2006                         c_rt_lighttris += numtriangles;
2007
2008                         memset(&m, 0, sizeof(m));
2009                         m.pointer_vertex = vertex3f;
2010                         m.tex[0] = R_GetTexture(basetexture);
2011                         m.pointer_texcoord[0] = texcoord2f;
2012                         if (r_shadow_lightcubemap != r_texture_whitecube)
2013                         {
2014                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2015 #ifdef USETEXMATRIX
2016                                 m.pointer_texcoord3f[1] = vertex3f;
2017                                 m.texmatrix[1] = r_shadow_entitytolight;
2018 #else
2019                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2020                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2021 #endif
2022                         }
2023                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2024                 }
2025                 else
2026                 {
2027                         // 2/2/2 2D combine path (any dot3 card)
2028                         memset(&m, 0, sizeof(m));
2029                         m.pointer_vertex = vertex3f;
2030                         m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2031 #ifdef USETEXMATRIX
2032                         m.pointer_texcoord3f[0] = vertex3f;
2033                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2034 #else
2035                         m.pointer_texcoord[0] = varray_texcoord2f[0];
2036                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2037 #endif
2038                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2039 #ifdef USETEXMATRIX
2040                         m.pointer_texcoord3f[1] = vertex3f;
2041                         m.texmatrix[1] = r_shadow_entitytoattenuationz;
2042 #else
2043                         m.pointer_texcoord[1] = varray_texcoord2f[1];
2044                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2045 #endif
2046                         R_Mesh_State(&m);
2047                         GL_ColorMask(0,0,0,1);
2048                         GL_BlendFunc(GL_ONE, GL_ZERO);
2049                         GL_LockArrays(firstvertex, numvertices);
2050                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2051                         GL_LockArrays(0, 0);
2052                         c_rt_lightmeshes++;
2053                         c_rt_lighttris += numtriangles;
2054
2055                         memset(&m, 0, sizeof(m));
2056                         m.pointer_vertex = vertex3f;
2057                         m.tex[0] = R_GetTexture(bumptexture);
2058                         m.texcombinergb[0] = GL_REPLACE;
2059                         m.pointer_texcoord[0] = texcoord2f;
2060                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2061                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2062                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2063                         R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
2064                         R_Mesh_State(&m);
2065                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2066                         GL_LockArrays(firstvertex, numvertices);
2067                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2068                         GL_LockArrays(0, 0);
2069                         c_rt_lightmeshes++;
2070                         c_rt_lighttris += numtriangles;
2071
2072                         memset(&m, 0, sizeof(m));
2073                         m.pointer_vertex = vertex3f;
2074                         m.tex[0] = R_GetTexture(basetexture);
2075                         m.pointer_texcoord[0] = texcoord2f;
2076                         if (r_shadow_lightcubemap != r_texture_whitecube)
2077                         {
2078                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2079 #ifdef USETEXMATRIX
2080                                 m.pointer_texcoord3f[1] = vertex3f;
2081                                 m.texmatrix[1] = r_shadow_entitytolight;
2082 #else
2083                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2084                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2085 #endif
2086                         }
2087                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2088                 }
2089                 // this final code is shared
2090                 R_Mesh_State(&m);
2091                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2092                 VectorScale(lightcolorbase, colorscale, color2);
2093                 GL_LockArrays(firstvertex, numvertices);
2094                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2095                 {
2096                         GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2097                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2098                         c_rt_lightmeshes++;
2099                         c_rt_lighttris += numtriangles;
2100                 }
2101                 GL_LockArrays(0, 0);
2102         }
2103         if (specularscale && glosstexture != r_texture_black)
2104         {
2105                 // FIXME: detect blendsquare!
2106                 //if (gl_support_blendsquare)
2107                 {
2108                         colorscale = specularscale;
2109                         GL_Color(1,1,1,1);
2110                         if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2111                         {
2112                                 // 2/0/0/1/2 3D combine blendsquare path
2113                                 memset(&m, 0, sizeof(m));
2114                                 m.pointer_vertex = vertex3f;
2115                                 m.tex[0] = R_GetTexture(bumptexture);
2116                                 m.pointer_texcoord[0] = texcoord2f;
2117                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2118                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2119                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2120                                 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2121                                 R_Mesh_State(&m);
2122                                 GL_ColorMask(0,0,0,1);
2123                                 // this squares the result
2124                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2125                                 GL_LockArrays(firstvertex, numvertices);
2126                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2127                                 GL_LockArrays(0, 0);
2128                                 c_rt_lightmeshes++;
2129                                 c_rt_lighttris += numtriangles;
2130
2131                                 memset(&m, 0, sizeof(m));
2132                                 m.pointer_vertex = vertex3f;
2133                                 R_Mesh_State(&m);
2134                                 GL_LockArrays(firstvertex, numvertices);
2135                                 // square alpha in framebuffer a few times to make it shiny
2136                                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2137                                 // these comments are a test run through this math for intensity 0.5
2138                                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2139                                 // 0.25 * 0.25 = 0.0625 (this is another pass)
2140                                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2141                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2142                                 c_rt_lightmeshes++;
2143                                 c_rt_lighttris += numtriangles;
2144                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2145                                 c_rt_lightmeshes++;
2146                                 c_rt_lighttris += numtriangles;
2147                                 GL_LockArrays(0, 0);
2148
2149                                 memset(&m, 0, sizeof(m));
2150                                 m.pointer_vertex = vertex3f;
2151                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2152 #ifdef USETEXMATRIX
2153                                 m.pointer_texcoord3f[0] = vertex3f;
2154                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2155 #else
2156                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2157                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2158 #endif
2159                                 R_Mesh_State(&m);
2160                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2161                                 GL_LockArrays(firstvertex, numvertices);
2162                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2163                                 GL_LockArrays(0, 0);
2164                                 c_rt_lightmeshes++;
2165                                 c_rt_lighttris += numtriangles;
2166
2167                                 memset(&m, 0, sizeof(m));
2168                                 m.pointer_vertex = vertex3f;
2169                                 m.tex[0] = R_GetTexture(glosstexture);
2170                                 m.pointer_texcoord[0] = texcoord2f;
2171                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2172                                 {
2173                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2174 #ifdef USETEXMATRIX
2175                                         m.pointer_texcoord3f[1] = vertex3f;
2176                                         m.texmatrix[1] = r_shadow_entitytolight;
2177 #else
2178                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2179                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2180 #endif
2181                                 }
2182                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2183                         }
2184                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2185                         {
2186                                 // 2/0/0/2 3D combine blendsquare path
2187                                 memset(&m, 0, sizeof(m));
2188                                 m.pointer_vertex = vertex3f;
2189                                 m.tex[0] = R_GetTexture(bumptexture);
2190                                 m.pointer_texcoord[0] = texcoord2f;
2191                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2192                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2193                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2194                                 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2195                                 R_Mesh_State(&m);
2196                                 GL_ColorMask(0,0,0,1);
2197                                 // this squares the result
2198                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2199                                 GL_LockArrays(firstvertex, numvertices);
2200                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2201                                 GL_LockArrays(0, 0);
2202                                 c_rt_lightmeshes++;
2203                                 c_rt_lighttris += numtriangles;
2204
2205                                 memset(&m, 0, sizeof(m));
2206                                 m.pointer_vertex = vertex3f;
2207                                 R_Mesh_State(&m);
2208                                 GL_LockArrays(firstvertex, numvertices);
2209                                 // square alpha in framebuffer a few times to make it shiny
2210                                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2211                                 // these comments are a test run through this math for intensity 0.5
2212                                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2213                                 // 0.25 * 0.25 = 0.0625 (this is another pass)
2214                                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2215                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2216                                 c_rt_lightmeshes++;
2217                                 c_rt_lighttris += numtriangles;
2218                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2219                                 c_rt_lightmeshes++;
2220                                 c_rt_lighttris += numtriangles;
2221                                 GL_LockArrays(0, 0);
2222
2223                                 memset(&m, 0, sizeof(m));
2224                                 m.pointer_vertex = vertex3f;
2225                                 m.tex[0] = R_GetTexture(glosstexture);
2226                                 m.pointer_texcoord[0] = texcoord2f;
2227                                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2228 #ifdef USETEXMATRIX
2229                                 m.pointer_texcoord3f[1] = vertex3f;
2230                                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2231 #else
2232                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2233                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2234 #endif
2235                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2236                         }
2237                         else
2238                         {
2239                                 // 2/0/0/2/2 2D combine blendsquare path
2240                                 memset(&m, 0, sizeof(m));
2241                                 m.pointer_vertex = vertex3f;
2242                                 m.tex[0] = R_GetTexture(bumptexture);
2243                                 m.pointer_texcoord[0] = texcoord2f;
2244                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2245                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2246                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2247                                 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2248                                 R_Mesh_State(&m);
2249                                 GL_ColorMask(0,0,0,1);
2250                                 // this squares the result
2251                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2252                                 GL_LockArrays(firstvertex, numvertices);
2253                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2254                                 GL_LockArrays(0, 0);
2255                                 c_rt_lightmeshes++;
2256                                 c_rt_lighttris += numtriangles;
2257
2258                                 memset(&m, 0, sizeof(m));
2259                                 m.pointer_vertex = vertex3f;
2260                                 R_Mesh_State(&m);
2261                                 GL_LockArrays(firstvertex, numvertices);
2262                                 // square alpha in framebuffer a few times to make it shiny
2263                                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2264                                 // these comments are a test run through this math for intensity 0.5
2265                                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2266                                 // 0.25 * 0.25 = 0.0625 (this is another pass)
2267                                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2268                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2269                                 c_rt_lightmeshes++;
2270                                 c_rt_lighttris += numtriangles;
2271                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2272                                 c_rt_lightmeshes++;
2273                                 c_rt_lighttris += numtriangles;
2274                                 GL_LockArrays(0, 0);
2275
2276                                 memset(&m, 0, sizeof(m));
2277                                 m.pointer_vertex = vertex3f;
2278                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2279 #ifdef USETEXMATRIX
2280                                 m.pointer_texcoord3f[0] = vertex3f;
2281                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2282 #else
2283                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2284                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2285 #endif
2286                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2287 #ifdef USETEXMATRIX
2288                                 m.pointer_texcoord3f[1] = vertex3f;
2289                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2290 #else
2291                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2292                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2293 #endif
2294                                 R_Mesh_State(&m);
2295                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2296                                 GL_LockArrays(firstvertex, numvertices);
2297                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2298                                 GL_LockArrays(0, 0);
2299                                 c_rt_lightmeshes++;
2300                                 c_rt_lighttris += numtriangles;
2301
2302                                 memset(&m, 0, sizeof(m));
2303                                 m.pointer_vertex = vertex3f;
2304                                 m.tex[0] = R_GetTexture(glosstexture);
2305                                 m.pointer_texcoord[0] = texcoord2f;
2306                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2307                                 {
2308                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2309 #ifdef USETEXMATRIX
2310                                         m.pointer_texcoord3f[1] = vertex3f;
2311                                         m.texmatrix[1] = r_shadow_entitytolight;
2312 #else
2313                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2314                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2315 #endif
2316                                 }
2317                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2318                         }
2319                         R_Mesh_State(&m);
2320                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2321                         VectorScale(lightcolorbase, colorscale, color2);
2322                         GL_LockArrays(firstvertex, numvertices);
2323                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2324                         {
2325                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2326                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2327                                 c_rt_lightmeshes++;
2328                                 c_rt_lighttris += numtriangles;
2329                         }
2330                         GL_LockArrays(0, 0);
2331                 }
2332         }
2333 }
2334
2335 void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, float specularscale)
2336 {
2337         int renders;
2338         float color[3], color2[3];
2339         rmeshstate_t m;
2340         // TODO: add direct pants/shirt rendering
2341         if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
2342                 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
2343         if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
2344                 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
2345         if (r_shadow_rtlight->ambientscale)
2346         {
2347                 GL_BlendFunc(GL_ONE, GL_ONE);
2348                 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
2349                 memset(&m, 0, sizeof(m));
2350                 m.pointer_vertex = vertex3f;
2351                 m.tex[0] = R_GetTexture(basetexture);
2352                 m.pointer_texcoord[0] = texcoord2f;
2353                 if (r_textureunits.integer >= 2)
2354                 {
2355                         // voodoo2
2356                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2357 #ifdef USETEXMATRIX
2358                         m.pointer_texcoord3f[1] = vertex3f;
2359                         m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2360 #else
2361                         m.pointer_texcoord[1] = varray_texcoord2f[1];
2362                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2363 #endif
2364                         if (r_textureunits.integer >= 3)
2365                         {
2366                                 // Geforce3/Radeon class but not using dot3
2367                                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2368 #ifdef USETEXMATRIX
2369                                 m.pointer_texcoord3f[2] = vertex3f;
2370                                 m.texmatrix[2] = r_shadow_entitytoattenuationz;
2371 #else
2372                                 m.pointer_texcoord[2] = varray_texcoord2f[2];
2373                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2374 #endif
2375                         }
2376                 }
2377                 if (r_textureunits.integer >= 3)
2378                         m.pointer_color = NULL;
2379                 else
2380                         m.pointer_color = varray_color4f;
2381                 R_Mesh_State(&m);
2382                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2383                 {
2384                         color[0] = bound(0, color2[0], 1);
2385                         color[1] = bound(0, color2[1], 1);
2386                         color[2] = bound(0, color2[2], 1);
2387                         if (r_textureunits.integer >= 3)
2388                                 GL_Color(color[0], color[1], color[2], 1);
2389                         else if (r_textureunits.integer >= 2)
2390                                 R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
2391                         else
2392                                 R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
2393                         GL_LockArrays(firstvertex, numvertices);
2394                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2395                         GL_LockArrays(0, 0);
2396                         c_rt_lightmeshes++;
2397                         c_rt_lighttris += numtriangles;
2398                 }
2399         }
2400         if (r_shadow_rtlight->diffusescale)
2401         {
2402                 GL_BlendFunc(GL_ONE, GL_ONE);
2403                 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2);
2404                 memset(&m, 0, sizeof(m));
2405                 m.pointer_vertex = vertex3f;
2406                 m.pointer_color = varray_color4f;
2407                 m.tex[0] = R_GetTexture(basetexture);
2408                 m.pointer_texcoord[0] = texcoord2f;
2409                 if (r_textureunits.integer >= 2)
2410                 {
2411                         // voodoo2
2412                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2413 #ifdef USETEXMATRIX
2414                         m.pointer_texcoord3f[1] = vertex3f;
2415                         m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2416 #else
2417                         m.pointer_texcoord[1] = varray_texcoord2f[1];
2418                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2419 #endif
2420                         if (r_textureunits.integer >= 3)
2421                         {
2422                                 // Geforce3/Radeon class but not using dot3
2423                                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2424 #ifdef USETEXMATRIX
2425                                 m.pointer_texcoord3f[2] = vertex3f;
2426                                 m.texmatrix[2] = r_shadow_entitytoattenuationz;
2427 #else
2428                                 m.pointer_texcoord[2] = varray_texcoord2f[2];
2429                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2430 #endif
2431                         }
2432                 }
2433                 R_Mesh_State(&m);
2434                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2435                 {
2436                         color[0] = bound(0, color2[0], 1);
2437                         color[1] = bound(0, color2[1], 1);
2438                         color[2] = bound(0, color2[2], 1);
2439                         if (r_textureunits.integer >= 3)
2440                                 R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
2441                         else if (r_textureunits.integer >= 2)
2442                                 R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
2443                         else
2444                                 R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
2445                         GL_LockArrays(firstvertex, numvertices);
2446                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2447                         GL_LockArrays(0, 0);
2448                         c_rt_lightmeshes++;
2449                         c_rt_lighttris += numtriangles;
2450                 }
2451         }
2452 }
2453
2454 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, float specularscale)
2455 {
2456         // FIXME: support MATERIALFLAG_NODEPTHTEST
2457         switch (r_shadowstage)
2458         {
2459         case R_SHADOWSTAGE_VISIBLELIGHTING:
2460                 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, pantstexture, shirttexture, bumptexture, glosstexture, specularscale);
2461                 break;
2462         case R_SHADOWSTAGE_LIGHT_GLSL:
2463                 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, pantstexture, shirttexture, bumptexture, glosstexture, specularscale);
2464                 break;
2465         case R_SHADOWSTAGE_LIGHT_DOT3:
2466                 R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, pantstexture, shirttexture, bumptexture, glosstexture, specularscale);
2467                 break;
2468         case R_SHADOWSTAGE_LIGHT_VERTEX:
2469                 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, pantstexture, shirttexture, bumptexture, glosstexture, specularscale);
2470                 break;
2471         default:
2472                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadowstage %i\n", r_shadowstage);
2473                 break;
2474         }
2475 }
2476
2477 void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
2478 {
2479         int j, k;
2480         float scale;
2481         R_RTLight_Uncompile(rtlight);
2482         memset(rtlight, 0, sizeof(*rtlight));
2483
2484         VectorCopy(light->origin, rtlight->shadoworigin);
2485         VectorCopy(light->color, rtlight->color);
2486         rtlight->radius = light->radius;
2487         //rtlight->cullradius = rtlight->radius;
2488         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2489         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2490         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2491         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2492         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2493         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2494         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2495         rtlight->cubemapname[0] = 0;
2496         if (light->cubemapname[0])
2497                 strcpy(rtlight->cubemapname, light->cubemapname);
2498         else if (light->cubemapnum > 0)
2499                 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2500         rtlight->shadow = light->shadow;
2501         rtlight->corona = light->corona;
2502         rtlight->style = light->style;
2503         rtlight->isstatic = isstatic;
2504         rtlight->coronasizescale = light->coronasizescale;
2505         rtlight->ambientscale = light->ambientscale;
2506         rtlight->diffusescale = light->diffusescale;
2507         rtlight->specularscale = light->specularscale;
2508         rtlight->flags = light->flags;
2509         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2510         // ConcatScale won't work here because this needs to scale rotate and
2511         // translate, not just rotate
2512         scale = 1.0f / rtlight->radius;
2513         for (k = 0;k < 3;k++)
2514                 for (j = 0;j < 4;j++)
2515                         rtlight->matrix_worldtolight.m[k][j] *= scale;
2516
2517         rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2518         rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2519         VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2520         rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2521 }
2522
2523 // compiles rtlight geometry
2524 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2525 void R_RTLight_Compile(rtlight_t *rtlight)
2526 {
2527         int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2528         entity_render_t *ent = r_refdef.worldentity;
2529         model_t *model = r_refdef.worldmodel;
2530         qbyte *data;
2531
2532         // compile the light
2533         rtlight->compiled = true;
2534         rtlight->static_numleafs = 0;
2535         rtlight->static_numleafpvsbytes = 0;
2536         rtlight->static_leaflist = NULL;
2537         rtlight->static_leafpvs = NULL;
2538         rtlight->static_numsurfaces = 0;
2539         rtlight->static_surfacelist = NULL;
2540         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2541         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2542         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2543         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2544         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2545         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2546
2547         if (model && model->GetLightInfo)
2548         {
2549                 // this variable must be set for the CompileShadowVolume code
2550                 r_shadow_compilingrtlight = rtlight;
2551                 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2552                 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);
2553                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2554                 data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2555                 rtlight->static_numleafs = numleafs;
2556                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2557                 rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs;
2558                 rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes;
2559                 rtlight->static_numsurfaces = numsurfaces;
2560                 rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces;
2561                 if (numleafs)
2562                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2563                 if (numleafpvsbytes)
2564                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2565                 if (numsurfaces)
2566                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2567                 if (model->CompileShadowVolume && rtlight->shadow)
2568                         model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2569                 // now we're done compiling the rtlight
2570                 r_shadow_compilingrtlight = NULL;
2571         }
2572
2573
2574         // use smallest available cullradius - box radius or light radius
2575         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2576         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2577
2578         shadowmeshes = 0;
2579         shadowtris = 0;
2580         if (rtlight->static_meshchain_shadow)
2581         {
2582                 shadowmesh_t *mesh;
2583                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2584                 {
2585                         shadowmeshes++;
2586                         shadowtris += mesh->numtriangles;
2587                 }
2588         }
2589
2590         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);
2591 }
2592
2593 void R_RTLight_Uncompile(rtlight_t *rtlight)
2594 {
2595         if (rtlight->compiled)
2596         {
2597                 if (rtlight->static_meshchain_shadow)
2598                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2599                 rtlight->static_meshchain_shadow = NULL;
2600                 // these allocations are grouped
2601                 if (rtlight->static_leaflist)
2602                         Mem_Free(rtlight->static_leaflist);
2603                 rtlight->static_numleafs = 0;
2604                 rtlight->static_numleafpvsbytes = 0;
2605                 rtlight->static_leaflist = NULL;
2606                 rtlight->static_leafpvs = NULL;
2607                 rtlight->static_numsurfaces = 0;
2608                 rtlight->static_surfacelist = NULL;
2609                 rtlight->compiled = false;
2610         }
2611 }
2612
2613 void R_Shadow_UncompileWorldLights(void)
2614 {
2615         dlight_t *light;
2616         for (light = r_shadow_worldlightchain;light;light = light->next)
2617                 R_RTLight_Uncompile(&light->rtlight);
2618 }
2619
2620 void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2621 {
2622         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2623         vec_t relativeshadowradius;
2624         if (ent == r_refdef.worldentity)
2625         {
2626                 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2627                 {
2628                         shadowmesh_t *mesh;
2629                         R_Mesh_Matrix(&ent->matrix);
2630                         for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2631                         {
2632                                 R_Mesh_VertexPointer(mesh->vertex3f);
2633                                 GL_LockArrays(0, mesh->numverts);
2634                                 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
2635                                 {
2636                                         // decrement stencil if backface is behind depthbuffer
2637                                         qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2638                                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2639                                         R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2640                                         c_rtcached_shadowmeshes++;
2641                                         c_rtcached_shadowtris += mesh->numtriangles;
2642                                         // increment stencil if frontface is behind depthbuffer
2643                                         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2644                                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2645                                 }
2646                                 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2647                                 c_rtcached_shadowmeshes++;
2648                                 c_rtcached_shadowtris += mesh->numtriangles;
2649                                 GL_LockArrays(0, 0);
2650                         }
2651                 }
2652                 else if (numsurfaces)
2653                 {
2654                         R_Mesh_Matrix(&ent->matrix);
2655                         ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
2656                 }
2657         }
2658         else
2659         {
2660                 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin);
2661                 relativeshadowradius = rtlight->radius / ent->scale;
2662                 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2663                 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2664                 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2665                 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2666                 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2667                 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2668                 R_Mesh_Matrix(&ent->matrix);
2669                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2670         }
2671 }
2672
2673 void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolorbase, int numsurfaces, int *surfacelist)
2674 {
2675         // set up properties for rendering light onto this entity
2676         r_shadow_entitylightcolor[0] = lightcolorbase[0] * ent->colormod[0] * ent->alpha;
2677         r_shadow_entitylightcolor[1] = lightcolorbase[1] * ent->colormod[1] * ent->alpha;
2678         r_shadow_entitylightcolor[2] = lightcolorbase[2] * ent->colormod[2] * ent->alpha;
2679         Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
2680         Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2681         Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2682         Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, r_shadow_entitylightorigin);
2683         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2684         R_Mesh_Matrix(&ent->matrix);
2685         if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
2686         {
2687                 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_lightcubemap));
2688                 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2689                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
2690                 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
2691                 {
2692                         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
2693                 }
2694         }
2695         if (ent == r_refdef.worldentity)
2696                 ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
2697         else
2698                 ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist);
2699 }
2700
2701 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2702 {
2703         int i, usestencil;
2704         float f;
2705         vec3_t lightcolor;
2706         int numleafs, numsurfaces;
2707         int *leaflist, *surfacelist;
2708         qbyte *leafpvs;
2709         int numlightentities;
2710         int numshadowentities;
2711         entity_render_t *lightentities[MAX_EDICTS];
2712         entity_render_t *shadowentities[MAX_EDICTS];
2713
2714         // skip lights that don't light (corona only lights)
2715         if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f))
2716                 return;
2717
2718         f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2719         VectorScale(rtlight->color, f, lightcolor);
2720         if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
2721                 return;
2722         /*
2723         if (rtlight->selected)
2724         {
2725                 f = 2 + sin(realtime * M_PI * 4.0);
2726                 VectorScale(lightcolor, f, lightcolor);
2727         }
2728         */
2729
2730         // loading is done before visibility checks because loading should happen
2731         // all at once at the start of a level, not when it stalls gameplay.
2732         // (especially important to benchmarks)
2733         // compile light
2734         if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2735                 R_RTLight_Compile(rtlight);
2736         // load cubemap
2737         r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2738
2739         // if the light box is offscreen, skip it
2740         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2741                 return;
2742
2743         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2744         {
2745                 // compiled light, world available and can receive realtime lighting
2746                 // retrieve leaf information
2747                 numleafs = rtlight->static_numleafs;
2748                 leaflist = rtlight->static_leaflist;
2749                 leafpvs = rtlight->static_leafpvs;
2750                 numsurfaces = rtlight->static_numsurfaces;
2751                 surfacelist = rtlight->static_surfacelist;
2752         }
2753         else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2754         {
2755                 // dynamic light, world available and can receive realtime lighting
2756                 // calculate lit surfaces and leafs
2757                 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2758                 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);
2759                 leaflist = r_shadow_buffer_leaflist;
2760                 leafpvs = r_shadow_buffer_leafpvs;
2761                 surfacelist = r_shadow_buffer_surfacelist;
2762                 // if the reduced leaf bounds are offscreen, skip it
2763                 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2764                         return;
2765         }
2766         else
2767         {
2768                 // no world
2769                 numleafs = 0;
2770                 leaflist = NULL;
2771                 leafpvs = NULL;
2772                 numsurfaces = 0;
2773                 surfacelist = NULL;
2774         }
2775         // check if light is illuminating any visible leafs
2776         if (numleafs)
2777         {
2778                 for (i = 0;i < numleafs;i++)
2779                         if (r_worldleafvisible[leaflist[i]])
2780                                 break;
2781                 if (i == numleafs)
2782                         return;
2783         }
2784         // set up a scissor rectangle for this light
2785         if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2786                 return;
2787
2788         numlightentities = 0;
2789         if (numsurfaces)
2790                 lightentities[numlightentities++] = r_refdef.worldentity;
2791         numshadowentities = 0;
2792         if (numsurfaces)
2793                 shadowentities[numshadowentities++] = r_refdef.worldentity;
2794         if (r_drawentities.integer)
2795         {
2796                 for (i = 0;i < r_refdef.numentities;i++)
2797                 {
2798                         entity_render_t *ent = r_refdef.entities[i];
2799                         if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2800                          && ent->model
2801                          && !(ent->flags & RENDER_TRANSPARENT)
2802                          && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2803                         {
2804                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2805                                 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2806                                         shadowentities[numshadowentities++] = ent;
2807                                 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2808                                         lightentities[numlightentities++] = ent;
2809                         }
2810                 }
2811         }
2812
2813         // return if there's nothing at all to light
2814         if (!numlightentities)
2815                 return;
2816
2817         R_Shadow_Stage_ActiveLight(rtlight);
2818         c_rt_lights++;
2819
2820         usestencil = false;
2821         if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2822         {
2823                 usestencil = true;
2824                 R_Shadow_Stage_StencilShadowVolumes();
2825                 for (i = 0;i < numshadowentities;i++)
2826                         R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2827         }
2828
2829         if (numlightentities && !visible)
2830         {
2831                 R_Shadow_Stage_Lighting(usestencil);
2832                 for (i = 0;i < numlightentities;i++)
2833                         R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2834         }
2835
2836         if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2837         {
2838                 R_Shadow_Stage_VisibleShadowVolumes();
2839                 for (i = 0;i < numshadowentities;i++)
2840                         R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2841         }
2842
2843         if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
2844         {
2845                 R_Shadow_Stage_VisibleLighting(usestencil);
2846                 for (i = 0;i < numlightentities;i++)
2847                         R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2848         }
2849 }
2850
2851 void R_ShadowVolumeLighting(qboolean visible)
2852 {
2853         int lnum, flag;
2854         dlight_t *light;
2855
2856         if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2857                 R_Shadow_EditLights_Reload_f();
2858
2859         R_Shadow_Stage_Begin();
2860
2861         flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2862         if (r_shadow_debuglight.integer >= 0)
2863         {
2864                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2865                         if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2866                                 R_DrawRTLight(&light->rtlight, visible);
2867         }
2868         else
2869                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2870                         if (light->flags & flag)
2871                                 R_DrawRTLight(&light->rtlight, visible);
2872         if (r_rtdlight)
2873                 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
2874                         R_DrawRTLight(&light->rtlight, visible);
2875
2876         R_Shadow_Stage_End();
2877 }
2878
2879 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2880 typedef struct suffixinfo_s
2881 {
2882         char *suffix;
2883         qboolean flipx, flipy, flipdiagonal;
2884 }
2885 suffixinfo_t;
2886 static suffixinfo_t suffix[3][6] =
2887 {
2888         {
2889                 {"px",   false, false, false},
2890                 {"nx",   false, false, false},
2891                 {"py",   false, false, false},
2892                 {"ny",   false, false, false},
2893                 {"pz",   false, false, false},
2894                 {"nz",   false, false, false}
2895         },
2896         {
2897                 {"posx", false, false, false},
2898                 {"negx", false, false, false},
2899                 {"posy", false, false, false},
2900                 {"negy", false, false, false},
2901                 {"posz", false, false, false},
2902                 {"negz", false, false, false}
2903         },
2904         {
2905                 {"rt",    true, false,  true},
2906                 {"lf",   false,  true,  true},
2907                 {"ft",    true,  true, false},
2908                 {"bk",   false, false, false},
2909                 {"up",    true, false,  true},
2910                 {"dn",    true, false,  true}
2911         }
2912 };
2913
2914 static int componentorder[4] = {0, 1, 2, 3};
2915
2916 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2917 {
2918         int i, j, cubemapsize;
2919         qbyte *cubemappixels, *image_rgba;
2920         rtexture_t *cubemaptexture;
2921         char name[256];
2922         // must start 0 so the first loadimagepixels has no requested width/height
2923         cubemapsize = 0;
2924         cubemappixels = NULL;
2925         cubemaptexture = NULL;
2926         // keep trying different suffix groups (posx, px, rt) until one loads
2927         for (j = 0;j < 3 && !cubemappixels;j++)
2928         {
2929                 // load the 6 images in the suffix group
2930                 for (i = 0;i < 6;i++)
2931                 {
2932                         // generate an image name based on the base and and suffix
2933                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2934                         // load it
2935                         if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2936                         {
2937                                 // an image loaded, make sure width and height are equal
2938                                 if (image_width == image_height)
2939                                 {
2940                                         // if this is the first image to load successfully, allocate the cubemap memory
2941                                         if (!cubemappixels && image_width >= 1)
2942                                         {
2943                                                 cubemapsize = image_width;
2944                                                 // note this clears to black, so unavailable sides are black
2945                                                 cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2946                                         }
2947                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2948                                         if (cubemappixels)
2949                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2950                                 }
2951                                 else
2952                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2953                                 // free the image
2954                                 Mem_Free(image_rgba);
2955                         }
2956                 }
2957         }
2958         // if a cubemap loaded, upload it
2959         if (cubemappixels)
2960         {
2961                 if (!r_shadow_filters_texturepool)
2962                         r_shadow_filters_texturepool = R_AllocTexturePool();
2963                 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
2964                 Mem_Free(cubemappixels);
2965         }
2966         else
2967         {
2968                 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
2969                 for (j = 0;j < 3;j++)
2970                         for (i = 0;i < 6;i++)
2971                                 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2972                 Con_Print(" and was unable to find any of them.\n");
2973         }
2974         return cubemaptexture;
2975 }
2976
2977 rtexture_t *R_Shadow_Cubemap(const char *basename)
2978 {
2979         int i;
2980         for (i = 0;i < numcubemaps;i++)
2981                 if (!strcasecmp(cubemaps[i].basename, basename))
2982                         return cubemaps[i].texture;
2983         if (i >= MAX_CUBEMAPS)
2984                 return r_texture_whitecube;
2985         numcubemaps++;
2986         strcpy(cubemaps[i].basename, basename);
2987         cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
2988         if (!cubemaps[i].texture)
2989                 cubemaps[i].texture = r_texture_whitecube;
2990         return cubemaps[i].texture;
2991 }
2992
2993 void R_Shadow_FreeCubemaps(void)
2994 {
2995         numcubemaps = 0;
2996         R_FreeTexturePool(&r_shadow_filters_texturepool);
2997 }
2998
2999 dlight_t *R_Shadow_NewWorldLight(void)
3000 {
3001         dlight_t *light;
3002         light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3003         light->next = r_shadow_worldlightchain;
3004         r_shadow_worldlightchain = light;
3005         return light;
3006 }
3007
3008 void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
3009 {
3010         VectorCopy(origin, light->origin);
3011         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3012         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3013         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3014         light->color[0] = max(color[0], 0);
3015         light->color[1] = max(color[1], 0);
3016         light->color[2] = max(color[2], 0);
3017         light->radius = max(radius, 0);
3018         light->style = style;
3019         if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3020         {
3021                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3022                 light->style = 0;
3023         }
3024         light->shadow = shadowenable;
3025         light->corona = corona;
3026         if (!cubemapname)
3027                 cubemapname = "";
3028         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3029         light->coronasizescale = coronasizescale;
3030         light->ambientscale = ambientscale;
3031         light->diffusescale = diffusescale;
3032         light->specularscale = specularscale;
3033         light->flags = flags;
3034         Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3035
3036         R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
3037 }
3038
3039 void R_Shadow_FreeWorldLight(dlight_t *light)
3040 {
3041         dlight_t **lightpointer;
3042         R_RTLight_Uncompile(&light->rtlight);
3043         for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3044         if (*lightpointer != light)
3045                 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
3046         *lightpointer = light->next;
3047         Mem_Free(light);
3048 }
3049
3050 void R_Shadow_ClearWorldLights(void)
3051 {
3052         while (r_shadow_worldlightchain)
3053                 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3054         r_shadow_selectedlight = NULL;
3055         R_Shadow_FreeCubemaps();
3056 }
3057
3058 void R_Shadow_SelectLight(dlight_t *light)
3059 {
3060         if (r_shadow_selectedlight)
3061                 r_shadow_selectedlight->selected = false;
3062         r_shadow_selectedlight = light;
3063         if (r_shadow_selectedlight)
3064                 r_shadow_selectedlight->selected = true;
3065 }
3066
3067 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
3068 {
3069         float scale = r_editlights_cursorgrid.value * 0.5f;
3070         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3071 }
3072
3073 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
3074 {
3075         float intensity;
3076         const dlight_t *light;
3077         light = calldata1;
3078         intensity = 0.5;
3079         if (light->selected)
3080                 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3081         if (!light->shadow)
3082                 intensity *= 0.5f;
3083         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3084 }
3085
3086 void R_Shadow_DrawLightSprites(void)
3087 {
3088         int i;
3089         cachepic_t *pic;
3090         dlight_t *light;
3091
3092         for (i = 0;i < 5;i++)
3093         {
3094                 lighttextures[i] = NULL;
3095                 if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1), true)))
3096                         lighttextures[i] = pic->tex;
3097         }
3098
3099         for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3100                 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, i % 5);
3101         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
3102 }
3103
3104 void R_Shadow_SelectLightInView(void)
3105 {
3106         float bestrating, rating, temp[3];
3107         dlight_t *best, *light;
3108         best = NULL;
3109         bestrating = 0;
3110         for (light = r_shadow_worldlightchain;light;light = light->next)
3111         {
3112                 VectorSubtract(light->origin, r_vieworigin, temp);
3113                 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3114                 if (rating >= 0.95)
3115                 {
3116                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3117                         if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3118                         {
3119                                 bestrating = rating;
3120                                 best = light;
3121                         }
3122                 }
3123         }
3124         R_Shadow_SelectLight(best);
3125 }
3126
3127 void R_Shadow_LoadWorldLights(void)
3128 {
3129         int n, a, style, shadow, flags;
3130         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3131         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3132         if (r_refdef.worldmodel == NULL)
3133         {
3134                 Con_Print("No map loaded.\n");
3135                 return;
3136         }
3137         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3138         strlcat (name, ".rtlights", sizeof (name));
3139         lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3140         if (lightsstring)
3141         {
3142                 s = lightsstring;
3143                 n = 0;
3144                 while (*s)
3145                 {
3146                         t = s;
3147                         /*
3148                         shadow = true;
3149                         for (;COM_Parse(t, true) && strcmp(
3150                         if (COM_Parse(t, true))
3151                         {
3152                                 if (com_token[0] == '!')
3153                                 {
3154                                         shadow = false;
3155                                         origin[0] = atof(com_token+1);
3156                                 }
3157                                 else
3158                                         origin[0] = atof(com_token);
3159                                 if (Com_Parse(t
3160                         }
3161                         */
3162                         t = s;
3163                         while (*s && *s != '\n' && *s != '\r')
3164                                 s++;
3165                         if (!*s)
3166                                 break;
3167                         tempchar = *s;
3168                         shadow = true;
3169                         // check for modifier flags
3170                         if (*t == '!')
3171                         {
3172                                 shadow = false;
3173                                 t++;
3174                         }
3175                         *s = 0;
3176                         a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
3177                         *s = tempchar;
3178                         if (a < 18)
3179                                 flags = LIGHTFLAG_REALTIMEMODE;
3180                         if (a < 17)
3181                                 specularscale = 1;
3182                         if (a < 16)
3183                                 diffusescale = 1;
3184                         if (a < 15)
3185                                 ambientscale = 0;
3186                         if (a < 14)
3187                                 coronasizescale = 0.25f;
3188                         if (a < 13)
3189                                 VectorClear(angles);
3190                         if (a < 10)
3191                                 corona = 0;
3192                         if (a < 9 || !strcmp(cubemapname, "\"\""))
3193                                 cubemapname[0] = 0;
3194                         // remove quotes on cubemapname
3195                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3196                         {
3197                                 cubemapname[strlen(cubemapname)-1] = 0;
3198                                 strcpy(cubemapname, cubemapname + 1);
3199                         }
3200                         if (a < 8)
3201                         {
3202                                 Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
3203                                 break;
3204                         }
3205                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3206                         if (*s == '\r')
3207                                 s++;
3208                         if (*s == '\n')
3209                                 s++;
3210                         n++;
3211                 }
3212                 if (*s)
3213                         Con_Printf("invalid rtlights file \"%s\"\n", name);
3214                 Mem_Free(lightsstring);
3215         }
3216 }
3217
3218 void R_Shadow_SaveWorldLights(void)
3219 {
3220         dlight_t *light;
3221         size_t bufchars, bufmaxchars;
3222         char *buf, *oldbuf;
3223         char name[MAX_QPATH];
3224         char line[1024];
3225         if (!r_shadow_worldlightchain)
3226                 return;
3227         if (r_refdef.worldmodel == NULL)
3228         {
3229                 Con_Print("No map loaded.\n");
3230                 return;
3231         }
3232         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3233         strlcat (name, ".rtlights", sizeof (name));
3234         bufchars = bufmaxchars = 0;
3235         buf = NULL;
3236         for (light = r_shadow_worldlightchain;light;light = light->next)
3237         {
3238                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3239                         sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
3240                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3241                         sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
3242                 else
3243                         sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
3244                 if (bufchars + strlen(line) > bufmaxchars)
3245                 {
3246                         bufmaxchars = bufchars + strlen(line) + 2048;
3247                         oldbuf = buf;
3248                         buf = Mem_Alloc(tempmempool, bufmaxchars);
3249                         if (oldbuf)
3250                         {
3251                                 if (bufchars)
3252                                         memcpy(buf, oldbuf, bufchars);
3253                                 Mem_Free(oldbuf);
3254                         }
3255                 }
3256                 if (strlen(line))
3257                 {
3258                         memcpy(buf + bufchars, line, strlen(line));
3259                         bufchars += strlen(line);
3260                 }
3261         }
3262         if (bufchars)
3263                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3264         if (buf)
3265                 Mem_Free(buf);
3266 }
3267
3268 void R_Shadow_LoadLightsFile(void)
3269 {
3270         int n, a, style;
3271         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3272         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3273         if (r_refdef.worldmodel == NULL)
3274         {
3275                 Con_Print("No map loaded.\n");
3276                 return;
3277         }
3278         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3279         strlcat (name, ".lights", sizeof (name));
3280         lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3281         if (lightsstring)
3282         {
3283                 s = lightsstring;
3284                 n = 0;
3285                 while (*s)
3286                 {
3287                         t = s;
3288                         while (*s && *s != '\n' && *s != '\r')
3289                                 s++;
3290                         if (!*s)
3291                                 break;
3292                         tempchar = *s;
3293                         *s = 0;
3294                         a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style);
3295                         *s = tempchar;
3296                         if (a < 14)
3297                         {
3298                                 Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1);
3299                                 break;
3300                         }
3301                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3302                         radius = bound(15, radius, 4096);
3303                         VectorScale(color, (2.0f / (8388608.0f)), color);
3304                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3305                         if (*s == '\r')
3306                                 s++;
3307                         if (*s == '\n')
3308                                 s++;
3309                         n++;
3310                 }
3311                 if (*s)
3312                         Con_Printf("invalid lights file \"%s\"\n", name);
3313                 Mem_Free(lightsstring);
3314         }
3315 }
3316
3317 // tyrlite/hmap2 light types in the delay field
3318 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3319
3320 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3321 {
3322         int entnum, style, islight, skin, pflags, effects, type, n;
3323         char *entfiledata;
3324         const char *data;
3325         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3326         char key[256], value[1024];
3327
3328         if (r_refdef.worldmodel == NULL)
3329         {
3330                 Con_Print("No map loaded.\n");
3331                 return;
3332         }
3333         // try to load a .ent file first
3334         FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3335         strlcat (key, ".ent", sizeof (key));
3336         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true);
3337         // and if that is not found, fall back to the bsp file entity string
3338         if (!data)
3339                 data = r_refdef.worldmodel->brush.entities;
3340         if (!data)
3341                 return;
3342         for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3343         {
3344                 type = LIGHTTYPE_MINUSX;
3345                 origin[0] = origin[1] = origin[2] = 0;
3346                 originhack[0] = originhack[1] = originhack[2] = 0;
3347                 angles[0] = angles[1] = angles[2] = 0;
3348                 color[0] = color[1] = color[2] = 1;
3349                 light[0] = light[1] = light[2] = 1;light[3] = 300;
3350                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3351                 fadescale = 1;
3352                 lightscale = 1;
3353                 style = 0;
3354                 skin = 0;
3355                 pflags = 0;
3356                 effects = 0;
3357                 islight = false;
3358                 while (1)
3359                 {
3360                         if (!COM_ParseToken(&data, false))
3361                                 break; // error
3362                         if (com_token[0] == '}')
3363                                 break; // end of entity
3364                         if (com_token[0] == '_')
3365                                 strcpy(key, com_token + 1);
3366                         else
3367                                 strcpy(key, com_token);
3368                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
3369                                 key[strlen(key)-1] = 0;
3370                         if (!COM_ParseToken(&data, false))
3371                                 break; // error
3372                         strcpy(value, com_token);
3373
3374                         // now that we have the key pair worked out...
3375                         if (!strcmp("light", key))
3376                         {
3377                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3378                                 if (n == 1)
3379                                 {
3380                                         // quake
3381                                         light[0] = vec[0] * (1.0f / 256.0f);
3382                                         light[1] = vec[0] * (1.0f / 256.0f);
3383                                         light[2] = vec[0] * (1.0f / 256.0f);
3384                                         light[3] = vec[0];
3385                                 }
3386                                 else if (n == 4)
3387                                 {
3388                                         // halflife
3389                                         light[0] = vec[0] * (1.0f / 255.0f);
3390                                         light[1] = vec[1] * (1.0f / 255.0f);
3391                                         light[2] = vec[2] * (1.0f / 255.0f);
3392                                         light[3] = vec[3];
3393                                 }
3394                         }
3395                         else if (!strcmp("delay", key))
3396                                 type = atoi(value);
3397                         else if (!strcmp("origin", key))
3398                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3399                         else if (!strcmp("angle", key))
3400                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3401                         else if (!strcmp("angles", key))
3402                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3403                         else if (!strcmp("color", key))
3404                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3405                         else if (!strcmp("wait", key))
3406                                 fadescale = atof(value);
3407                         else if (!strcmp("classname", key))
3408                         {
3409                                 if (!strncmp(value, "light", 5))
3410                                 {
3411                                         islight = true;
3412                                         if (!strcmp(value, "light_fluoro"))
3413                                         {
3414                                                 originhack[0] = 0;
3415                                                 originhack[1] = 0;
3416                                                 originhack[2] = 0;
3417                                                 overridecolor[0] = 1;
3418                                                 overridecolor[1] = 1;
3419                                                 overridecolor[2] = 1;
3420                                         }
3421                                         if (!strcmp(value, "light_fluorospark"))
3422                                         {
3423                                                 originhack[0] = 0;
3424                                                 originhack[1] = 0;
3425                                                 originhack[2] = 0;
3426                                                 overridecolor[0] = 1;
3427                                                 overridecolor[1] = 1;
3428                                                 overridecolor[2] = 1;
3429                                         }
3430                                         if (!strcmp(value, "light_globe"))
3431                                         {
3432                                                 originhack[0] = 0;
3433                                                 originhack[1] = 0;
3434                                                 originhack[2] = 0;
3435                                                 overridecolor[0] = 1;
3436                                                 overridecolor[1] = 0.8;
3437                                                 overridecolor[2] = 0.4;
3438                                         }
3439                                         if (!strcmp(value, "light_flame_large_yellow"))
3440                                         {
3441                                                 originhack[0] = 0;
3442                                                 originhack[1] = 0;
3443                                                 originhack[2] = 0;
3444                                                 overridecolor[0] = 1;
3445                                                 overridecolor[1] = 0.5;
3446                                                 overridecolor[2] = 0.1;
3447                                         }
3448                                         if (!strcmp(value, "light_flame_small_yellow"))
3449                                         {
3450                                                 originhack[0] = 0;
3451                                                 originhack[1] = 0;
3452                                                 originhack[2] = 0;
3453                                                 overridecolor[0] = 1;
3454                                                 overridecolor[1] = 0.5;
3455                                                 overridecolor[2] = 0.1;
3456                                         }
3457                                         if (!strcmp(value, "light_torch_small_white"))
3458                                         {
3459                                                 originhack[0] = 0;
3460                                                 originhack[1] = 0;
3461                                                 originhack[2] = 0;
3462                                                 overridecolor[0] = 1;
3463                                                 overridecolor[1] = 0.5;
3464                                                 overridecolor[2] = 0.1;
3465                                         }
3466                                         if (!strcmp(value, "light_torch_small_walltorch"))
3467                                         {
3468                                                 originhack[0] = 0;
3469                                                 originhack[1] = 0;
3470                                                 originhack[2] = 0;
3471                                                 overridecolor[0] = 1;
3472                                                 overridecolor[1] = 0.5;
3473                                                 overridecolor[2] = 0.1;