fe2e6af389819823b8006e676ebfdd3285a28405
[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_compilelight = {0, "r_shadow_realtime_world_compilelight", "1"};
214 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
215 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
216 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
217 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
218 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
219 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
220 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
221 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
222 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
223 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0"};
224 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"};
225 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"};
226 cvar_t r_shadow_glsl_geforcefxlowquality = {0, "r_shadow_glsl_geforcefxlowquality", "1"};
227 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1"};
228 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
229 cvar_t r_editlights = {0, "r_editlights", "0"};
230 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"};
231 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0"};
232 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"};
233 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"};
234 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
235
236 float r_shadow_attenpower, r_shadow_attenscale;
237
238 rtlight_t *r_shadow_compilingrtlight;
239 dlight_t *r_shadow_worldlightchain;
240 dlight_t *r_shadow_selectedlight;
241 dlight_t r_shadow_bufferlight;
242 vec3_t r_editlights_cursorlocation;
243
244 rtexture_t *lighttextures[5];
245
246 extern int con_vislines;
247
248 typedef struct cubemapinfo_s
249 {
250         char basename[64];
251         rtexture_t *texture;
252 }
253 cubemapinfo_t;
254
255 #define MAX_CUBEMAPS 256
256 static int numcubemaps;
257 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
258
259 #define SHADERPERMUTATION_SPECULAR (1<<0)
260 #define SHADERPERMUTATION_FOG (1<<1)
261 #define SHADERPERMUTATION_CUBEFILTER (1<<2)
262 #define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
263 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<4)
264 #define SHADERPERMUTATION_GEFORCEFX (1<<5)
265 #define SHADERPERMUTATION_COUNT (1<<6)
266
267 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
268
269 void R_Shadow_UncompileWorldLights(void);
270 void R_Shadow_ClearWorldLights(void);
271 void R_Shadow_SaveWorldLights(void);
272 void R_Shadow_LoadWorldLights(void);
273 void R_Shadow_LoadLightsFile(void);
274 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
275 void R_Shadow_EditLights_Reload_f(void);
276 void R_Shadow_ValidateCvars(void);
277 static void R_Shadow_MakeTextures(void);
278 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
279
280 const char *builtinshader_light_vert =
281 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
282 "// written by Forest 'LordHavoc' Hale\n"
283 "\n"
284 "uniform vec3 LightPosition;\n"
285 "\n"
286 "varying vec2 TexCoord;\n"
287 "varying vec3 CubeVector;\n"
288 "varying vec3 LightVector;\n"
289 "\n"
290 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
291 "uniform vec3 EyePosition;\n"
292 "varying vec3 EyeVector;\n"
293 "#endif\n"
294 "\n"
295 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
296 "\n"
297 "void main(void)\n"
298 "{\n"
299 "       // copy the surface texcoord\n"
300 "       TexCoord = gl_MultiTexCoord0.st;\n"
301 "\n"
302 "       // transform vertex position into light attenuation/cubemap space\n"
303 "       // (-1 to +1 across the light box)\n"
304 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
305 "\n"
306 "       // transform unnormalized light direction into tangent space\n"
307 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
308 "       //  normalize it per pixel)\n"
309 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
310 "       LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
311 "       LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
312 "       LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
313 "\n"
314 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
315 "       // transform unnormalized eye direction into tangent space\n"
316 "       vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
317 "       EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
318 "       EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
319 "       EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
320 "#endif\n"
321 "\n"
322 "       // transform vertex to camera space, using ftransform to match non-VS\n"
323 "       // rendering\n"
324 "       gl_Position = ftransform();\n"
325 "}\n"
326 ;
327
328 const char *builtinshader_light_frag =
329 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
330 "// written by Forest 'LordHavoc' Hale\n"
331 "\n"
332 "// use half floats on GEFORCEFX for math performance, otherwise don't\n"
333 "#ifndef GEFORCEFX\n"
334 "#define half float\n"
335 "#define hvec2 vec2\n"
336 "#define hvec3 vec3\n"
337 "#define hvec4 vec4\n"
338 "#endif\n"
339 "\n"
340 "uniform hvec3 LightColor;\n"
341 "#ifdef USEOFFSETMAPPING\n"
342 "uniform half OffsetMapping_Scale;\n"
343 "uniform half OffsetMapping_Bias;\n"
344 "#endif\n"
345 "#ifdef USESPECULAR\n"
346 "uniform half SpecularPower;\n"
347 "#endif\n"
348 "#ifdef USEFOG\n"
349 "uniform half FogRangeRecip;\n"
350 "#endif\n"
351 "uniform half AmbientScale;\n"
352 "uniform half DiffuseScale;\n"
353 "#ifdef USESPECULAR\n"
354 "uniform half SpecularScale;\n"
355 "#endif\n"
356 "\n"
357 "uniform sampler2D Texture_Normal;\n"
358 "uniform sampler2D Texture_Color;\n"
359 "#ifdef USESPECULAR\n"
360 "uniform sampler2D Texture_Gloss;\n"
361 "#endif\n"
362 "#ifdef USECUBEFILTER\n"
363 "uniform samplerCube Texture_Cube;\n"
364 "#endif\n"
365 "#ifdef USEFOG\n"
366 "uniform sampler2D Texture_FogMask;\n"
367 "#endif\n"
368 "\n"
369 "varying vec2 TexCoord;\n"
370 "varying vec3 CubeVector;\n"
371 "varying vec3 LightVector;\n"
372 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
373 "varying vec3 EyeVector;\n"
374 "#endif\n"
375 "\n"
376 "void main(void)\n"
377 "{\n"
378 "       // attenuation\n"
379 "       //\n"
380 "       // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
381 "       // center and sharp falloff at the edge, this is about the most efficient\n"
382 "       // we can get away with as far as providing illumination.\n"
383 "       //\n"
384 "       // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
385 "       // provide significant illumination, large = slow = pain.\n"
386 "       half colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
387 "\n"
388 "#ifdef USEFOG\n"
389 "       // apply fog\n"
390 "       colorscale *= texture2D(Texture_FogMask, hvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
391 "#endif\n"
392 "\n"
393 "#ifdef USEOFFSETMAPPING\n"
394 "       // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
395 "       hvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
396 "       hvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
397 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
398 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
399 "#define TexCoord TexCoordOffset\n"
400 "#endif\n"
401 "\n"
402 "       // get the surface normal\n"
403 "#ifdef SURFACENORMALIZE\n"
404 "       hvec3 surfacenormal = normalize(hvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
405 "#else\n"
406 "       hvec3 surfacenormal = -1.0 + 2.0 * hvec3(texture2D(Texture_Normal, TexCoord));\n"
407 "#endif\n"
408 "\n"
409 "       // calculate shading\n"
410 "       hvec3 diffusenormal = hvec3(normalize(LightVector));\n"
411 "       hvec3 color = hvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
412 "#ifdef USESPECULAR\n"
413 "       hvec3 specularnormal = hvec3(normalize(diffusenormal + hvec3(normalize(EyeVector))));\n"
414 "       color += hvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n"
415 "#endif\n"
416 "\n"
417 "#ifdef USECUBEFILTER\n"
418 "       // apply light cubemap filter\n"
419 "       color *= hvec3(textureCube(Texture_Cube, CubeVector));\n"
420 "#endif\n"
421 "\n"
422 "       // calculate fragment color (apply light color and attenuation/fog scaling)\n"
423 "       gl_FragColor = hvec4(color * LightColor * colorscale, 1);\n"
424 "}\n"
425 ;
426
427 void r_shadow_start(void)
428 {
429         int i;
430         // if not a GeForce FX, turn off the lowquality cvar
431         if (strncmp(gl_renderer, "GeForce FX ", strlen("GeForce FX ")))
432                 Cvar_SetValue("r_shadow_glsl_geforcefxlowquality", 0);
433         // allocate vertex processing arrays
434         numcubemaps = 0;
435         r_shadow_attenuation2dtexture = NULL;
436         r_shadow_attenuation3dtexture = NULL;
437         r_shadow_texturepool = NULL;
438         r_shadow_filters_texturepool = NULL;
439         R_Shadow_ValidateCvars();
440         R_Shadow_MakeTextures();
441         maxshadowelements = 0;
442         shadowelements = NULL;
443         maxvertexupdate = 0;
444         vertexupdate = NULL;
445         vertexremap = NULL;
446         vertexupdatenum = 0;
447         maxshadowmark = 0;
448         numshadowmark = 0;
449         shadowmark = NULL;
450         shadowmarklist = NULL;
451         shadowmarkcount = 0;
452         r_shadow_buffer_numleafpvsbytes = 0;
453         r_shadow_buffer_leafpvs = NULL;
454         r_shadow_buffer_leaflist = NULL;
455         r_shadow_buffer_numsurfacepvsbytes = 0;
456         r_shadow_buffer_surfacepvs = NULL;
457         r_shadow_buffer_surfacelist = NULL;
458         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
459                 r_shadow_program_light[i] = 0;
460         if (gl_support_fragment_shader)
461         {
462                 char *vertstring, *fragstring;
463                 int vertstrings_count;
464                 int fragstrings_count;
465                 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
466                 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
467                 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false);
468                 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false);
469                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
470                 {
471                         vertstrings_count = 0;
472                         fragstrings_count = 0;
473                         if (i & SHADERPERMUTATION_SPECULAR)
474                         {
475                                 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
476                                 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
477                         }
478                         if (i & SHADERPERMUTATION_FOG)
479                         {
480                                 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
481                                 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
482                         }
483                         if (i & SHADERPERMUTATION_CUBEFILTER)
484                         {
485                                 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
486                                 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
487                         }
488                         if (i & SHADERPERMUTATION_OFFSETMAPPING)
489                         {
490                                 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
491                                 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
492                         }
493                         if (i & SHADERPERMUTATION_SURFACENORMALIZE)
494                         {
495                                 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
496                                 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
497                         }
498                         if (i & SHADERPERMUTATION_GEFORCEFX)
499                         {
500                                 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
501                                 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
502                         }
503                         vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
504                         fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
505                         r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
506                         if (!r_shadow_program_light[i])
507                         {
508                                 Con_Printf("permutation %s %s %s %s %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");
509                                 continue;
510                         }
511                         qglUseProgramObjectARB(r_shadow_program_light[i]);
512                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
513                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
514                         if (i & SHADERPERMUTATION_SPECULAR)
515                         {
516                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
517                         }
518                         if (i & SHADERPERMUTATION_CUBEFILTER)
519                         {
520                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
521                         }
522                         if (i & SHADERPERMUTATION_FOG)
523                         {
524                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
525                         }
526                 }
527                 qglUseProgramObjectARB(0);
528                 if (fragstring)
529                         Mem_Free(fragstring);
530                 if (vertstring)
531                         Mem_Free(vertstring);
532         }
533 }
534
535 void r_shadow_shutdown(void)
536 {
537         int i;
538         R_Shadow_UncompileWorldLights();
539         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
540         {
541                 if (r_shadow_program_light[i])
542                 {
543                         GL_Backend_FreeProgram(r_shadow_program_light[i]);
544                         r_shadow_program_light[i] = 0;
545                 }
546         }
547         numcubemaps = 0;
548         r_shadow_attenuation2dtexture = NULL;
549         r_shadow_attenuation3dtexture = NULL;
550         R_FreeTexturePool(&r_shadow_texturepool);
551         R_FreeTexturePool(&r_shadow_filters_texturepool);
552         maxshadowelements = 0;
553         if (shadowelements)
554                 Mem_Free(shadowelements);
555         shadowelements = NULL;
556         maxvertexupdate = 0;
557         if (vertexupdate)
558                 Mem_Free(vertexupdate);
559         vertexupdate = NULL;
560         if (vertexremap)
561                 Mem_Free(vertexremap);
562         vertexremap = NULL;
563         vertexupdatenum = 0;
564         maxshadowmark = 0;
565         numshadowmark = 0;
566         if (shadowmark)
567                 Mem_Free(shadowmark);
568         shadowmark = NULL;
569         if (shadowmarklist)
570                 Mem_Free(shadowmarklist);
571         shadowmarklist = NULL;
572         shadowmarkcount = 0;
573         r_shadow_buffer_numleafpvsbytes = 0;
574         if (r_shadow_buffer_leafpvs)
575                 Mem_Free(r_shadow_buffer_leafpvs);
576         r_shadow_buffer_leafpvs = NULL;
577         if (r_shadow_buffer_leaflist)
578                 Mem_Free(r_shadow_buffer_leaflist);
579         r_shadow_buffer_leaflist = NULL;
580         r_shadow_buffer_numsurfacepvsbytes = 0;
581         if (r_shadow_buffer_surfacepvs)
582                 Mem_Free(r_shadow_buffer_surfacepvs);
583         r_shadow_buffer_surfacepvs = NULL;
584         if (r_shadow_buffer_surfacelist)
585                 Mem_Free(r_shadow_buffer_surfacelist);
586         r_shadow_buffer_surfacelist = NULL;
587 }
588
589 void r_shadow_newmap(void)
590 {
591 }
592
593 void R_Shadow_Help_f(void)
594 {
595         Con_Printf(
596 "Documentation on r_shadow system:\n"
597 "Settings:\n"
598 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
599 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
600 "r_shadow_debuglight : render only this light number (-1 = all)\n"
601 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
602 "r_shadow_gloss2intensity : brightness of forced gloss\n"
603 "r_shadow_glossintensity : brightness of textured gloss\n"
604 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
605 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
606 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
607 "r_shadow_portallight : use portal visibility for static light precomputation\n"
608 "r_shadow_projectdistance : shadow volume projection distance\n"
609 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
610 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
611 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
612 "r_shadow_realtime_world : use high quality world lighting mode\n"
613 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
614 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
615 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
616 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
617 "r_shadow_realtime_world_compilelight : compile lighting geometry\n"
618 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
619 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
620 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
621 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
622 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
623 "r_shadow_glsl_geforcefxlowquality : use lower quality lighting\n"
624 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
625 "r_shadow_scissor : use scissor optimization\n"
626 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
627 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
628 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
629 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
630 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
631 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
632 "Commands:\n"
633 "r_shadow_help : this help\n"
634         );
635 }
636
637 void R_Shadow_Init(void)
638 {
639         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
640         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
641         Cvar_RegisterVariable(&r_shadow_debuglight);
642         Cvar_RegisterVariable(&r_shadow_gloss);
643         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
644         Cvar_RegisterVariable(&r_shadow_glossintensity);
645         Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
646         Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
647         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
648         Cvar_RegisterVariable(&r_shadow_portallight);
649         Cvar_RegisterVariable(&r_shadow_projectdistance);
650         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
651         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
652         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
653         Cvar_RegisterVariable(&r_shadow_realtime_world);
654         Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
655         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
656         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
657         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
658         Cvar_RegisterVariable(&r_shadow_realtime_world_compilelight);
659         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
660         Cvar_RegisterVariable(&r_shadow_scissor);
661         Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
662         Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
663         Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
664         Cvar_RegisterVariable(&r_shadow_texture3d);
665         Cvar_RegisterVariable(&r_shadow_visiblelighting);
666         Cvar_RegisterVariable(&r_shadow_visiblevolumes);
667         Cvar_RegisterVariable(&r_shadow_glsl);
668         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
669         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
670         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
671         Cvar_RegisterVariable(&r_shadow_glsl_geforcefxlowquality);
672         Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
673         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
674         if (gamemode == GAME_TENEBRAE)
675         {
676                 Cvar_SetValue("r_shadow_gloss", 2);
677                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
678         }
679         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
680         R_Shadow_EditLights_Init();
681         r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
682         r_shadow_worldlightchain = NULL;
683         maxshadowelements = 0;
684         shadowelements = NULL;
685         maxvertexupdate = 0;
686         vertexupdate = NULL;
687         vertexremap = NULL;
688         vertexupdatenum = 0;
689         maxshadowmark = 0;
690         numshadowmark = 0;
691         shadowmark = NULL;
692         shadowmarklist = NULL;
693         shadowmarkcount = 0;
694         r_shadow_buffer_numleafpvsbytes = 0;
695         r_shadow_buffer_leafpvs = NULL;
696         r_shadow_buffer_leaflist = NULL;
697         r_shadow_buffer_numsurfacepvsbytes = 0;
698         r_shadow_buffer_surfacepvs = NULL;
699         r_shadow_buffer_surfacelist = NULL;
700         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
701 }
702
703 matrix4x4_t matrix_attenuationxyz =
704 {
705         {
706                 {0.5, 0.0, 0.0, 0.5},
707                 {0.0, 0.5, 0.0, 0.5},
708                 {0.0, 0.0, 0.5, 0.5},
709                 {0.0, 0.0, 0.0, 1.0}
710         }
711 };
712
713 matrix4x4_t matrix_attenuationz =
714 {
715         {
716                 {0.0, 0.0, 0.5, 0.5},
717                 {0.0, 0.0, 0.0, 0.5},
718                 {0.0, 0.0, 0.0, 0.5},
719                 {0.0, 0.0, 0.0, 1.0}
720         }
721 };
722
723 int *R_Shadow_ResizeShadowElements(int numtris)
724 {
725         // make sure shadowelements is big enough for this volume
726         if (maxshadowelements < numtris * 24)
727         {
728                 maxshadowelements = numtris * 24;
729                 if (shadowelements)
730                         Mem_Free(shadowelements);
731                 shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
732         }
733         return shadowelements;
734 }
735
736 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
737 {
738         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
739         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
740         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
741         {
742                 if (r_shadow_buffer_leafpvs)
743                         Mem_Free(r_shadow_buffer_leafpvs);
744                 if (r_shadow_buffer_leaflist)
745                         Mem_Free(r_shadow_buffer_leaflist);
746                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
747                 r_shadow_buffer_leafpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
748                 r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
749         }
750         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
751         {
752                 if (r_shadow_buffer_surfacepvs)
753                         Mem_Free(r_shadow_buffer_surfacepvs);
754                 if (r_shadow_buffer_surfacelist)
755                         Mem_Free(r_shadow_buffer_surfacelist);
756                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
757                 r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
758                 r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
759         }
760 }
761
762 void R_Shadow_PrepareShadowMark(int numtris)
763 {
764         // make sure shadowmark is big enough for this volume
765         if (maxshadowmark < numtris)
766         {
767                 maxshadowmark = numtris;
768                 if (shadowmark)
769                         Mem_Free(shadowmark);
770                 if (shadowmarklist)
771                         Mem_Free(shadowmarklist);
772                 shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
773                 shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
774                 shadowmarkcount = 0;
775         }
776         shadowmarkcount++;
777         // if shadowmarkcount wrapped we clear the array and adjust accordingly
778         if (shadowmarkcount == 0)
779         {
780                 shadowmarkcount = 1;
781                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
782         }
783         numshadowmark = 0;
784 }
785
786 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
787 {
788         int i, j;
789         int outtriangles = 0, outvertices = 0;
790         const int *element;
791         const float *vertex;
792
793         if (maxvertexupdate < innumvertices)
794         {
795                 maxvertexupdate = innumvertices;
796                 if (vertexupdate)
797                         Mem_Free(vertexupdate);
798                 if (vertexremap)
799                         Mem_Free(vertexremap);
800                 vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
801                 vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
802                 vertexupdatenum = 0;
803         }
804         vertexupdatenum++;
805         if (vertexupdatenum == 0)
806         {
807                 vertexupdatenum = 1;
808                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
809                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
810         }
811
812         for (i = 0;i < numshadowmarktris;i++)
813                 shadowmark[shadowmarktris[i]] = shadowmarkcount;
814
815         for (i = 0;i < numshadowmarktris;i++)
816         {
817                 element = inelement3i + shadowmarktris[i] * 3;
818                 // make sure the vertices are created
819                 for (j = 0;j < 3;j++)
820                 {
821                         if (vertexupdate[element[j]] != vertexupdatenum)
822                         {
823                                 float ratio, direction[3];
824                                 vertexupdate[element[j]] = vertexupdatenum;
825                                 vertexremap[element[j]] = outvertices;
826                                 vertex = invertex3f + element[j] * 3;
827                                 // project one copy of the vertex to the sphere radius of the light
828                                 // (FIXME: would projecting it to the light box be better?)
829                                 VectorSubtract(vertex, projectorigin, direction);
830                                 ratio = projectdistance / VectorLength(direction);
831                                 VectorCopy(vertex, outvertex3f);
832                                 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
833                                 outvertex3f += 6;
834                                 outvertices += 2;
835                         }
836                 }
837         }
838
839         for (i = 0;i < numshadowmarktris;i++)
840         {
841                 int remappedelement[3];
842                 int markindex;
843                 const int *neighbortriangle;
844
845                 markindex = shadowmarktris[i] * 3;
846                 element = inelement3i + markindex;
847                 neighbortriangle = inneighbor3i + markindex;
848                 // output the front and back triangles
849                 outelement3i[0] = vertexremap[element[0]];
850                 outelement3i[1] = vertexremap[element[1]];
851                 outelement3i[2] = vertexremap[element[2]];
852                 outelement3i[3] = vertexremap[element[2]] + 1;
853                 outelement3i[4] = vertexremap[element[1]] + 1;
854                 outelement3i[5] = vertexremap[element[0]] + 1;
855
856                 outelement3i += 6;
857                 outtriangles += 2;
858                 // output the sides (facing outward from this triangle)
859                 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
860                 {
861                         remappedelement[0] = vertexremap[element[0]];
862                         remappedelement[1] = vertexremap[element[1]];
863                         outelement3i[0] = remappedelement[1];
864                         outelement3i[1] = remappedelement[0];
865                         outelement3i[2] = remappedelement[0] + 1;
866                         outelement3i[3] = remappedelement[1];
867                         outelement3i[4] = remappedelement[0] + 1;
868                         outelement3i[5] = remappedelement[1] + 1;
869
870                         outelement3i += 6;
871                         outtriangles += 2;
872                 }
873                 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
874                 {
875                         remappedelement[1] = vertexremap[element[1]];
876                         remappedelement[2] = vertexremap[element[2]];
877                         outelement3i[0] = remappedelement[2];
878                         outelement3i[1] = remappedelement[1];
879                         outelement3i[2] = remappedelement[1] + 1;
880                         outelement3i[3] = remappedelement[2];
881                         outelement3i[4] = remappedelement[1] + 1;
882                         outelement3i[5] = remappedelement[2] + 1;
883
884                         outelement3i += 6;
885                         outtriangles += 2;
886                 }
887                 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
888                 {
889                         remappedelement[0] = vertexremap[element[0]];
890                         remappedelement[2] = vertexremap[element[2]];
891                         outelement3i[0] = remappedelement[0];
892                         outelement3i[1] = remappedelement[2];
893                         outelement3i[2] = remappedelement[2] + 1;
894                         outelement3i[3] = remappedelement[0];
895                         outelement3i[4] = remappedelement[2] + 1;
896                         outelement3i[5] = remappedelement[0] + 1;
897
898                         outelement3i += 6;
899                         outtriangles += 2;
900                 }
901         }
902         if (outnumvertices)
903                 *outnumvertices = outvertices;
904         return outtriangles;
905 }
906
907 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
908 {
909         int tris, outverts;
910         if (projectdistance < 0.1)
911         {
912                 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
913                 return;
914         }
915         if (!numverts || !nummarktris)
916                 return;
917         // make sure shadowelements is big enough for this volume
918         if (maxshadowelements < nummarktris * 24)
919                 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
920         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
921         R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
922 }
923
924 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
925 {
926         int t, tend;
927         const int *e;
928         const float *v[3];
929         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
930                 return;
931         tend = firsttriangle + numtris;
932         if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
933          && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
934          && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
935         {
936                 // surface box entirely inside light box, no box cull
937                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
938                         if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
939                                 shadowmarklist[numshadowmark++] = t;
940         }
941         else
942         {
943                 // surface box not entirely inside light box, cull each triangle
944                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
945                 {
946                         v[0] = invertex3f + e[0] * 3;
947                         v[1] = invertex3f + e[1] * 3;
948                         v[2] = invertex3f + e[2] * 3;
949                         if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
950                          && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
951                          && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
952                          && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
953                          && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
954                          && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
955                          && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
956                                 shadowmarklist[numshadowmark++] = t;
957                 }
958         }
959 }
960
961 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
962 {
963         rmeshstate_t m;
964         if (r_shadow_compilingrtlight)
965         {
966                 // if we're compiling an rtlight, capture the mesh
967                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
968                 return;
969         }
970         memset(&m, 0, sizeof(m));
971         m.pointer_vertex = vertex3f;
972         R_Mesh_State(&m);
973         GL_LockArrays(0, numvertices);
974         if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
975         {
976                 // decrement stencil if backface is behind depthbuffer
977                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
978                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
979                 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
980                 c_rt_shadowmeshes++;
981                 c_rt_shadowtris += numtriangles;
982                 // increment stencil if frontface is behind depthbuffer
983                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
984                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
985         }
986         R_Mesh_Draw(0, numvertices, numtriangles, element3i);
987         c_rt_shadowmeshes++;
988         c_rt_shadowtris += numtriangles;
989         GL_LockArrays(0, 0);
990 }
991
992 static void R_Shadow_MakeTextures(void)
993 {
994         int x, y, z, d;
995         float v[3], intensity;
996         qbyte *data;
997         R_FreeTexturePool(&r_shadow_texturepool);
998         r_shadow_texturepool = R_AllocTexturePool();
999         r_shadow_attenpower = r_shadow_lightattenuationpower.value;
1000         r_shadow_attenscale = r_shadow_lightattenuationscale.value;
1001 #define ATTEN2DSIZE 64
1002 #define ATTEN3DSIZE 32
1003         data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1004         for (y = 0;y < ATTEN2DSIZE;y++)
1005         {
1006                 for (x = 0;x < ATTEN2DSIZE;x++)
1007                 {
1008                         v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1009                         v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1010                         v[2] = 0;
1011                         intensity = 1.0f - sqrt(DotProduct(v, v));
1012                         if (intensity > 0)
1013                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1014                         d = bound(0, intensity, 255);
1015                         data[(y*ATTEN2DSIZE+x)*4+0] = d;
1016                         data[(y*ATTEN2DSIZE+x)*4+1] = d;
1017                         data[(y*ATTEN2DSIZE+x)*4+2] = d;
1018                         data[(y*ATTEN2DSIZE+x)*4+3] = d;
1019                 }
1020         }
1021         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1022         if (r_shadow_texture3d.integer)
1023         {
1024                 for (z = 0;z < ATTEN3DSIZE;z++)
1025                 {
1026                         for (y = 0;y < ATTEN3DSIZE;y++)
1027                         {
1028                                 for (x = 0;x < ATTEN3DSIZE;x++)
1029                                 {
1030                                         v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1031                                         v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1032                                         v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1033                                         intensity = 1.0f - sqrt(DotProduct(v, v));
1034                                         if (intensity > 0)
1035                                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1036                                         d = bound(0, intensity, 255);
1037                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1038                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1039                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1040                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1041                                 }
1042                         }
1043                 }
1044                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1045         }
1046         Mem_Free(data);
1047 }
1048
1049 void R_Shadow_ValidateCvars(void)
1050 {
1051         if (r_shadow_texture3d.integer && !gl_texture3d)
1052                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1053         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1054                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1055 }
1056
1057 // light currently being rendered
1058 static rtlight_t *r_shadow_rtlight;
1059 // light filter cubemap being used by the light
1060 static rtexture_t *r_shadow_lightcubemap;
1061
1062 // this is the location of the eye in entity space
1063 static vec3_t r_shadow_entityeyeorigin;
1064 // this is the location of the light in entity space
1065 static vec3_t r_shadow_entitylightorigin;
1066 // this transforms entity coordinates to light filter cubemap coordinates
1067 // (also often used for other purposes)
1068 static matrix4x4_t r_shadow_entitytolight;
1069 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1070 // of attenuation texturing in full 3D (Z result often ignored)
1071 static matrix4x4_t r_shadow_entitytoattenuationxyz;
1072 // this transforms only the Z to S, and T is always 0.5
1073 static matrix4x4_t r_shadow_entitytoattenuationz;
1074 // rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
1075 static vec3_t r_shadow_entitylightcolor;
1076
1077 static int r_shadow_lightpermutation;
1078 static int r_shadow_lightprog;
1079
1080 void R_Shadow_Stage_Begin(void)
1081 {
1082         rmeshstate_t m;
1083
1084         R_Shadow_ValidateCvars();
1085
1086         if (!r_shadow_attenuation2dtexture
1087          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1088          || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1089          || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1090                 R_Shadow_MakeTextures();
1091
1092         memset(&m, 0, sizeof(m));
1093         GL_BlendFunc(GL_ONE, GL_ZERO);
1094         GL_DepthMask(false);
1095         GL_DepthTest(true);
1096         R_Mesh_State(&m);
1097         GL_Color(0, 0, 0, 1);
1098         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1099         qglEnable(GL_CULL_FACE);
1100         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1101         r_shadowstage = R_SHADOWSTAGE_NONE;
1102 }
1103
1104 void R_Shadow_Stage_ActiveLight(rtlight_t *rtlight)
1105 {
1106         r_shadow_rtlight = rtlight;
1107 }
1108
1109 void R_Shadow_Stage_Reset(void)
1110 {
1111         rmeshstate_t m;
1112         if (gl_support_stenciltwoside)
1113                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1114         if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
1115         {
1116                 qglUseProgramObjectARB(0);
1117                 // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering in 6xxx drivers
1118                 qglBegin(GL_TRIANGLES);
1119                 qglEnd();
1120                 CHECKGLERROR
1121         }
1122         memset(&m, 0, sizeof(m));
1123         R_Mesh_State(&m);
1124 }
1125
1126 void R_Shadow_Stage_StencilShadowVolumes(void)
1127 {
1128         R_Shadow_Stage_Reset();
1129         GL_Color(1, 1, 1, 1);
1130         GL_ColorMask(0, 0, 0, 0);
1131         GL_BlendFunc(GL_ONE, GL_ZERO);
1132         GL_DepthMask(false);
1133         GL_DepthTest(true);
1134         qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1135         //if (r_shadow_shadow_polygonoffset.value != 0)
1136         //{
1137         //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1138         //      qglEnable(GL_POLYGON_OFFSET_FILL);
1139         //}
1140         //else
1141         //      qglDisable(GL_POLYGON_OFFSET_FILL);
1142         qglDepthFunc(GL_LESS);
1143         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1144         qglEnable(GL_STENCIL_TEST);
1145         qglStencilFunc(GL_ALWAYS, 128, ~0);
1146         if (gl_ext_stenciltwoside.integer)
1147         {
1148                 r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE;
1149                 qglDisable(GL_CULL_FACE);
1150                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1151                 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1152                 qglStencilMask(~0);
1153                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1154                 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1155                 qglStencilMask(~0);
1156                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1157         }
1158         else
1159         {
1160                 r_shadowstage = R_SHADOWSTAGE_STENCIL;
1161                 qglEnable(GL_CULL_FACE);
1162                 qglStencilMask(~0);
1163                 // this is changed by every shadow render so its value here is unimportant
1164                 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1165         }
1166         GL_Clear(GL_STENCIL_BUFFER_BIT);
1167         c_rt_clears++;
1168 }
1169
1170 void R_Shadow_Stage_Lighting(int stenciltest)
1171 {
1172         rmeshstate_t m;
1173         R_Shadow_Stage_Reset();
1174         GL_BlendFunc(GL_ONE, GL_ONE);
1175         GL_DepthMask(false);
1176         GL_DepthTest(true);
1177         qglPolygonOffset(0, 0);
1178         //qglDisable(GL_POLYGON_OFFSET_FILL);
1179         GL_Color(1, 1, 1, 1);
1180         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1181         qglDepthFunc(GL_EQUAL);
1182         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1183         qglEnable(GL_CULL_FACE);
1184         if (r_shadowstage == R_SHADOWSTAGE_STENCIL || r_shadowstage == R_SHADOWSTAGE_STENCILTWOSIDE)
1185                 qglEnable(GL_STENCIL_TEST);
1186         else
1187                 qglDisable(GL_STENCIL_TEST);
1188         qglStencilMask(~0);
1189         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1190         // only draw light where this geometry was already rendered AND the
1191         // stencil is 128 (values other than this mean shadow)
1192         qglStencilFunc(GL_EQUAL, 128, ~0);
1193         if (r_shadow_glsl.integer && r_shadow_program_light[0])
1194         {
1195                 r_shadowstage = R_SHADOWSTAGE_LIGHT_GLSL;
1196                 memset(&m, 0, sizeof(m));
1197                 m.pointer_vertex = varray_vertex3f;
1198                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1199                 m.pointer_texcoord3f[1] = varray_svector3f;
1200                 m.pointer_texcoord3f[2] = varray_tvector3f;
1201                 m.pointer_texcoord3f[3] = varray_normal3f;
1202                 m.tex[0] = R_GetTexture(r_texture_blanknormalmap); // normal
1203                 m.tex[1] = R_GetTexture(r_texture_white); // diffuse
1204                 m.tex[2] = R_GetTexture(r_texture_white); // gloss
1205                 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter
1206                 // TODO: support fog (after renderer is converted to texture fog)
1207                 m.tex[4] = R_GetTexture(r_texture_white); // fog
1208                 //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
1209                 R_Mesh_State(&m);
1210                 GL_BlendFunc(GL_ONE, GL_ONE);
1211                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1212                 CHECKGLERROR
1213                 r_shadow_lightpermutation = 0;
1214                 // only add a feature to the permutation if that permutation exists
1215                 // (otherwise it might end up not using a shader at all, which looks
1216                 // worse than using less features)
1217                 if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1218                         r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1219                 //if (fog && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1220                 //      r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1221                 if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1222                         r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1223                 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1224                         r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1225                 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1226                         r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1227                 if (r_shadow_glsl_geforcefxlowquality.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1228                         r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1229                 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1230                 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1231                 // TODO: support fog (after renderer is converted to texture fog)
1232                 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1233                 {
1234                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), 0);CHECKGLERROR
1235                 }
1236                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1237                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1238                 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1239                 {
1240                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1241                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
1242                 }
1243                 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1244                 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
1245                 //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1246                 //{
1247                 //      qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
1248                 //}
1249                 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1250                 {
1251                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1252                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1253                 }
1254         }
1255         else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1256                 r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3;
1257         else
1258                 r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX;
1259 }
1260
1261 void R_Shadow_Stage_VisibleShadowVolumes(void)
1262 {
1263         R_Shadow_Stage_Reset();
1264         GL_BlendFunc(GL_ONE, GL_ONE);
1265         GL_DepthMask(false);
1266         GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1267         qglPolygonOffset(0, 0);
1268         GL_Color(0.0, 0.0125, 0.1, 1);
1269         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1270         qglDepthFunc(GL_GEQUAL);
1271         qglCullFace(GL_FRONT); // this culls back
1272         qglDisable(GL_CULL_FACE);
1273         qglDisable(GL_STENCIL_TEST);
1274         r_shadowstage = R_SHADOWSTAGE_VISIBLEVOLUMES;
1275 }
1276
1277 void R_Shadow_Stage_VisibleLighting(int stenciltest)
1278 {
1279         R_Shadow_Stage_Reset();
1280         GL_BlendFunc(GL_ONE, GL_ONE);
1281         GL_DepthMask(false);
1282         GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1283         qglPolygonOffset(0, 0);
1284         GL_Color(0.1, 0.0125, 0, 1);
1285         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1286         qglDepthFunc(GL_EQUAL);
1287         qglCullFace(GL_FRONT); // this culls back
1288         qglEnable(GL_CULL_FACE);
1289         if (stenciltest)
1290                 qglEnable(GL_STENCIL_TEST);
1291         else
1292                 qglDisable(GL_STENCIL_TEST);
1293         r_shadowstage = R_SHADOWSTAGE_VISIBLELIGHTING;
1294 }
1295
1296 void R_Shadow_Stage_End(void)
1297 {
1298         R_Shadow_Stage_Reset();
1299         R_Shadow_Stage_ActiveLight(NULL);
1300         GL_BlendFunc(GL_ONE, GL_ZERO);
1301         GL_DepthMask(true);
1302         GL_DepthTest(true);
1303         qglPolygonOffset(0, 0);
1304         //qglDisable(GL_POLYGON_OFFSET_FILL);
1305         GL_Color(1, 1, 1, 1);
1306         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1307         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1308         qglDepthFunc(GL_LEQUAL);
1309         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1310         qglDisable(GL_STENCIL_TEST);
1311         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1312         if (gl_support_stenciltwoside)
1313                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1314         qglStencilMask(~0);
1315         qglStencilFunc(GL_ALWAYS, 128, ~0);
1316         r_shadowstage = R_SHADOWSTAGE_NONE;
1317 }
1318
1319 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1320 {
1321         int i, ix1, iy1, ix2, iy2;
1322         float x1, y1, x2, y2;
1323         vec4_t v, v2;
1324         rmesh_t mesh;
1325         mplane_t planes[11];
1326         float vertex3f[256*3];
1327
1328         // if view is inside the light box, just say yes it's visible
1329         if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1330         {
1331                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1332                 return false;
1333         }
1334
1335         // create a temporary brush describing the area the light can affect in worldspace
1336         VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1337         VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1338         VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1339         VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1340         VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1341         VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
1342         VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
1343         VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
1344         VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
1345         VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
1346         VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
1347
1348         // turn the brush into a mesh
1349         memset(&mesh, 0, sizeof(rmesh_t));
1350         mesh.maxvertices = 256;
1351         mesh.vertex3f = vertex3f;
1352         mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1353         R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1354
1355         // if that mesh is empty, the light is not visible at all
1356         if (!mesh.numvertices)
1357                 return true;
1358
1359         if (!r_shadow_scissor.integer)
1360                 return false;
1361
1362         // if that mesh is not empty, check what area of the screen it covers
1363         x1 = y1 = x2 = y2 = 0;
1364         v[3] = 1.0f;
1365         for (i = 0;i < mesh.numvertices;i++)
1366         {
1367                 VectorCopy(mesh.vertex3f + i * 3, v);
1368                 GL_TransformToScreen(v, v2);
1369                 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
1370                 if (i)
1371                 {
1372                         if (x1 > v2[0]) x1 = v2[0];
1373                         if (x2 < v2[0]) x2 = v2[0];
1374                         if (y1 > v2[1]) y1 = v2[1];
1375                         if (y2 < v2[1]) y2 = v2[1];
1376                 }
1377                 else
1378                 {
1379                         x1 = x2 = v2[0];
1380                         y1 = y2 = v2[1];
1381                 }
1382         }
1383
1384         // now convert the scissor rectangle to integer screen coordinates
1385         ix1 = x1 - 1.0f;
1386         iy1 = y1 - 1.0f;
1387         ix2 = x2 + 1.0f;
1388         iy2 = y2 + 1.0f;
1389         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1390
1391         // clamp it to the screen
1392         if (ix1 < r_view_x) ix1 = r_view_x;
1393         if (iy1 < r_view_y) iy1 = r_view_y;
1394         if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1395         if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1396
1397         // if it is inside out, it's not visible
1398         if (ix2 <= ix1 || iy2 <= iy1)
1399                 return true;
1400
1401         // the light area is visible, set up the scissor rectangle
1402         GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1403         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1404         //qglEnable(GL_SCISSOR_TEST);
1405         c_rt_scissored++;
1406         return false;
1407 }
1408
1409 static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
1410 {
1411         float *color4f = varray_color4f;
1412         float dist, dot, intensity, v[3], n[3];
1413         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1414         {
1415                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1416                 if ((dist = DotProduct(v, v)) < 1)
1417                 {
1418                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1419                         if ((dot = DotProduct(n, v)) > 0)
1420                         {
1421                                 dist = sqrt(dist);
1422                                 intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1423                                 intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1424                                 VectorScale(lightcolor, intensity, color4f);
1425                                 color4f[3] = 1;
1426                         }
1427                         else
1428                         {
1429                                 VectorClear(color4f);
1430                                 color4f[3] = 1;
1431                         }
1432                 }
1433                 else
1434                 {
1435                         VectorClear(color4f);
1436                         color4f[3] = 1;
1437                 }
1438         }
1439 }
1440
1441 static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
1442 {
1443         float *color4f = varray_color4f;
1444         float dist, dot, intensity, v[3], n[3];
1445         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1446         {
1447                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1448                 if ((dist = fabs(v[2])) < 1)
1449                 {
1450                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1451                         if ((dot = DotProduct(n, v)) > 0)
1452                         {
1453                                 intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1454                                 intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1455                                 VectorScale(lightcolor, intensity, color4f);
1456                                 color4f[3] = 1;
1457                         }
1458                         else
1459                         {
1460                                 VectorClear(color4f);
1461                                 color4f[3] = 1;
1462                         }
1463                 }
1464                 else
1465                 {
1466                         VectorClear(color4f);
1467                         color4f[3] = 1;
1468                 }
1469         }
1470 }
1471
1472 static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
1473 {
1474         float *color4f = varray_color4f;
1475         float dot, intensity, v[3], n[3];
1476         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1477         {
1478                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1479                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1480                 if ((dot = DotProduct(n, v)) > 0)
1481                 {
1482                         intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1483                         VectorScale(lightcolor, intensity, color4f);
1484                         color4f[3] = 1;
1485                 }
1486                 else
1487                 {
1488                         VectorClear(color4f);
1489                         color4f[3] = 1;
1490                 }
1491         }
1492 }
1493
1494 static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor)
1495 {
1496         float *color4f = varray_color4f;
1497         float dist, intensity, v[3];
1498         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1499         {
1500                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1501                 if ((dist = DotProduct(v, v)) < 1)
1502                 {
1503                         dist = sqrt(dist);
1504                         intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1505                         VectorScale(lightcolor, intensity, color4f);
1506                         color4f[3] = 1;
1507                 }
1508                 else
1509                 {
1510                         VectorClear(color4f);
1511                         color4f[3] = 1;
1512                 }
1513         }
1514 }
1515
1516 static void R_Shadow_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor)
1517 {
1518         float *color4f = varray_color4f;
1519         float dist, intensity, v[3];
1520         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1521         {
1522                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1523                 if ((dist = fabs(v[2])) < 1)
1524                 {
1525                         intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1526                         VectorScale(lightcolor, intensity, color4f);
1527                         color4f[3] = 1;
1528                 }
1529                 else
1530                 {
1531                         VectorClear(color4f);
1532                         color4f[3] = 1;
1533                 }
1534         }
1535 }
1536
1537 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1538 #define USETEXMATRIX
1539
1540 #ifndef USETEXMATRIX
1541 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1542 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1543 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1544 {
1545         do
1546         {
1547                 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1548                 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1549                 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1550                 vertex3f += 3;
1551                 tc3f += 3;
1552         }
1553         while (--numverts);
1554 }
1555
1556 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1557 {
1558         do
1559         {
1560                 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1561                 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1562                 vertex3f += 3;
1563                 tc2f += 2;
1564         }
1565         while (--numverts);
1566 }
1567 #endif
1568
1569 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1570 {
1571         int i;
1572         float lightdir[3];
1573         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1574         {
1575                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1576                 // the cubemap normalizes this for us
1577                 out3f[0] = DotProduct(svector3f, lightdir);
1578                 out3f[1] = DotProduct(tvector3f, lightdir);
1579                 out3f[2] = DotProduct(normal3f, lightdir);
1580         }
1581 }
1582
1583 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1584 {
1585         int i;
1586         float lightdir[3], eyedir[3], halfdir[3];
1587         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1588         {
1589                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1590                 VectorNormalize(lightdir);
1591                 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1592                 VectorNormalize(eyedir);
1593                 VectorAdd(lightdir, eyedir, halfdir);
1594                 // the cubemap normalizes this for us
1595                 out3f[0] = DotProduct(svector3f, halfdir);
1596                 out3f[1] = DotProduct(tvector3f, halfdir);
1597                 out3f[2] = DotProduct(normal3f, halfdir);
1598         }
1599 }
1600
1601 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture)
1602 {
1603         int renders;
1604         float color[3], color2[3], colorscale, specularscale;
1605         rmeshstate_t m;
1606         // FIXME: support MATERIALFLAG_NODEPTHTEST
1607         if (!basetexture)
1608                 basetexture = r_texture_white;
1609         if (!bumptexture)
1610                 bumptexture = r_texture_blanknormalmap;
1611         if (!pantstexture)
1612                 lightcolorpants = vec3_origin;
1613         if (!shirttexture)
1614                 lightcolorshirt = vec3_origin;
1615         if (glosstexture && r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
1616                 specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
1617         else if (!glosstexture && r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
1618         {
1619                 glosstexture = r_texture_white;
1620                 specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
1621         }
1622         else
1623         {
1624                 glosstexture = r_texture_black;
1625                 specularscale = 0;
1626         }
1627         if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) <= 0.001)
1628                 return;
1629         if (r_shadowstage == R_SHADOWSTAGE_VISIBLELIGHTING)
1630         {
1631                 int passes = 0;
1632                 if (r_shadow_glsl.integer && r_shadow_program_light[0])
1633                 {
1634                         // GLSL shader path (GFFX5200, Radeon 9500)
1635                         // TODO: add direct pants/shirt rendering
1636                         if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
1637                                 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
1638                         if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
1639                                 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
1640                         passes++;
1641                 }
1642                 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1643                 {
1644                         // TODO: add direct pants/shirt rendering
1645                         if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
1646                                 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
1647                         if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
1648                                 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
1649                         if (r_shadow_rtlight->ambientscale)
1650                         {
1651                                 colorscale = r_shadow_rtlight->ambientscale;
1652                                 if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1653                                 {
1654                                 }
1655                                 else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1656                                 {
1657                                 }
1658                                 else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
1659                                 {
1660                                 }
1661                                 else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
1662                                 {
1663                                 }
1664                                 else
1665                                         passes++;
1666                                 VectorScale(lightcolorbase, colorscale, color2);
1667                                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1668                                         passes++;
1669                         }
1670                         if (r_shadow_rtlight->diffusescale)
1671                         {
1672                                 colorscale = r_shadow_rtlight->diffusescale;
1673                                 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1674                                 {
1675                                         // 3/2 3D combine path (Geforce3, Radeon 8500)
1676                                         passes++;
1677                                 }
1678                                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
1679                                 {
1680                                         // 1/2/2 3D combine path (original Radeon)
1681                                         passes += 2;
1682                                 }
1683                                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
1684                                 {
1685                                         // 2/2 3D combine path (original Radeon)
1686                                         passes++;
1687                                 }
1688                                 else if (r_textureunits.integer >= 4)
1689                                 {
1690                                         // 4/2 2D combine path (Geforce3, Radeon 8500)
1691                                         passes++;
1692                                 }
1693                                 else
1694                                 {
1695                                         // 2/2/2 2D combine path (any dot3 card)
1696                                         passes += 2;
1697                                 }
1698                                 VectorScale(lightcolorbase, colorscale, color2);
1699                                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1700                                         passes++;
1701                         }
1702                         if (specularscale && glosstexture != r_texture_black)
1703                         {
1704                                 //if (gl_support_blendsquare)
1705                                 {
1706                                         colorscale = specularscale;
1707                                         if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1708                                                 passes += 4;
1709                                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1710                                                 passes += 3;
1711                                         else
1712                                                 passes += 4;
1713                                         VectorScale(lightcolorbase, colorscale, color2);
1714                                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1715                                                 passes++;
1716                                 }
1717                         }
1718                 }
1719                 else
1720                 {
1721                         // TODO: add direct pants/shirt rendering
1722                         if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
1723                                 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
1724                         if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
1725                                 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
1726                         if (r_shadow_rtlight->ambientscale)
1727                         {
1728                                 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
1729                                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1730                                         passes++;
1731                         }
1732                         if (r_shadow_rtlight->diffusescale)
1733                         {
1734                                 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2);
1735                                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1736                                         passes++;
1737                         }
1738                 }
1739                 if (passes)
1740                 {
1741                         GL_Color(0.1*passes, 0.025*passes, 0, 1);
1742                         memset(&m, 0, sizeof(m));
1743                         m.pointer_vertex = vertex3f;
1744                         R_Mesh_State(&m);
1745                         GL_LockArrays(firstvertex, numvertices);
1746                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1747                         GL_LockArrays(0, 0);
1748                 }
1749                 return;
1750         }
1751         else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
1752         {
1753                 // GLSL shader path (GFFX5200, Radeon 9500)
1754                 // TODO: add direct pants/shirt rendering
1755                 if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
1756                         R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
1757                 if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
1758                         R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
1759                 R_Mesh_VertexPointer(vertex3f);
1760                 R_Mesh_TexCoordPointer(0, 2, texcoord2f);
1761                 R_Mesh_TexCoordPointer(1, 3, svector3f);
1762                 R_Mesh_TexCoordPointer(2, 3, tvector3f);
1763                 R_Mesh_TexCoordPointer(3, 3, normal3f);
1764                 R_Mesh_TexBind(0, R_GetTexture(bumptexture));
1765                 R_Mesh_TexBind(1, R_GetTexture(basetexture));
1766                 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1767                 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1768                 {
1769                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1770                 }
1771                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1772                 GL_LockArrays(firstvertex, numvertices);
1773                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1774                 c_rt_lightmeshes++;
1775                 c_rt_lighttris += numtriangles;
1776                 GL_LockArrays(0, 0);
1777         }
1778         else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_DOT3)
1779         {
1780                 // TODO: add direct pants/shirt rendering
1781                 if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
1782                         R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
1783                 if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
1784                         R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
1785                 if (r_shadow_rtlight->ambientscale)
1786                 {
1787                         GL_Color(1,1,1,1);
1788                         colorscale = r_shadow_rtlight->ambientscale;
1789                         // colorscale accounts for how much we multiply the brightness
1790                         // during combine.
1791                         //
1792                         // mult is how many times the final pass of the lighting will be
1793                         // performed to get more brightness than otherwise possible.
1794                         //
1795                         // Limit mult to 64 for sanity sake.
1796                         if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1797                         {
1798                                 // 3 3D combine path (Geforce3, Radeon 8500)
1799                                 memset(&m, 0, sizeof(m));
1800                                 m.pointer_vertex = vertex3f;
1801                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1802 #ifdef USETEXMATRIX
1803                                 m.pointer_texcoord3f[0] = vertex3f;
1804                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1805 #else
1806                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1807                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1808 #endif
1809                                 m.tex[1] = R_GetTexture(basetexture);
1810                                 m.pointer_texcoord[1] = texcoord2f;
1811                                 m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
1812 #ifdef USETEXMATRIX
1813                                 m.pointer_texcoord3f[2] = vertex3f;
1814                                 m.texmatrix[2] = r_shadow_entitytolight;
1815 #else
1816                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1817                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
1818 #endif
1819                                 GL_BlendFunc(GL_ONE, GL_ONE);
1820                         }
1821                         else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1822                         {
1823                                 // 2 3D combine path (Geforce3, original Radeon)
1824                                 memset(&m, 0, sizeof(m));
1825                                 m.pointer_vertex = vertex3f;
1826                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1827 #ifdef USETEXMATRIX
1828                                 m.pointer_texcoord3f[0] = vertex3f;
1829                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1830 #else
1831                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1832                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1833 #endif
1834                                 m.tex[1] = R_GetTexture(basetexture);
1835                                 m.pointer_texcoord[1] = texcoord2f;
1836                                 GL_BlendFunc(GL_ONE, GL_ONE);
1837                         }
1838                         else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
1839                         {
1840                                 // 4 2D combine path (Geforce3, Radeon 8500)
1841                                 memset(&m, 0, sizeof(m));
1842                                 m.pointer_vertex = vertex3f;
1843                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1844 #ifdef USETEXMATRIX
1845                                 m.pointer_texcoord3f[0] = vertex3f;
1846                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1847 #else
1848                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1849                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1850 #endif
1851                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1852 #ifdef USETEXMATRIX
1853                                 m.pointer_texcoord3f[1] = vertex3f;
1854                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1855 #else
1856                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1857                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
1858 #endif
1859                                 m.tex[2] = R_GetTexture(basetexture);
1860                                 m.pointer_texcoord[2] = texcoord2f;
1861                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1862                                 {
1863                                         m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
1864 #ifdef USETEXMATRIX
1865                                         m.pointer_texcoord3f[3] = vertex3f;
1866                                         m.texmatrix[3] = r_shadow_entitytolight;
1867 #else
1868                                         m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1869                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
1870 #endif
1871                                 }
1872                                 GL_BlendFunc(GL_ONE, GL_ONE);
1873                         }
1874                         else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
1875                         {
1876                                 // 3 2D combine path (Geforce3, original Radeon)
1877                                 memset(&m, 0, sizeof(m));
1878                                 m.pointer_vertex = vertex3f;
1879                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1880 #ifdef USETEXMATRIX
1881                                 m.pointer_texcoord3f[0] = vertex3f;
1882                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1883 #else
1884                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1885                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1886 #endif
1887                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1888 #ifdef USETEXMATRIX
1889                                 m.pointer_texcoord3f[1] = vertex3f;
1890                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1891 #else
1892                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1893                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
1894 #endif
1895                                 m.tex[2] = R_GetTexture(basetexture);
1896                                 m.pointer_texcoord[2] = texcoord2f;
1897                                 GL_BlendFunc(GL_ONE, GL_ONE);
1898                         }
1899                         else
1900                         {
1901                                 // 2/2/2 2D combine path (any dot3 card)
1902                                 memset(&m, 0, sizeof(m));
1903                                 m.pointer_vertex = vertex3f;
1904                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1905 #ifdef USETEXMATRIX
1906                                 m.pointer_texcoord3f[0] = vertex3f;
1907                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1908 #else
1909                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1910                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1911 #endif
1912                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1913 #ifdef USETEXMATRIX
1914                                 m.pointer_texcoord3f[1] = vertex3f;
1915                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1916 #else
1917                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1918                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
1919 #endif
1920                                 R_Mesh_State(&m);
1921                                 GL_ColorMask(0,0,0,1);
1922                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1923                                 GL_LockArrays(firstvertex, numvertices);
1924                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1925                                 GL_LockArrays(0, 0);
1926                                 c_rt_lightmeshes++;
1927                                 c_rt_lighttris += numtriangles;
1928
1929                                 memset(&m, 0, sizeof(m));
1930                                 m.pointer_vertex = vertex3f;
1931                                 m.tex[0] = R_GetTexture(basetexture);
1932                                 m.pointer_texcoord[0] = texcoord2f;
1933                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1934                                 {
1935                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1936 #ifdef USETEXMATRIX
1937                                         m.pointer_texcoord3f[1] = vertex3f;
1938                                         m.texmatrix[1] = r_shadow_entitytolight;
1939 #else
1940                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1941                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
1942 #endif
1943                                 }
1944                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1945                         }
1946                         // this final code is shared
1947                         R_Mesh_State(&m);
1948                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1949                         VectorScale(lightcolorbase, colorscale, color2);
1950                         GL_LockArrays(firstvertex, numvertices);
1951                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1952                         {
1953                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1954                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1955                                 c_rt_lightmeshes++;
1956                                 c_rt_lighttris += numtriangles;
1957                         }
1958                         GL_LockArrays(0, 0);
1959                 }
1960                 if (r_shadow_rtlight->diffusescale)
1961                 {
1962                         GL_Color(1,1,1,1);
1963                         colorscale = r_shadow_rtlight->diffusescale;
1964                         // colorscale accounts for how much we multiply the brightness
1965                         // during combine.
1966                         //
1967                         // mult is how many times the final pass of the lighting will be
1968                         // performed to get more brightness than otherwise possible.
1969                         //
1970                         // Limit mult to 64 for sanity sake.
1971                         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1972                         {
1973                                 // 3/2 3D 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.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1984 #ifdef USETEXMATRIX
1985                                 m.pointer_texcoord3f[2] = vertex3f;
1986                                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1987 #else
1988                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1989                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1990 #endif
1991                                 R_Mesh_State(&m);
1992                                 GL_ColorMask(0,0,0,1);
1993                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1994                                 GL_LockArrays(firstvertex, numvertices);
1995                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1996                                 GL_LockArrays(0, 0);
1997                                 c_rt_lightmeshes++;
1998                                 c_rt_lighttris += numtriangles;
1999
2000                                 memset(&m, 0, sizeof(m));
2001                                 m.pointer_vertex = vertex3f;
2002                                 m.tex[0] = R_GetTexture(basetexture);
2003                                 m.pointer_texcoord[0] = texcoord2f;
2004                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2005                                 {
2006                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2007 #ifdef USETEXMATRIX
2008                                         m.pointer_texcoord3f[1] = vertex3f;
2009                                         m.texmatrix[1] = r_shadow_entitytolight;
2010 #else
2011                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2012                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2013 #endif
2014                                 }
2015                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2016                         }
2017                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
2018                         {
2019                                 // 1/2/2 3D combine path (original Radeon)
2020                                 memset(&m, 0, sizeof(m));
2021                                 m.pointer_vertex = vertex3f;
2022                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2023 #ifdef USETEXMATRIX
2024                                 m.pointer_texcoord3f[0] = vertex3f;
2025                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2026 #else
2027                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2028                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2029 #endif
2030                                 R_Mesh_State(&m);
2031                                 GL_ColorMask(0,0,0,1);
2032                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2033                                 GL_LockArrays(firstvertex, numvertices);
2034                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2035                                 GL_LockArrays(0, 0);
2036                                 c_rt_lightmeshes++;
2037                                 c_rt_lighttris += numtriangles;
2038
2039                                 memset(&m, 0, sizeof(m));
2040                                 m.pointer_vertex = vertex3f;
2041                                 m.tex[0] = R_GetTexture(bumptexture);
2042                                 m.texcombinergb[0] = GL_REPLACE;
2043                                 m.pointer_texcoord[0] = texcoord2f;
2044                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2045                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2046                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2047                                 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);
2048                                 R_Mesh_State(&m);
2049                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2050                                 GL_LockArrays(firstvertex, numvertices);
2051                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2052                                 GL_LockArrays(0, 0);
2053                                 c_rt_lightmeshes++;
2054                                 c_rt_lighttris += numtriangles;
2055
2056                                 memset(&m, 0, sizeof(m));
2057                                 m.pointer_vertex = vertex3f;
2058                                 m.tex[0] = R_GetTexture(basetexture);
2059                                 m.pointer_texcoord[0] = texcoord2f;
2060                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2061                                 {
2062                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2063 #ifdef USETEXMATRIX
2064                                         m.pointer_texcoord3f[1] = vertex3f;
2065                                         m.texmatrix[1] = r_shadow_entitytolight;
2066 #else
2067                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2068                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2069 #endif
2070                                 }
2071                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2072                         }
2073                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
2074                         {
2075                                 // 2/2 3D combine path (original Radeon)
2076                                 memset(&m, 0, sizeof(m));
2077                                 m.pointer_vertex = vertex3f;
2078                                 m.tex[0] = R_GetTexture(bumptexture);
2079                                 m.texcombinergb[0] = GL_REPLACE;
2080                                 m.pointer_texcoord[0] = texcoord2f;
2081                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2082                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2083                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2084                                 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);
2085                                 R_Mesh_State(&m);
2086                                 GL_ColorMask(0,0,0,1);
2087                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2088                                 GL_LockArrays(firstvertex, numvertices);
2089                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2090                                 GL_LockArrays(0, 0);
2091                                 c_rt_lightmeshes++;
2092                                 c_rt_lighttris += numtriangles;
2093
2094                                 memset(&m, 0, sizeof(m));
2095                                 m.pointer_vertex = vertex3f;
2096                                 m.tex[0] = R_GetTexture(basetexture);
2097                                 m.pointer_texcoord[0] = texcoord2f;
2098                                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2099 #ifdef USETEXMATRIX
2100                                 m.pointer_texcoord3f[1] = vertex3f;
2101                                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2102 #else
2103                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2104                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2105 #endif
2106                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2107                         }
2108                         else if (r_textureunits.integer >= 4)
2109                         {
2110                                 // 4/2 2D combine path (Geforce3, Radeon 8500)
2111                                 memset(&m, 0, sizeof(m));
2112                                 m.pointer_vertex = vertex3f;
2113                                 m.tex[0] = R_GetTexture(bumptexture);
2114                                 m.texcombinergb[0] = GL_REPLACE;
2115                                 m.pointer_texcoord[0] = texcoord2f;
2116                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2117                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2118                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2119                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
2120                                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2121 #ifdef USETEXMATRIX
2122                                 m.pointer_texcoord3f[2] = vertex3f;
2123                                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2124 #else
2125                                 m.pointer_texcoord[2] = varray_texcoord2f[2];
2126                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2127 #endif
2128                                 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2129 #ifdef USETEXMATRIX
2130                                 m.pointer_texcoord3f[3] = vertex3f;
2131                                 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2132 #else
2133                                 m.pointer_texcoord[3] = varray_texcoord2f[3];
2134                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2135 #endif
2136                                 R_Mesh_State(&m);
2137                                 GL_ColorMask(0,0,0,1);
2138                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2139                                 GL_LockArrays(firstvertex, numvertices);
2140                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2141                                 GL_LockArrays(0, 0);
2142                                 c_rt_lightmeshes++;
2143                                 c_rt_lighttris += numtriangles;
2144
2145                                 memset(&m, 0, sizeof(m));
2146                                 m.pointer_vertex = vertex3f;
2147                                 m.tex[0] = R_GetTexture(basetexture);
2148                                 m.pointer_texcoord[0] = texcoord2f;
2149                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2150                                 {
2151                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2152 #ifdef USETEXMATRIX
2153                                         m.pointer_texcoord3f[1] = vertex3f;
2154                                         m.texmatrix[1] = r_shadow_entitytolight;
2155 #else
2156                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2157                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2158 #endif
2159                                 }
2160                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2161                         }
2162                         else
2163                         {
2164                                 // 2/2/2 2D combine path (any dot3 card)
2165                                 memset(&m, 0, sizeof(m));
2166                                 m.pointer_vertex = vertex3f;
2167                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2168 #ifdef USETEXMATRIX
2169                                 m.pointer_texcoord3f[0] = vertex3f;
2170                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2171 #else
2172                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2173                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2174 #endif
2175                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2176 #ifdef USETEXMATRIX
2177                                 m.pointer_texcoord3f[1] = vertex3f;
2178                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2179 #else
2180                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2181                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2182 #endif
2183                                 R_Mesh_State(&m);
2184                                 GL_ColorMask(0,0,0,1);
2185                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2186                                 GL_LockArrays(firstvertex, numvertices);
2187                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2188                                 GL_LockArrays(0, 0);
2189                                 c_rt_lightmeshes++;
2190                                 c_rt_lighttris += numtriangles;
2191
2192                                 memset(&m, 0, sizeof(m));
2193                                 m.pointer_vertex = vertex3f;
2194                                 m.tex[0] = R_GetTexture(bumptexture);
2195                                 m.texcombinergb[0] = GL_REPLACE;
2196                                 m.pointer_texcoord[0] = texcoord2f;
2197                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2198                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2199                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2200                                 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);
2201                                 R_Mesh_State(&m);
2202                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2203                                 GL_LockArrays(firstvertex, numvertices);
2204                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2205                                 GL_LockArrays(0, 0);
2206                                 c_rt_lightmeshes++;
2207                                 c_rt_lighttris += numtriangles;
2208
2209                                 memset(&m, 0, sizeof(m));
2210                                 m.pointer_vertex = vertex3f;
2211                                 m.tex[0] = R_GetTexture(basetexture);
2212                                 m.pointer_texcoord[0] = texcoord2f;
2213                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2214                                 {
2215                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2216 #ifdef USETEXMATRIX
2217                                         m.pointer_texcoord3f[1] = vertex3f;
2218                                         m.texmatrix[1] = r_shadow_entitytolight;
2219 #else
2220                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2221                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2222 #endif
2223                                 }
2224                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2225                         }
2226                         // this final code is shared
2227                         R_Mesh_State(&m);
2228                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2229                         VectorScale(lightcolorbase, colorscale, color2);
2230                         GL_LockArrays(firstvertex, numvertices);
2231                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2232                         {
2233                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2234                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2235                                 c_rt_lightmeshes++;
2236                                 c_rt_lighttris += numtriangles;
2237                         }
2238                         GL_LockArrays(0, 0);
2239                 }
2240                 if (specularscale && glosstexture != r_texture_black)
2241                 {
2242                         // FIXME: detect blendsquare!
2243                         //if (gl_support_blendsquare)
2244                         {
2245                                 colorscale = specularscale;
2246                                 GL_Color(1,1,1,1);
2247                                 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2248                                 {
2249                                         // 2/0/0/1/2 3D combine blendsquare path
2250                                         memset(&m, 0, sizeof(m));
2251                                         m.pointer_vertex = vertex3f;
2252                                         m.tex[0] = R_GetTexture(bumptexture);
2253                                         m.pointer_texcoord[0] = texcoord2f;
2254                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2255                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2256                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2257                                         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);
2258                                         R_Mesh_State(&m);
2259                                         GL_ColorMask(0,0,0,1);
2260                                         // this squares the result
2261                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2262                                         GL_LockArrays(firstvertex, numvertices);
2263                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2264                                         GL_LockArrays(0, 0);
2265                                         c_rt_lightmeshes++;
2266                                         c_rt_lighttris += numtriangles;
2267
2268                                         memset(&m, 0, sizeof(m));
2269                                         m.pointer_vertex = vertex3f;
2270                                         R_Mesh_State(&m);
2271                                         GL_LockArrays(firstvertex, numvertices);
2272                                         // square alpha in framebuffer a few times to make it shiny
2273                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2274                                         // these comments are a test run through this math for intensity 0.5
2275                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2276                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2277                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2278                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2279                                         c_rt_lightmeshes++;
2280                                         c_rt_lighttris += numtriangles;
2281                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2282                                         c_rt_lightmeshes++;
2283                                         c_rt_lighttris += numtriangles;
2284                                         GL_LockArrays(0, 0);
2285
2286                                         memset(&m, 0, sizeof(m));
2287                                         m.pointer_vertex = vertex3f;
2288                                         m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2289 #ifdef USETEXMATRIX
2290                                         m.pointer_texcoord3f[0] = vertex3f;
2291                                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2292 #else
2293                                         m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2294                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2295 #endif
2296                                         R_Mesh_State(&m);
2297                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2298                                         GL_LockArrays(firstvertex, numvertices);
2299                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2300                                         GL_LockArrays(0, 0);
2301                                         c_rt_lightmeshes++;
2302                                         c_rt_lighttris += numtriangles;
2303
2304                                         memset(&m, 0, sizeof(m));
2305                                         m.pointer_vertex = vertex3f;
2306                                         m.tex[0] = R_GetTexture(glosstexture);
2307                                         m.pointer_texcoord[0] = texcoord2f;
2308                                         if (r_shadow_lightcubemap != r_texture_whitecube)
2309                                         {
2310                                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2311 #ifdef USETEXMATRIX
2312                                                 m.pointer_texcoord3f[1] = vertex3f;
2313                                                 m.texmatrix[1] = r_shadow_entitytolight;
2314 #else
2315                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2316                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2317 #endif
2318                                         }
2319                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2320                                 }
2321                                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2322                                 {
2323                                         // 2/0/0/2 3D combine blendsquare path
2324                                         memset(&m, 0, sizeof(m));
2325                                         m.pointer_vertex = vertex3f;
2326                                         m.tex[0] = R_GetTexture(bumptexture);
2327                                         m.pointer_texcoord[0] = texcoord2f;
2328                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2329                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2330                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2331                                         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);
2332                                         R_Mesh_State(&m);
2333                                         GL_ColorMask(0,0,0,1);
2334                                         // this squares the result
2335                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2336                                         GL_LockArrays(firstvertex, numvertices);
2337                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2338                                         GL_LockArrays(0, 0);
2339                                         c_rt_lightmeshes++;
2340                                         c_rt_lighttris += numtriangles;
2341
2342                                         memset(&m, 0, sizeof(m));
2343                                         m.pointer_vertex = vertex3f;
2344                                         R_Mesh_State(&m);
2345                                         GL_LockArrays(firstvertex, numvertices);
2346                                         // square alpha in framebuffer a few times to make it shiny
2347                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2348                                         // these comments are a test run through this math for intensity 0.5
2349                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2350                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2351                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2352                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2353                                         c_rt_lightmeshes++;
2354                                         c_rt_lighttris += numtriangles;
2355                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2356                                         c_rt_lightmeshes++;
2357                                         c_rt_lighttris += numtriangles;
2358                                         GL_LockArrays(0, 0);
2359
2360                                         memset(&m, 0, sizeof(m));
2361                                         m.pointer_vertex = vertex3f;
2362                                         m.tex[0] = R_GetTexture(glosstexture);
2363                                         m.pointer_texcoord[0] = texcoord2f;
2364                                         m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2365 #ifdef USETEXMATRIX
2366                                         m.pointer_texcoord3f[1] = vertex3f;
2367                                         m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2368 #else
2369                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2370                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2371 #endif
2372                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2373                                 }
2374                                 else
2375                                 {
2376                                         // 2/0/0/2/2 2D combine blendsquare path
2377                                         memset(&m, 0, sizeof(m));
2378                                         m.pointer_vertex = vertex3f;
2379                                         m.tex[0] = R_GetTexture(bumptexture);
2380                                         m.pointer_texcoord[0] = texcoord2f;
2381                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2382                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2383                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2384                                         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);
2385                                         R_Mesh_State(&m);
2386                                         GL_ColorMask(0,0,0,1);
2387                                         // this squares the result
2388                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2389                                         GL_LockArrays(firstvertex, numvertices);
2390                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2391                                         GL_LockArrays(0, 0);
2392                                         c_rt_lightmeshes++;
2393                                         c_rt_lighttris += numtriangles;
2394
2395                                         memset(&m, 0, sizeof(m));
2396                                         m.pointer_vertex = vertex3f;
2397                                         R_Mesh_State(&m);
2398                                         GL_LockArrays(firstvertex, numvertices);
2399                                         // square alpha in framebuffer a few times to make it shiny
2400                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2401                                         // these comments are a test run through this math for intensity 0.5
2402                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2403                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2404                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2405                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2406                                         c_rt_lightmeshes++;
2407                                         c_rt_lighttris += numtriangles;
2408                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2409                                         c_rt_lightmeshes++;
2410                                         c_rt_lighttris += numtriangles;
2411                                         GL_LockArrays(0, 0);
2412
2413                                         memset(&m, 0, sizeof(m));
2414                                         m.pointer_vertex = vertex3f;
2415                                         m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2416 #ifdef USETEXMATRIX
2417                                         m.pointer_texcoord3f[0] = vertex3f;
2418                                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2419 #else
2420                                         m.pointer_texcoord[0] = varray_texcoord2f[0];
2421                                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2422 #endif
2423                                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2424 #ifdef USETEXMATRIX
2425                                         m.pointer_texcoord3f[1] = vertex3f;
2426                                         m.texmatrix[1] = r_shadow_entitytoattenuationz;
2427 #else
2428                                         m.pointer_texcoord[1] = varray_texcoord2f[1];
2429                                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2430 #endif
2431                                         R_Mesh_State(&m);
2432                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2433                                         GL_LockArrays(firstvertex, numvertices);
2434                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2435                                         GL_LockArrays(0, 0);
2436                                         c_rt_lightmeshes++;
2437                                         c_rt_lighttris += numtriangles;
2438
2439                                         memset(&m, 0, sizeof(m));
2440                                         m.pointer_vertex = vertex3f;
2441                                         m.tex[0] = R_GetTexture(glosstexture);
2442                                         m.pointer_texcoord[0] = texcoord2f;
2443                                         if (r_shadow_lightcubemap != r_texture_whitecube)
2444                                         {
2445                                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2446 #ifdef USETEXMATRIX
2447                                                 m.pointer_texcoord3f[1] = vertex3f;
2448                                                 m.texmatrix[1] = r_shadow_entitytolight;
2449 #else
2450                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2451                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2452 #endif
2453                                         }
2454                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2455                                 }
2456                                 R_Mesh_State(&m);
2457                                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2458                                 VectorScale(lightcolorbase, colorscale, color2);
2459                                 GL_LockArrays(firstvertex, numvertices);
2460                                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2461                                 {
2462                                         GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2463                                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2464                                         c_rt_lightmeshes++;
2465                                         c_rt_lighttris += numtriangles;
2466                                 }
2467                                 GL_LockArrays(0, 0);
2468                         }
2469                 }
2470         }
2471         else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_VERTEX)
2472         {
2473                 // TODO: add direct pants/shirt rendering
2474                 if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
2475                         R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
2476                 if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
2477                         R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
2478                 if (r_shadow_rtlight->ambientscale)
2479                 {
2480                         GL_BlendFunc(GL_ONE, GL_ONE);
2481                         VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
2482                         memset(&m, 0, sizeof(m));
2483                         m.pointer_vertex = vertex3f;
2484                         m.tex[0] = R_GetTexture(basetexture);
2485                         m.pointer_texcoord[0] = texcoord2f;
2486                         if (r_textureunits.integer >= 2)
2487                         {
2488                                 // voodoo2
2489                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2490 #ifdef USETEXMATRIX
2491                                 m.pointer_texcoord3f[1] = vertex3f;
2492                                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2493 #else
2494                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2495                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2496 #endif
2497                                 if (r_textureunits.integer >= 3)
2498                                 {
2499                                         // Geforce3/Radeon class but not using dot3
2500                                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2501 #ifdef USETEXMATRIX
2502                                         m.pointer_texcoord3f[2] = vertex3f;
2503                                         m.texmatrix[2] = r_shadow_entitytoattenuationz;
2504 #else
2505                                         m.pointer_texcoord[2] = varray_texcoord2f[2];
2506                                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2507 #endif
2508                                 }
2509                         }
2510                         if (r_textureunits.integer >= 3)
2511                                 m.pointer_color = NULL;
2512                         else
2513                                 m.pointer_color = varray_color4f;
2514                         R_Mesh_State(&m);
2515                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2516                         {
2517                                 color[0] = bound(0, color2[0], 1);
2518                                 color[1] = bound(0, color2[1], 1);
2519                                 color[2] = bound(0, color2[2], 1);
2520                                 if (r_textureunits.integer >= 3)
2521                                         GL_Color(color[0], color[1], color[2], 1);
2522                                 else if (r_textureunits.integer >= 2)
2523                                         R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
2524                                 else
2525                                         R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
2526                                 GL_LockArrays(firstvertex, numvertices);
2527                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2528                                 GL_LockArrays(0, 0);
2529                                 c_rt_lightmeshes++;
2530                                 c_rt_lighttris += numtriangles;
2531                         }
2532                 }
2533                 if (r_shadow_rtlight->diffusescale)
2534                 {
2535                         GL_BlendFunc(GL_ONE, GL_ONE);
2536                         VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2);
2537                         memset(&m, 0, sizeof(m));
2538                         m.pointer_vertex = vertex3f;
2539                         m.pointer_color = varray_color4f;
2540                         m.tex[0] = R_GetTexture(basetexture);
2541                         m.pointer_texcoord[0] = texcoord2f;
2542                         if (r_textureunits.integer >= 2)
2543                         {
2544                                 // voodoo2
2545                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2546 #ifdef USETEXMATRIX
2547                                 m.pointer_texcoord3f[1] = vertex3f;
2548                                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2549 #else
2550                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2551                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2552 #endif
2553                                 if (r_textureunits.integer >= 3)
2554                                 {
2555                                         // Geforce3/Radeon class but not using dot3
2556                                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2557 #ifdef USETEXMATRIX
2558                                         m.pointer_texcoord3f[2] = vertex3f;
2559                                         m.texmatrix[2] = r_shadow_entitytoattenuationz;
2560 #else
2561                                         m.pointer_texcoord[2] = varray_texcoord2f[2];
2562                                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2563 #endif
2564                                 }
2565                         }
2566                         R_Mesh_State(&m);
2567                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2568                         {
2569                                 color[0] = bound(0, color2[0], 1);
2570                                 color[1] = bound(0, color2[1], 1);
2571                                 color[2] = bound(0, color2[2], 1);
2572                                 if (r_textureunits.integer >= 3)
2573                                         R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
2574                                 else if (r_textureunits.integer >= 2)
2575                                         R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
2576                                 else
2577                                         R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
2578                                 GL_LockArrays(firstvertex, numvertices);
2579                                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2580                                 GL_LockArrays(0, 0);
2581                                 c_rt_lightmeshes++;
2582                                 c_rt_lighttris += numtriangles;
2583                         }
2584                 }
2585         }
2586 }
2587
2588 void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
2589 {
2590         int j, k;
2591         float scale;
2592         R_RTLight_Uncompile(rtlight);
2593         memset(rtlight, 0, sizeof(*rtlight));
2594
2595         VectorCopy(light->origin, rtlight->shadoworigin);
2596         VectorCopy(light->color, rtlight->color);
2597         rtlight->radius = light->radius;
2598         //rtlight->cullradius = rtlight->radius;
2599         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2600         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2601         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2602         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2603         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2604         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2605         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2606         rtlight->cubemapname[0] = 0;
2607         if (light->cubemapname[0])
2608                 strcpy(rtlight->cubemapname, light->cubemapname);
2609         else if (light->cubemapnum > 0)
2610                 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2611         rtlight->shadow = light->shadow;
2612         rtlight->corona = light->corona;
2613         rtlight->style = light->style;
2614         rtlight->isstatic = isstatic;
2615         rtlight->coronasizescale = light->coronasizescale;
2616         rtlight->ambientscale = light->ambientscale;
2617         rtlight->diffusescale = light->diffusescale;
2618         rtlight->specularscale = light->specularscale;
2619         rtlight->flags = light->flags;
2620         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2621         // ConcatScale won't work here because this needs to scale rotate and
2622         // translate, not just rotate
2623         scale = 1.0f / rtlight->radius;
2624         for (k = 0;k < 3;k++)
2625                 for (j = 0;j < 4;j++)
2626                         rtlight->matrix_worldtolight.m[k][j] *= scale;
2627
2628         rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2629         rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2630         VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2631         rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2632 }
2633
2634 // compiles rtlight geometry
2635 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2636 void R_RTLight_Compile(rtlight_t *rtlight)
2637 {
2638         int shadowmeshes, shadowtris, lightmeshes, lighttris, numleafs, numleafpvsbytes, numsurfaces;
2639         entity_render_t *ent = r_refdef.worldentity;
2640         model_t *model = r_refdef.worldmodel;
2641         qbyte *data;
2642
2643         // compile the light
2644         rtlight->compiled = true;
2645         rtlight->static_numleafs = 0;
2646         rtlight->static_numleafpvsbytes = 0;
2647         rtlight->static_leaflist = NULL;
2648         rtlight->static_leafpvs = NULL;
2649         rtlight->static_numsurfaces = 0;
2650         rtlight->static_surfacelist = NULL;
2651         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2652         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2653         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2654         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2655         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2656         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2657
2658         if (model && model->GetLightInfo)
2659         {
2660                 // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering
2661                 r_shadow_compilingrtlight = rtlight;
2662                 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2663                 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);
2664                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2665                 data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2666                 rtlight->static_numleafs = numleafs;
2667                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2668                 rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs;
2669                 rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes;
2670                 rtlight->static_numsurfaces = numsurfaces;
2671                 rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces;
2672                 if (numleafs)
2673                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2674                 if (numleafpvsbytes)
2675                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2676                 if (numsurfaces)
2677                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2678                 if (model->DrawShadowVolume && rtlight->shadow)
2679                 {
2680                         rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
2681                         model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist, rtlight->cullmins, rtlight->cullmaxs);
2682                         rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
2683                 }
2684                 if (model->DrawLight)
2685                 {
2686                         rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
2687                         model->DrawLight(ent, vec3_origin, numsurfaces, r_shadow_buffer_surfacelist);
2688                         rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
2689                 }
2690                 // switch back to rendering when DrawShadowVolume or DrawLight is called
2691                 r_shadow_compilingrtlight = NULL;
2692         }
2693
2694
2695         // use smallest available cullradius - box radius or light radius
2696         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2697         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2698
2699         shadowmeshes = 0;
2700         shadowtris = 0;
2701         if (rtlight->static_meshchain_shadow)
2702         {
2703                 shadowmesh_t *mesh;
2704                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2705                 {
2706                         shadowmeshes++;
2707                         shadowtris += mesh->numtriangles;
2708                 }
2709         }
2710
2711         lightmeshes = 0;
2712         lighttris = 0;
2713         if (rtlight->static_meshchain_light)
2714         {
2715                 shadowmesh_t *mesh;
2716                 for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
2717                 {
2718                         lightmeshes++;
2719                         lighttris += mesh->numtriangles;
2720                 }
2721         }
2722
2723         Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes), %i light triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes, lighttris, lightmeshes);
2724 }
2725
2726 void R_RTLight_Uncompile(rtlight_t *rtlight)
2727 {
2728         if (rtlight->compiled)
2729         {
2730                 if (rtlight->static_meshchain_shadow)
2731                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2732                 rtlight->static_meshchain_shadow = NULL;
2733                 if (rtlight->static_meshchain_light)
2734                         Mod_ShadowMesh_Free(rtlight->static_meshchain_light);
2735                 rtlight->static_meshchain_light = NULL;
2736                 // these allocations are grouped
2737                 if (rtlight->static_leaflist)
2738                         Mem_Free(rtlight->static_leaflist);
2739                 rtlight->static_numleafs = 0;
2740                 rtlight->static_numleafpvsbytes = 0;
2741                 rtlight->static_leaflist = NULL;
2742                 rtlight->static_leafpvs = NULL;
2743                 rtlight->static_numsurfaces = 0;
2744                 rtlight->static_surfacelist = NULL;
2745                 rtlight->compiled = false;
2746         }
2747 }
2748
2749 void R_Shadow_UncompileWorldLights(void)
2750 {
2751         dlight_t *light;
2752         for (light = r_shadow_worldlightchain;light;light = light->next)
2753                 R_RTLight_Uncompile(&light->rtlight);
2754 }
2755
2756 void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2757 {
2758         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2759         vec_t relativeshadowradius;
2760         if (ent == r_refdef.worldentity)
2761         {
2762                 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2763                 {
2764                         shadowmesh_t *mesh;
2765                         R_Mesh_Matrix(&ent->matrix);
2766                         for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2767                         {
2768                                 R_Mesh_VertexPointer(mesh->vertex3f);
2769                                 GL_LockArrays(0, mesh->numverts);
2770                                 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
2771                                 {
2772                                         // decrement stencil if backface is behind depthbuffer
2773                                         qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2774                                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2775                                         R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2776                                         c_rtcached_shadowmeshes++;
2777                                         c_rtcached_shadowtris += mesh->numtriangles;
2778                                         // increment stencil if frontface is behind depthbuffer
2779                                         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2780                                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2781                                 }
2782                                 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2783                                 c_rtcached_shadowmeshes++;
2784                                 c_rtcached_shadowtris += mesh->numtriangles;
2785                                 GL_LockArrays(0, 0);
2786                         }
2787                 }
2788                 else if (numsurfaces)
2789                 {
2790                         R_Mesh_Matrix(&ent->matrix);
2791                         ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
2792                 }
2793         }
2794         else
2795         {
2796                 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin);
2797                 relativeshadowradius = rtlight->radius / ent->scale;
2798                 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2799                 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2800                 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2801                 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2802                 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2803                 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2804                 R_Mesh_Matrix(&ent->matrix);
2805                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2806         }
2807 }
2808
2809 void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist)
2810 {
2811         shadowmesh_t *mesh;
2812         // set up properties for rendering light onto this entity
2813         r_shadow_entitylightcolor[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
2814         r_shadow_entitylightcolor[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
2815         r_shadow_entitylightcolor[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
2816         Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
2817         Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2818         Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2819         Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, r_shadow_entitylightorigin);
2820         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2821         R_Mesh_Matrix(&ent->matrix);
2822         if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
2823         {
2824                 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_lightcubemap));
2825                 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2826                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
2827                 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
2828                 {
2829                         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
2830                 }
2831         }
2832         if (ent == r_refdef.worldentity)
2833         {
2834                 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compilelight.integer)
2835                 {
2836                         for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
2837                                 R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, r_shadow_entitylightcolor, vec3_origin, vec3_origin, mesh->map_diffuse, NULL, NULL, mesh->map_normal, mesh->map_specular);
2838                 }
2839                 else
2840                         ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
2841         }
2842         else
2843                 ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist);
2844 }
2845
2846 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2847 {
2848         int i, usestencil;
2849         float f;
2850         vec3_t lightcolor;
2851         int numleafs, numsurfaces;
2852         int *leaflist, *surfacelist;
2853         qbyte *leafpvs;
2854         int numlightentities;
2855         int numshadowentities;
2856         entity_render_t *lightentities[MAX_EDICTS];
2857         entity_render_t *shadowentities[MAX_EDICTS];
2858
2859         // skip lights that don't light (corona only lights)
2860         if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < 0.01)
2861                 return;
2862
2863         f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2864         VectorScale(rtlight->color, f, lightcolor);
2865         if (VectorLength2(lightcolor) < 0.01)
2866                 return;
2867         /*
2868         if (rtlight->selected)
2869         {
2870                 f = 2 + sin(realtime * M_PI * 4.0);
2871                 VectorScale(lightcolor, f, lightcolor);
2872         }
2873         */
2874
2875         // loading is done before visibility checks because loading should happen
2876         // all at once at the start of a level, not when it stalls gameplay.
2877         // (especially important to benchmarks)
2878         // compile light
2879         if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2880                 R_RTLight_Compile(rtlight);
2881         // load cubemap
2882         r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2883
2884         // if the light box is offscreen, skip it
2885         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2886                 return;
2887
2888         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2889         {
2890                 // compiled light, world available and can receive realtime lighting
2891                 // retrieve leaf information
2892                 numleafs = rtlight->static_numleafs;
2893                 leaflist = rtlight->static_leaflist;
2894                 leafpvs = rtlight->static_leafpvs;
2895                 numsurfaces = rtlight->static_numsurfaces;
2896                 surfacelist = rtlight->static_surfacelist;
2897         }
2898         else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2899         {
2900                 // dynamic light, world available and can receive realtime lighting
2901                 // calculate lit surfaces and leafs
2902                 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2903                 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);
2904                 leaflist = r_shadow_buffer_leaflist;
2905                 leafpvs = r_shadow_buffer_leafpvs;
2906                 surfacelist = r_shadow_buffer_surfacelist;
2907                 // if the reduced leaf bounds are offscreen, skip it
2908                 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2909                         return;
2910         }
2911         else
2912         {
2913                 // no world
2914                 numleafs = 0;
2915                 leaflist = NULL;
2916                 leafpvs = NULL;
2917                 numsurfaces = 0;
2918                 surfacelist = NULL;
2919         }
2920         // check if light is illuminating any visible leafs
2921         if (numleafs)
2922         {
2923                 for (i = 0;i < numleafs;i++)
2924                         if (r_worldleafvisible[leaflist[i]])
2925                                 break;
2926                 if (i == numleafs)
2927                         return;
2928         }
2929         // set up a scissor rectangle for this light
2930         if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2931                 return;
2932
2933         numlightentities = 0;
2934         if (numsurfaces)
2935                 lightentities[numlightentities++] = r_refdef.worldentity;
2936         numshadowentities = 0;
2937         if (numsurfaces)
2938                 shadowentities[numshadowentities++] = r_refdef.worldentity;
2939         if (r_drawentities.integer)
2940         {
2941                 for (i = 0;i < r_refdef.numentities;i++)
2942                 {
2943                         entity_render_t *ent = r_refdef.entities[i];
2944                         if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2945                          && ent->model
2946                          && !(ent->flags & RENDER_TRANSPARENT)
2947                          && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2948                         {
2949                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2950                                 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2951                                         shadowentities[numshadowentities++] = ent;
2952                                 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2953                                         lightentities[numlightentities++] = ent;
2954                         }
2955                 }
2956         }
2957
2958         // return if there's nothing at all to light
2959         if (!numlightentities)
2960                 return;
2961
2962         R_Shadow_Stage_ActiveLight(rtlight);
2963         c_rt_lights++;
2964
2965         usestencil = false;
2966         if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2967         {
2968                 usestencil = true;
2969                 R_Shadow_Stage_StencilShadowVolumes();
2970                 for (i = 0;i < numshadowentities;i++)
2971                         R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2972         }
2973
2974         if (numlightentities && !visible)
2975         {
2976                 R_Shadow_Stage_Lighting(usestencil);
2977                 for (i = 0;i < numlightentities;i++)
2978                         R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2979         }
2980
2981         if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2982         {
2983                 R_Shadow_Stage_VisibleShadowVolumes();
2984                 for (i = 0;i < numshadowentities;i++)
2985                         R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2986         }
2987
2988         if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
2989         {
2990                 R_Shadow_Stage_VisibleLighting(usestencil);
2991                 for (i = 0;i < numlightentities;i++)
2992                         R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2993         }
2994 }
2995
2996 void R_ShadowVolumeLighting(qboolean visible)
2997 {
2998         int lnum, flag;
2999         dlight_t *light;
3000
3001         if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
3002                 R_Shadow_EditLights_Reload_f();
3003
3004         R_Shadow_Stage_Begin();
3005
3006         flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3007         if (r_shadow_debuglight.integer >= 0)
3008         {
3009                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3010                         if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
3011                                 R_DrawRTLight(&light->rtlight, visible);
3012         }
3013         else
3014                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3015                         if (light->flags & flag)
3016                                 R_DrawRTLight(&light->rtlight, visible);
3017         if (r_rtdlight)
3018                 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
3019                         R_DrawRTLight(&light->rtlight, visible);
3020
3021         R_Shadow_Stage_End();
3022 }
3023
3024 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3025 typedef struct suffixinfo_s
3026 {
3027         char *suffix;
3028         qboolean flipx, flipy, flipdiagonal;
3029 }
3030 suffixinfo_t;
3031 static suffixinfo_t suffix[3][6] =
3032 {
3033         {
3034                 {"px",   false, false, false},
3035                 {"nx",   false, false, false},
3036                 {"py",   false, false, false},
3037                 {"ny",   false, false, false},
3038                 {"pz",   false, false, false},
3039                 {"nz",   false, false, false}
3040         },
3041         {
3042                 {"posx", false, false, false},
3043                 {"negx", false, false, false},
3044                 {"posy", false, false, false},
3045                 {"negy", false, false, false},
3046                 {"posz", false, false, false},
3047                 {"negz", false, false, false}
3048         },
3049         {
3050                 {"rt",    true, false,  true},
3051                 {"lf",   false,  true,  true},
3052                 {"ft",    true,  true, false},
3053                 {"bk",   false, false, false},
3054                 {"up",    true, false,  true},
3055                 {"dn",    true, false,  true}
3056         }
3057 };
3058
3059 static int componentorder[4] = {0, 1, 2, 3};
3060
3061 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
3062 {
3063         int i, j, cubemapsize;
3064         qbyte *cubemappixels, *image_rgba;
3065         rtexture_t *cubemaptexture;
3066         char name[256];
3067         // must start 0 so the first loadimagepixels has no requested width/height
3068         cubemapsize = 0;
3069         cubemappixels = NULL;
3070         cubemaptexture = NULL;
3071         // keep trying different suffix groups (posx, px, rt) until one loads
3072         for (j = 0;j < 3 && !cubemappixels;j++)
3073         {
3074                 // load the 6 images in the suffix group
3075                 for (i = 0;i < 6;i++)
3076                 {
3077                         // generate an image name based on the base and and suffix
3078                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3079                         // load it
3080                         if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
3081                         {
3082                                 // an image loaded, make sure width and height are equal
3083                                 if (image_width == image_height)
3084                                 {
3085                                         // if this is the first image to load successfully, allocate the cubemap memory
3086                                         if (!cubemappixels && image_width >= 1)
3087                                         {
3088                                                 cubemapsize = image_width;
3089                                                 // note this clears to black, so unavailable sides are black
3090                                                 cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3091                                         }
3092                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3093                                         if (cubemappixels)
3094                                                 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);
3095                                 }
3096                                 else
3097                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3098                                 // free the image
3099                                 Mem_Free(image_rgba);
3100                         }
3101                 }
3102         }
3103         // if a cubemap loaded, upload it
3104         if (cubemappixels)
3105         {
3106                 if (!r_shadow_filters_texturepool)
3107                         r_shadow_filters_texturepool = R_AllocTexturePool();
3108                 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
3109                 Mem_Free(cubemappixels);
3110         }
3111         else
3112         {
3113                 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
3114                 for (j = 0;j < 3;j++)
3115                         for (i = 0;i < 6;i++)
3116                                 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3117                 Con_Print(" and was unable to find any of them.\n");
3118         }
3119         return cubemaptexture;
3120 }
3121
3122 rtexture_t *R_Shadow_Cubemap(const char *basename)
3123 {
3124         int i;
3125         for (i = 0;i < numcubemaps;i++)
3126                 if (!strcasecmp(cubemaps[i].basename, basename))
3127                         return cubemaps[i].texture;
3128         if (i >= MAX_CUBEMAPS)
3129                 return r_texture_whitecube;
3130         numcubemaps++;
3131         strcpy(cubemaps[i].basename, basename);
3132         cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3133         if (!cubemaps[i].texture)
3134                 cubemaps[i].texture = r_texture_whitecube;
3135         return cubemaps[i].texture;
3136 }
3137
3138 void R_Shadow_FreeCubemaps(void)
3139 {
3140         numcubemaps = 0;
3141         R_FreeTexturePool(&r_shadow_filters_texturepool);
3142 }
3143
3144 dlight_t *R_Shadow_NewWorldLight(void)
3145 {
3146         dlight_t *light;
3147         light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3148         light->next = r_shadow_worldlightchain;
3149         r_shadow_worldlightchain = light;
3150         return light;
3151 }
3152
3153 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)
3154 {
3155         VectorCopy(origin, light->origin);
3156         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3157         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3158         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3159         light->color[0] = max(color[0], 0);
3160         light->color[1] = max(color[1], 0);
3161         light->color[2] = max(color[2], 0);
3162         light->radius = max(radius, 0);
3163         light->style = style;
3164         if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3165         {
3166                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3167                 light->style = 0;
3168         }
3169         light->shadow = shadowenable;
3170         light->corona = corona;
3171         if (!cubemapname)
3172                 cubemapname = "";
3173         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3174         light->coronasizescale = coronasizescale;
3175         light->ambientscale = ambientscale;
3176         light->diffusescale = diffusescale;
3177         light->specularscale = specularscale;
3178         light->flags = flags;
3179         Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3180
3181         R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
3182 }
3183
3184 void R_Shadow_FreeWorldLight(dlight_t *light)
3185 {
3186         dlight_t **lightpointer;
3187         R_RTLight_Uncompile(&light->rtlight);
3188         for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3189         if (*lightpointer != light)
3190                 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
3191         *lightpointer = light->next;
3192         Mem_Free(light);
3193 }
3194
3195 void R_Shadow_ClearWorldLights(void)
3196 {
3197         while (r_shadow_worldlightchain)
3198                 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3199         r_shadow_selectedlight = NULL;
3200         R_Shadow_FreeCubemaps();
3201 }
3202
3203 void R_Shadow_SelectLight(dlight_t *light)
3204 {
3205         if (r_shadow_selectedlight)
3206                 r_shadow_selectedlight->selected = false;
3207         r_shadow_selectedlight = light;
3208         if (r_shadow_selectedlight)
3209                 r_shadow_selectedlight->selected = true;
3210 }
3211
3212 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
3213 {
3214         float scale = r_editlights_cursorgrid.value * 0.5f;
3215         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);
3216 }
3217
3218 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
3219 {
3220         float intensity;
3221         const dlight_t *light;
3222         light = calldata1;
3223         intensity = 0.5;
3224         if (light->selected)
3225                 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3226         if (!light->shadow)
3227                 intensity *= 0.5f;
3228         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);
3229 }
3230
3231 void R_Shadow_DrawLightSprites(void)
3232 {
3233         int i;
3234         cachepic_t *pic;
3235         dlight_t *light;
3236
3237         for (i = 0;i < 5;i++)
3238         {
3239                 lighttextures[i] = NULL;
3240                 if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1), true)))
3241                         lighttextures[i] = pic->tex;
3242         }
3243
3244         for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3245                 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, i % 5);
3246         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
3247 }
3248
3249 void R_Shadow_SelectLightInView(void)
3250 {
3251         float bestrating, rating, temp[3];
3252         dlight_t *best, *light;
3253         best = NULL;
3254         bestrating = 0;
3255         for (light = r_shadow_worldlightchain;light;light = light->next)
3256         {
3257                 VectorSubtract(light->origin, r_vieworigin, temp);
3258                 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3259                 if (rating >= 0.95)
3260                 {
3261                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3262                         if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3263                         {
3264                                 bestrating = rating;
3265                                 best = light;
3266                         }
3267                 }
3268         }
3269         R_Shadow_SelectLight(best);
3270 }
3271
3272 void R_Shadow_LoadWorldLights(void)
3273 {
3274         int n, a, style, shadow, flags;
3275         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3276         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3277         if (r_refdef.worldmodel == NULL)
3278         {
3279                 Con_Print("No map loaded.\n");
3280                 return;
3281         }
3282         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3283         strlcat (name, ".rtlights", sizeof (name));
3284         lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3285         if (lightsstring)
3286         {
3287                 s = lightsstring;
3288                 n = 0;
3289                 while (*s)
3290                 {
3291                         t = s;
3292                         /*
3293                         shadow = true;
3294                         for (;COM_Parse(t, true) && strcmp(
3295                         if (COM_Parse(t, true))
3296                         {
3297                                 if (com_token[0] == '!')
3298                                 {
3299                                         shadow = false;
3300                                         origin[0] = atof(com_token+1);
3301                                 }
3302                                 else
3303                                         origin[0] = atof(com_token);
3304                                 if (Com_Parse(t
3305                         }
3306                         */
3307                         t = s;
3308                         while (*s && *s != '\n' && *s != '\r')
3309                                 s++;
3310                         if (!*s)
3311                                 break;
3312                         tempchar = *s;
3313                         shadow = true;
3314                         // check for modifier flags
3315                         if (*t == '!')
3316                         {
3317                                 shadow = false;
3318                                 t++;
3319                         }
3320                         *s = 0;
3321                         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);
3322                         *s = tempchar;
3323                         if (a < 18)
3324                                 flags = LIGHTFLAG_REALTIMEMODE;
3325                         if (a < 17)
3326                                 specularscale = 1;
3327                         if (a < 16)
3328                                 diffusescale = 1;
3329                         if (a < 15)
3330                                 ambientscale = 0;
3331                         if (a < 14)
3332                                 coronasizescale = 0.25f;
3333                         if (a < 13)
3334                                 VectorClear(angles);
3335                         if (a < 10)
3336                                 corona = 0;
3337                         if (a < 9 || !strcmp(cubemapname, "\"\""))
3338                                 cubemapname[0] = 0;
3339                         // remove quotes on cubemapname
3340                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3341                         {
3342                                 cubemapname[strlen(cubemapname)-1] = 0;
3343                                 strcpy(cubemapname, cubemapname + 1);
3344                         }
3345                         if (a < 8)
3346                         {
3347                                 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);
3348                                 break;
3349                         }
3350                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3351                         if (*s == '\r')
3352                                 s++;
3353                         if (*s == '\n')
3354                                 s++;
3355                         n++;
3356                 }
3357                 if (*s)
3358                         Con_Printf("invalid rtlights file \"%s\"\n", name);
3359                 Mem_Free(lightsstring);
3360         }
3361 }
3362
3363 void R_Shadow_SaveWorldLights(void)
3364 {
3365         dlight_t *light;
3366         int bufchars, bufmaxchars;
3367         char *buf, *oldbuf;
3368         char name[MAX_QPATH];
3369         char line[1024];
3370         if (!r_shadow_worldlightchain)
3371                 return;
3372         if (r_refdef.worldmodel == NULL)