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1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142 #include "dpsoftrast.h"
143
144 #ifdef SUPPORTD3D
145 #include <d3d9.h>
146 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
147 #endif
148
149 extern void R_Shadow_EditLights_Init(void);
150
151 typedef enum r_shadow_rendermode_e
152 {
153         R_SHADOW_RENDERMODE_NONE,
154         R_SHADOW_RENDERMODE_ZPASS_STENCIL,
155         R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
156         R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
157         R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
158         R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
159         R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
160         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
161         R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
162         R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
163         R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
164         R_SHADOW_RENDERMODE_LIGHT_GLSL,
165         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
166         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
167         R_SHADOW_RENDERMODE_SHADOWMAP2D
168 }
169 r_shadow_rendermode_t;
170
171 typedef enum r_shadow_shadowmode_e
172 {
173     R_SHADOW_SHADOWMODE_STENCIL,
174     R_SHADOW_SHADOWMODE_SHADOWMAP2D
175 }
176 r_shadow_shadowmode_t;
177
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmap2d;
183 qboolean r_shadow_usingshadowmaportho;
184 int r_shadow_shadowmapside;
185 float r_shadow_shadowmap_texturescale[2];
186 float r_shadow_shadowmap_parameters[4];
187 #if 0
188 int r_shadow_drawbuffer;
189 int r_shadow_readbuffer;
190 #endif
191 int r_shadow_cullface_front, r_shadow_cullface_back;
192 GLuint r_shadow_fbo2d;
193 r_shadow_shadowmode_t r_shadow_shadowmode;
194 int r_shadow_shadowmapfilterquality;
195 int r_shadow_shadowmapdepthbits;
196 int r_shadow_shadowmapmaxsize;
197 qboolean r_shadow_shadowmapvsdct;
198 qboolean r_shadow_shadowmapsampler;
199 int r_shadow_shadowmappcf;
200 int r_shadow_shadowmapborder;
201 matrix4x4_t r_shadow_shadowmapmatrix;
202 int r_shadow_lightscissor[4];
203 qboolean r_shadow_usingdeferredprepass;
204
205 int maxshadowtriangles;
206 int *shadowelements;
207
208 int maxshadowvertices;
209 float *shadowvertex3f;
210
211 int maxshadowmark;
212 int numshadowmark;
213 int *shadowmark;
214 int *shadowmarklist;
215 int shadowmarkcount;
216
217 int maxshadowsides;
218 int numshadowsides;
219 unsigned char *shadowsides;
220 int *shadowsideslist;
221
222 int maxvertexupdate;
223 int *vertexupdate;
224 int *vertexremap;
225 int vertexupdatenum;
226
227 int r_shadow_buffer_numleafpvsbytes;
228 unsigned char *r_shadow_buffer_visitingleafpvs;
229 unsigned char *r_shadow_buffer_leafpvs;
230 int *r_shadow_buffer_leaflist;
231
232 int r_shadow_buffer_numsurfacepvsbytes;
233 unsigned char *r_shadow_buffer_surfacepvs;
234 int *r_shadow_buffer_surfacelist;
235 unsigned char *r_shadow_buffer_surfacesides;
236
237 int r_shadow_buffer_numshadowtrispvsbytes;
238 unsigned char *r_shadow_buffer_shadowtrispvs;
239 int r_shadow_buffer_numlighttrispvsbytes;
240 unsigned char *r_shadow_buffer_lighttrispvs;
241
242 rtexturepool_t *r_shadow_texturepool;
243 rtexture_t *r_shadow_attenuationgradienttexture;
244 rtexture_t *r_shadow_attenuation2dtexture;
245 rtexture_t *r_shadow_attenuation3dtexture;
246 skinframe_t *r_shadow_lightcorona;
247 rtexture_t *r_shadow_shadowmap2dtexture;
248 rtexture_t *r_shadow_shadowmap2dcolortexture;
249 rtexture_t *r_shadow_shadowmapvsdcttexture;
250 int r_shadow_shadowmapsize; // changes for each light based on distance
251 int r_shadow_shadowmaplod; // changes for each light based on distance
252
253 GLuint r_shadow_prepassgeometryfbo;
254 GLuint r_shadow_prepasslightingdiffusespecularfbo;
255 GLuint r_shadow_prepasslightingdiffusefbo;
256 int r_shadow_prepass_width;
257 int r_shadow_prepass_height;
258 rtexture_t *r_shadow_prepassgeometrydepthtexture;
259 rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
263
264 // lights are reloaded when this changes
265 char r_shadow_mapname[MAX_QPATH];
266
267 // used only for light filters (cubemaps)
268 rtexturepool_t *r_shadow_filters_texturepool;
269
270 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
271
272 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
273 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
274 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
275 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
276 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
277 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
278 cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
279 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
280 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
281 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
282 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
283 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
284 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
285 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
286 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
287 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
289 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
290 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
291 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
292 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
293 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
294 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
295 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
296 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
297 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
298 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
299 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
300 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
301 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
302 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
303 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
304 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
305 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
306 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
307 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
308 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
309 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
310 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
311 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
312 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
313 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
314 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
315 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
316 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
317 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
318 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
319 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
320 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
321 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
322 cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, requires r_shadow_realtime_world 1"};
323 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
324 cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
325 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
326 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
327 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "2", "particles stop at this fraction of light radius (can be more than 1)"};
328 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "3", "maximum number of bounces for a particle (minimum is 1)"};
329 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
330 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "2", "brightness of particles contributing to bouncegrid texture"};
331 cvar_t r_shadow_bouncegrid_particlespacing = {CVAR_SAVE, "r_shadow_bouncegrid_particlespacing", "32", "emit one particle per this many units (squared) of radius (squared)"};
332 cvar_t r_shadow_bouncegrid_spacingx = {CVAR_SAVE, "r_shadow_bouncegrid_spacingx", "64", "unit size of bouncegrid pixel on X axis"};
333 cvar_t r_shadow_bouncegrid_spacingy = {CVAR_SAVE, "r_shadow_bouncegrid_spacingy", "64", "unit size of bouncegrid pixel on Y axis"};
334 cvar_t r_shadow_bouncegrid_spacingz = {CVAR_SAVE, "r_shadow_bouncegrid_spacingz", "64", "unit size of bouncegrid pixel on Z axis"};
335 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
336 cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
337 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
338 cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
339 cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
340 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
341 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
342 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
343 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
344 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
345 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
346 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
347 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
348 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
349 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
350 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
351 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
352
353 rtexture_t *r_shadow_bouncegridtexture;
354 matrix4x4_t r_shadow_bouncegridmatrix;
355 vec_t r_shadow_bouncegridintensity;
356 static double r_shadow_bouncegridtime;
357 static int r_shadow_bouncegridresolution[3];
358 static int r_shadow_bouncegridnumpixels;
359 static unsigned char *r_shadow_bouncegridpixels;
360 static unsigned short *r_shadow_bouncegridhighpixels;
361
362 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
363 #define ATTENTABLESIZE 256
364 // 1D gradient, 2D circle and 3D sphere attenuation textures
365 #define ATTEN1DSIZE 32
366 #define ATTEN2DSIZE 64
367 #define ATTEN3DSIZE 32
368
369 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
370 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
371 static float r_shadow_attentable[ATTENTABLESIZE+1];
372
373 rtlight_t *r_shadow_compilingrtlight;
374 static memexpandablearray_t r_shadow_worldlightsarray;
375 dlight_t *r_shadow_selectedlight;
376 dlight_t r_shadow_bufferlight;
377 vec3_t r_editlights_cursorlocation;
378 qboolean r_editlights_lockcursor;
379
380 extern int con_vislines;
381
382 void R_Shadow_UncompileWorldLights(void);
383 void R_Shadow_ClearWorldLights(void);
384 void R_Shadow_SaveWorldLights(void);
385 void R_Shadow_LoadWorldLights(void);
386 void R_Shadow_LoadLightsFile(void);
387 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
388 void R_Shadow_EditLights_Reload_f(void);
389 void R_Shadow_ValidateCvars(void);
390 static void R_Shadow_MakeTextures(void);
391
392 #define EDLIGHTSPRSIZE                  8
393 skinframe_t *r_editlights_sprcursor;
394 skinframe_t *r_editlights_sprlight;
395 skinframe_t *r_editlights_sprnoshadowlight;
396 skinframe_t *r_editlights_sprcubemaplight;
397 skinframe_t *r_editlights_sprcubemapnoshadowlight;
398 skinframe_t *r_editlights_sprselection;
399
400 void R_Shadow_SetShadowMode(void)
401 {
402         r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
403         r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
404         r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
405         r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
406         r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
407         r_shadow_shadowmaplod = -1;
408         r_shadow_shadowmapsize = 0;
409         r_shadow_shadowmapsampler = false;
410         r_shadow_shadowmappcf = 0;
411         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
412         if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
413         {
414                 switch(vid.renderpath)
415                 {
416                 case RENDERPATH_GL20:
417                         if(r_shadow_shadowmapfilterquality < 0)
418                         {
419                                 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
420                                         r_shadow_shadowmappcf = 1;
421                                 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) 
422                                 {
423                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
424                                         r_shadow_shadowmappcf = 1;
425                                 }
426                                 else if(strstr(gl_vendor, "ATI")) 
427                                         r_shadow_shadowmappcf = 1;
428                                 else 
429                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
430                         }
431                         else 
432                         {
433                                 switch (r_shadow_shadowmapfilterquality)
434                                 {
435                                 case 1:
436                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
437                                         break;
438                                 case 2:
439                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
440                                         r_shadow_shadowmappcf = 1;
441                                         break;
442                                 case 3:
443                                         r_shadow_shadowmappcf = 1;
444                                         break;
445                                 case 4:
446                                         r_shadow_shadowmappcf = 2;
447                                         break;
448                                 }
449                         }
450                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
451                         break;
452                 case RENDERPATH_D3D9:
453                 case RENDERPATH_D3D10:
454                 case RENDERPATH_D3D11:
455                 case RENDERPATH_SOFT:
456                         r_shadow_shadowmapsampler = false;
457                         r_shadow_shadowmappcf = 1;
458                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
459                         break;
460                 case RENDERPATH_GL13:
461                         break;
462                 case RENDERPATH_GL11:
463                         break;
464                 case RENDERPATH_GLES2:
465                         break;
466                 }
467         }
468 }
469
470 qboolean R_Shadow_ShadowMappingEnabled(void)
471 {
472         switch (r_shadow_shadowmode)
473         {
474         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
475                 return true;
476         default:
477                 return false;
478         }
479 }
480
481 void R_Shadow_FreeShadowMaps(void)
482 {
483         R_Shadow_SetShadowMode();
484
485         R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
486
487         r_shadow_fbo2d = 0;
488
489         if (r_shadow_shadowmap2dtexture)
490                 R_FreeTexture(r_shadow_shadowmap2dtexture);
491         r_shadow_shadowmap2dtexture = NULL;
492
493         if (r_shadow_shadowmap2dcolortexture)
494                 R_FreeTexture(r_shadow_shadowmap2dcolortexture);
495         r_shadow_shadowmap2dcolortexture = NULL;
496
497         if (r_shadow_shadowmapvsdcttexture)
498                 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
499         r_shadow_shadowmapvsdcttexture = NULL;
500 }
501
502 void r_shadow_start(void)
503 {
504         // allocate vertex processing arrays
505         r_shadow_bouncegridpixels = NULL;
506         r_shadow_bouncegridhighpixels = NULL;
507         r_shadow_bouncegridnumpixels = 0;
508         r_shadow_bouncegridtexture = NULL;
509         r_shadow_attenuationgradienttexture = NULL;
510         r_shadow_attenuation2dtexture = NULL;
511         r_shadow_attenuation3dtexture = NULL;
512         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
513         r_shadow_shadowmap2dtexture = NULL;
514         r_shadow_shadowmap2dcolortexture = NULL;
515         r_shadow_shadowmapvsdcttexture = NULL;
516         r_shadow_shadowmapmaxsize = 0;
517         r_shadow_shadowmapsize = 0;
518         r_shadow_shadowmaplod = 0;
519         r_shadow_shadowmapfilterquality = -1;
520         r_shadow_shadowmapdepthbits = 0;
521         r_shadow_shadowmapvsdct = false;
522         r_shadow_shadowmapsampler = false;
523         r_shadow_shadowmappcf = 0;
524         r_shadow_fbo2d = 0;
525
526         R_Shadow_FreeShadowMaps();
527
528         r_shadow_texturepool = NULL;
529         r_shadow_filters_texturepool = NULL;
530         R_Shadow_ValidateCvars();
531         R_Shadow_MakeTextures();
532         maxshadowtriangles = 0;
533         shadowelements = NULL;
534         maxshadowvertices = 0;
535         shadowvertex3f = NULL;
536         maxvertexupdate = 0;
537         vertexupdate = NULL;
538         vertexremap = NULL;
539         vertexupdatenum = 0;
540         maxshadowmark = 0;
541         numshadowmark = 0;
542         shadowmark = NULL;
543         shadowmarklist = NULL;
544         shadowmarkcount = 0;
545         maxshadowsides = 0;
546         numshadowsides = 0;
547         shadowsides = NULL;
548         shadowsideslist = NULL;
549         r_shadow_buffer_numleafpvsbytes = 0;
550         r_shadow_buffer_visitingleafpvs = NULL;
551         r_shadow_buffer_leafpvs = NULL;
552         r_shadow_buffer_leaflist = NULL;
553         r_shadow_buffer_numsurfacepvsbytes = 0;
554         r_shadow_buffer_surfacepvs = NULL;
555         r_shadow_buffer_surfacelist = NULL;
556         r_shadow_buffer_surfacesides = NULL;
557         r_shadow_buffer_numshadowtrispvsbytes = 0;
558         r_shadow_buffer_shadowtrispvs = NULL;
559         r_shadow_buffer_numlighttrispvsbytes = 0;
560         r_shadow_buffer_lighttrispvs = NULL;
561
562         r_shadow_usingdeferredprepass = false;
563         r_shadow_prepass_width = r_shadow_prepass_height = 0;
564 }
565
566 static void R_Shadow_FreeDeferred(void);
567 void r_shadow_shutdown(void)
568 {
569         CHECKGLERROR
570         R_Shadow_UncompileWorldLights();
571
572         R_Shadow_FreeShadowMaps();
573
574         r_shadow_usingdeferredprepass = false;
575         if (r_shadow_prepass_width)
576                 R_Shadow_FreeDeferred();
577         r_shadow_prepass_width = r_shadow_prepass_height = 0;
578
579         CHECKGLERROR
580         r_shadow_bouncegridtexture = NULL;
581         r_shadow_bouncegridpixels = NULL;
582         r_shadow_bouncegridhighpixels = NULL;
583         r_shadow_bouncegridnumpixels = 0;
584         r_shadow_attenuationgradienttexture = NULL;
585         r_shadow_attenuation2dtexture = NULL;
586         r_shadow_attenuation3dtexture = NULL;
587         R_FreeTexturePool(&r_shadow_texturepool);
588         R_FreeTexturePool(&r_shadow_filters_texturepool);
589         maxshadowtriangles = 0;
590         if (shadowelements)
591                 Mem_Free(shadowelements);
592         shadowelements = NULL;
593         if (shadowvertex3f)
594                 Mem_Free(shadowvertex3f);
595         shadowvertex3f = NULL;
596         maxvertexupdate = 0;
597         if (vertexupdate)
598                 Mem_Free(vertexupdate);
599         vertexupdate = NULL;
600         if (vertexremap)
601                 Mem_Free(vertexremap);
602         vertexremap = NULL;
603         vertexupdatenum = 0;
604         maxshadowmark = 0;
605         numshadowmark = 0;
606         if (shadowmark)
607                 Mem_Free(shadowmark);
608         shadowmark = NULL;
609         if (shadowmarklist)
610                 Mem_Free(shadowmarklist);
611         shadowmarklist = NULL;
612         shadowmarkcount = 0;
613         maxshadowsides = 0;
614         numshadowsides = 0;
615         if (shadowsides)
616                 Mem_Free(shadowsides);
617         shadowsides = NULL;
618         if (shadowsideslist)
619                 Mem_Free(shadowsideslist);
620         shadowsideslist = NULL;
621         r_shadow_buffer_numleafpvsbytes = 0;
622         if (r_shadow_buffer_visitingleafpvs)
623                 Mem_Free(r_shadow_buffer_visitingleafpvs);
624         r_shadow_buffer_visitingleafpvs = NULL;
625         if (r_shadow_buffer_leafpvs)
626                 Mem_Free(r_shadow_buffer_leafpvs);
627         r_shadow_buffer_leafpvs = NULL;
628         if (r_shadow_buffer_leaflist)
629                 Mem_Free(r_shadow_buffer_leaflist);
630         r_shadow_buffer_leaflist = NULL;
631         r_shadow_buffer_numsurfacepvsbytes = 0;
632         if (r_shadow_buffer_surfacepvs)
633                 Mem_Free(r_shadow_buffer_surfacepvs);
634         r_shadow_buffer_surfacepvs = NULL;
635         if (r_shadow_buffer_surfacelist)
636                 Mem_Free(r_shadow_buffer_surfacelist);
637         r_shadow_buffer_surfacelist = NULL;
638         if (r_shadow_buffer_surfacesides)
639                 Mem_Free(r_shadow_buffer_surfacesides);
640         r_shadow_buffer_surfacesides = NULL;
641         r_shadow_buffer_numshadowtrispvsbytes = 0;
642         if (r_shadow_buffer_shadowtrispvs)
643                 Mem_Free(r_shadow_buffer_shadowtrispvs);
644         r_shadow_buffer_numlighttrispvsbytes = 0;
645         if (r_shadow_buffer_lighttrispvs)
646                 Mem_Free(r_shadow_buffer_lighttrispvs);
647 }
648
649 void r_shadow_newmap(void)
650 {
651         if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
652         if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
653         if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
654         if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
655         if (r_editlights_sprnoshadowlight)        R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
656         if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
657         if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
658         if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
659         if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
660                 R_Shadow_EditLights_Reload_f();
661 }
662
663 void R_Shadow_Init(void)
664 {
665         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
666         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
667         Cvar_RegisterVariable(&r_shadow_usebihculling);
668         Cvar_RegisterVariable(&r_shadow_usenormalmap);
669         Cvar_RegisterVariable(&r_shadow_debuglight);
670         Cvar_RegisterVariable(&r_shadow_deferred);
671         Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
672 //      Cvar_RegisterVariable(&r_shadow_deferred_fp);
673         Cvar_RegisterVariable(&r_shadow_gloss);
674         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
675         Cvar_RegisterVariable(&r_shadow_glossintensity);
676         Cvar_RegisterVariable(&r_shadow_glossexponent);
677         Cvar_RegisterVariable(&r_shadow_gloss2exponent);
678         Cvar_RegisterVariable(&r_shadow_glossexact);
679         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
680         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
681         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
682         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
683         Cvar_RegisterVariable(&r_shadow_projectdistance);
684         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
685         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
686         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
687         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
688         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
689         Cvar_RegisterVariable(&r_shadow_realtime_world);
690         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
691         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
692         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
693         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
694         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
695         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
696         Cvar_RegisterVariable(&r_shadow_scissor);
697         Cvar_RegisterVariable(&r_shadow_shadowmapping);
698         Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
699         Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
700         Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
701         Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
702         Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
703         Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
704 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
705 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
706         Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
707         Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
708         Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
709         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
710         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
711         Cvar_RegisterVariable(&r_shadow_sortsurfaces);
712         Cvar_RegisterVariable(&r_shadow_polygonfactor);
713         Cvar_RegisterVariable(&r_shadow_polygonoffset);
714         Cvar_RegisterVariable(&r_shadow_texture3d);
715         Cvar_RegisterVariable(&r_shadow_bouncegrid);
716         Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
717         Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
718         Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
719         Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
720         Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
721         Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
722         Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
723         Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
724         Cvar_RegisterVariable(&r_shadow_bouncegrid_particlespacing);
725         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx);
726         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy);
727         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz);
728         Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
729         Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
730         Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
731         Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
732         Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
733         Cvar_RegisterVariable(&r_coronas);
734         Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
735         Cvar_RegisterVariable(&r_coronas_occlusionquery);
736         Cvar_RegisterVariable(&gl_flashblend);
737         Cvar_RegisterVariable(&gl_ext_separatestencil);
738         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
739         R_Shadow_EditLights_Init();
740         Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
741         maxshadowtriangles = 0;
742         shadowelements = NULL;
743         maxshadowvertices = 0;
744         shadowvertex3f = NULL;
745         maxvertexupdate = 0;
746         vertexupdate = NULL;
747         vertexremap = NULL;
748         vertexupdatenum = 0;
749         maxshadowmark = 0;
750         numshadowmark = 0;
751         shadowmark = NULL;
752         shadowmarklist = NULL;
753         shadowmarkcount = 0;
754         maxshadowsides = 0;
755         numshadowsides = 0;
756         shadowsides = NULL;
757         shadowsideslist = NULL;
758         r_shadow_buffer_numleafpvsbytes = 0;
759         r_shadow_buffer_visitingleafpvs = NULL;
760         r_shadow_buffer_leafpvs = NULL;
761         r_shadow_buffer_leaflist = NULL;
762         r_shadow_buffer_numsurfacepvsbytes = 0;
763         r_shadow_buffer_surfacepvs = NULL;
764         r_shadow_buffer_surfacelist = NULL;
765         r_shadow_buffer_surfacesides = NULL;
766         r_shadow_buffer_shadowtrispvs = NULL;
767         r_shadow_buffer_lighttrispvs = NULL;
768         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
769 }
770
771 matrix4x4_t matrix_attenuationxyz =
772 {
773         {
774                 {0.5, 0.0, 0.0, 0.5},
775                 {0.0, 0.5, 0.0, 0.5},
776                 {0.0, 0.0, 0.5, 0.5},
777                 {0.0, 0.0, 0.0, 1.0}
778         }
779 };
780
781 matrix4x4_t matrix_attenuationz =
782 {
783         {
784                 {0.0, 0.0, 0.5, 0.5},
785                 {0.0, 0.0, 0.0, 0.5},
786                 {0.0, 0.0, 0.0, 0.5},
787                 {0.0, 0.0, 0.0, 1.0}
788         }
789 };
790
791 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
792 {
793         numvertices = ((numvertices + 255) & ~255) * vertscale;
794         numtriangles = ((numtriangles + 255) & ~255) * triscale;
795         // make sure shadowelements is big enough for this volume
796         if (maxshadowtriangles < numtriangles)
797         {
798                 maxshadowtriangles = numtriangles;
799                 if (shadowelements)
800                         Mem_Free(shadowelements);
801                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
802         }
803         // make sure shadowvertex3f is big enough for this volume
804         if (maxshadowvertices < numvertices)
805         {
806                 maxshadowvertices = numvertices;
807                 if (shadowvertex3f)
808                         Mem_Free(shadowvertex3f);
809                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
810         }
811 }
812
813 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
814 {
815         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
816         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
817         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
818         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
819         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
820         {
821                 if (r_shadow_buffer_visitingleafpvs)
822                         Mem_Free(r_shadow_buffer_visitingleafpvs);
823                 if (r_shadow_buffer_leafpvs)
824                         Mem_Free(r_shadow_buffer_leafpvs);
825                 if (r_shadow_buffer_leaflist)
826                         Mem_Free(r_shadow_buffer_leaflist);
827                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
828                 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
829                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
830                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
831         }
832         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
833         {
834                 if (r_shadow_buffer_surfacepvs)
835                         Mem_Free(r_shadow_buffer_surfacepvs);
836                 if (r_shadow_buffer_surfacelist)
837                         Mem_Free(r_shadow_buffer_surfacelist);
838                 if (r_shadow_buffer_surfacesides)
839                         Mem_Free(r_shadow_buffer_surfacesides);
840                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
841                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
842                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
843                 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
844         }
845         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
846         {
847                 if (r_shadow_buffer_shadowtrispvs)
848                         Mem_Free(r_shadow_buffer_shadowtrispvs);
849                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
850                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
851         }
852         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
853         {
854                 if (r_shadow_buffer_lighttrispvs)
855                         Mem_Free(r_shadow_buffer_lighttrispvs);
856                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
857                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
858         }
859 }
860
861 void R_Shadow_PrepareShadowMark(int numtris)
862 {
863         // make sure shadowmark is big enough for this volume
864         if (maxshadowmark < numtris)
865         {
866                 maxshadowmark = numtris;
867                 if (shadowmark)
868                         Mem_Free(shadowmark);
869                 if (shadowmarklist)
870                         Mem_Free(shadowmarklist);
871                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
872                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
873                 shadowmarkcount = 0;
874         }
875         shadowmarkcount++;
876         // if shadowmarkcount wrapped we clear the array and adjust accordingly
877         if (shadowmarkcount == 0)
878         {
879                 shadowmarkcount = 1;
880                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
881         }
882         numshadowmark = 0;
883 }
884
885 void R_Shadow_PrepareShadowSides(int numtris)
886 {
887     if (maxshadowsides < numtris)
888     {
889         maxshadowsides = numtris;
890         if (shadowsides)
891                         Mem_Free(shadowsides);
892                 if (shadowsideslist)
893                         Mem_Free(shadowsideslist);
894                 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
895                 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
896         }
897         numshadowsides = 0;
898 }
899
900 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
901 {
902         int i, j;
903         int outtriangles = 0, outvertices = 0;
904         const int *element;
905         const float *vertex;
906         float ratio, direction[3], projectvector[3];
907
908         if (projectdirection)
909                 VectorScale(projectdirection, projectdistance, projectvector);
910         else
911                 VectorClear(projectvector);
912
913         // create the vertices
914         if (projectdirection)
915         {
916                 for (i = 0;i < numshadowmarktris;i++)
917                 {
918                         element = inelement3i + shadowmarktris[i] * 3;
919                         for (j = 0;j < 3;j++)
920                         {
921                                 if (vertexupdate[element[j]] != vertexupdatenum)
922                                 {
923                                         vertexupdate[element[j]] = vertexupdatenum;
924                                         vertexremap[element[j]] = outvertices;
925                                         vertex = invertex3f + element[j] * 3;
926                                         // project one copy of the vertex according to projectvector
927                                         VectorCopy(vertex, outvertex3f);
928                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
929                                         outvertex3f += 6;
930                                         outvertices += 2;
931                                 }
932                         }
933                 }
934         }
935         else
936         {
937                 for (i = 0;i < numshadowmarktris;i++)
938                 {
939                         element = inelement3i + shadowmarktris[i] * 3;
940                         for (j = 0;j < 3;j++)
941                         {
942                                 if (vertexupdate[element[j]] != vertexupdatenum)
943                                 {
944                                         vertexupdate[element[j]] = vertexupdatenum;
945                                         vertexremap[element[j]] = outvertices;
946                                         vertex = invertex3f + element[j] * 3;
947                                         // project one copy of the vertex to the sphere radius of the light
948                                         // (FIXME: would projecting it to the light box be better?)
949                                         VectorSubtract(vertex, projectorigin, direction);
950                                         ratio = projectdistance / VectorLength(direction);
951                                         VectorCopy(vertex, outvertex3f);
952                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
953                                         outvertex3f += 6;
954                                         outvertices += 2;
955                                 }
956                         }
957                 }
958         }
959
960         if (r_shadow_frontsidecasting.integer)
961         {
962                 for (i = 0;i < numshadowmarktris;i++)
963                 {
964                         int remappedelement[3];
965                         int markindex;
966                         const int *neighbortriangle;
967
968                         markindex = shadowmarktris[i] * 3;
969                         element = inelement3i + markindex;
970                         neighbortriangle = inneighbor3i + markindex;
971                         // output the front and back triangles
972                         outelement3i[0] = vertexremap[element[0]];
973                         outelement3i[1] = vertexremap[element[1]];
974                         outelement3i[2] = vertexremap[element[2]];
975                         outelement3i[3] = vertexremap[element[2]] + 1;
976                         outelement3i[4] = vertexremap[element[1]] + 1;
977                         outelement3i[5] = vertexremap[element[0]] + 1;
978
979                         outelement3i += 6;
980                         outtriangles += 2;
981                         // output the sides (facing outward from this triangle)
982                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
983                         {
984                                 remappedelement[0] = vertexremap[element[0]];
985                                 remappedelement[1] = vertexremap[element[1]];
986                                 outelement3i[0] = remappedelement[1];
987                                 outelement3i[1] = remappedelement[0];
988                                 outelement3i[2] = remappedelement[0] + 1;
989                                 outelement3i[3] = remappedelement[1];
990                                 outelement3i[4] = remappedelement[0] + 1;
991                                 outelement3i[5] = remappedelement[1] + 1;
992
993                                 outelement3i += 6;
994                                 outtriangles += 2;
995                         }
996                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
997                         {
998                                 remappedelement[1] = vertexremap[element[1]];
999                                 remappedelement[2] = vertexremap[element[2]];
1000                                 outelement3i[0] = remappedelement[2];
1001                                 outelement3i[1] = remappedelement[1];
1002                                 outelement3i[2] = remappedelement[1] + 1;
1003                                 outelement3i[3] = remappedelement[2];
1004                                 outelement3i[4] = remappedelement[1] + 1;
1005                                 outelement3i[5] = remappedelement[2] + 1;
1006
1007                                 outelement3i += 6;
1008                                 outtriangles += 2;
1009                         }
1010                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1011                         {
1012                                 remappedelement[0] = vertexremap[element[0]];
1013                                 remappedelement[2] = vertexremap[element[2]];
1014                                 outelement3i[0] = remappedelement[0];
1015                                 outelement3i[1] = remappedelement[2];
1016                                 outelement3i[2] = remappedelement[2] + 1;
1017                                 outelement3i[3] = remappedelement[0];
1018                                 outelement3i[4] = remappedelement[2] + 1;
1019                                 outelement3i[5] = remappedelement[0] + 1;
1020
1021                                 outelement3i += 6;
1022                                 outtriangles += 2;
1023                         }
1024                 }
1025         }
1026         else
1027         {
1028                 for (i = 0;i < numshadowmarktris;i++)
1029                 {
1030                         int remappedelement[3];
1031                         int markindex;
1032                         const int *neighbortriangle;
1033
1034                         markindex = shadowmarktris[i] * 3;
1035                         element = inelement3i + markindex;
1036                         neighbortriangle = inneighbor3i + markindex;
1037                         // output the front and back triangles
1038                         outelement3i[0] = vertexremap[element[2]];
1039                         outelement3i[1] = vertexremap[element[1]];
1040                         outelement3i[2] = vertexremap[element[0]];
1041                         outelement3i[3] = vertexremap[element[0]] + 1;
1042                         outelement3i[4] = vertexremap[element[1]] + 1;
1043                         outelement3i[5] = vertexremap[element[2]] + 1;
1044
1045                         outelement3i += 6;
1046                         outtriangles += 2;
1047                         // output the sides (facing outward from this triangle)
1048                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1049                         {
1050                                 remappedelement[0] = vertexremap[element[0]];
1051                                 remappedelement[1] = vertexremap[element[1]];
1052                                 outelement3i[0] = remappedelement[0];
1053                                 outelement3i[1] = remappedelement[1];
1054                                 outelement3i[2] = remappedelement[1] + 1;
1055                                 outelement3i[3] = remappedelement[0];
1056                                 outelement3i[4] = remappedelement[1] + 1;
1057                                 outelement3i[5] = remappedelement[0] + 1;
1058
1059                                 outelement3i += 6;
1060                                 outtriangles += 2;
1061                         }
1062                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1063                         {
1064                                 remappedelement[1] = vertexremap[element[1]];
1065                                 remappedelement[2] = vertexremap[element[2]];
1066                                 outelement3i[0] = remappedelement[1];
1067                                 outelement3i[1] = remappedelement[2];
1068                                 outelement3i[2] = remappedelement[2] + 1;
1069                                 outelement3i[3] = remappedelement[1];
1070                                 outelement3i[4] = remappedelement[2] + 1;
1071                                 outelement3i[5] = remappedelement[1] + 1;
1072
1073                                 outelement3i += 6;
1074                                 outtriangles += 2;
1075                         }
1076                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1077                         {
1078                                 remappedelement[0] = vertexremap[element[0]];
1079                                 remappedelement[2] = vertexremap[element[2]];
1080                                 outelement3i[0] = remappedelement[2];
1081                                 outelement3i[1] = remappedelement[0];
1082                                 outelement3i[2] = remappedelement[0] + 1;
1083                                 outelement3i[3] = remappedelement[2];
1084                                 outelement3i[4] = remappedelement[0] + 1;
1085                                 outelement3i[5] = remappedelement[2] + 1;
1086
1087                                 outelement3i += 6;
1088                                 outtriangles += 2;
1089                         }
1090                 }
1091         }
1092         if (outnumvertices)
1093                 *outnumvertices = outvertices;
1094         return outtriangles;
1095 }
1096
1097 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1098 {
1099         int i, j, k;
1100         int outtriangles = 0, outvertices = 0;
1101         const int *element;
1102         const float *vertex;
1103         float ratio, direction[3], projectvector[3];
1104         qboolean side[4];
1105
1106         if (projectdirection)
1107                 VectorScale(projectdirection, projectdistance, projectvector);
1108         else
1109                 VectorClear(projectvector);
1110
1111         for (i = 0;i < numshadowmarktris;i++)
1112         {
1113                 int remappedelement[3];
1114                 int markindex;
1115                 const int *neighbortriangle;
1116
1117                 markindex = shadowmarktris[i] * 3;
1118                 neighbortriangle = inneighbor3i + markindex;
1119                 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1120                 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1121                 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1122                 if (side[0] + side[1] + side[2] == 0)
1123                         continue;
1124
1125                 side[3] = side[0];
1126                 element = inelement3i + markindex;
1127
1128                 // create the vertices
1129                 for (j = 0;j < 3;j++)
1130                 {
1131                         if (side[j] + side[j+1] == 0)
1132                                 continue;
1133                         k = element[j];
1134                         if (vertexupdate[k] != vertexupdatenum)
1135                         {
1136                                 vertexupdate[k] = vertexupdatenum;
1137                                 vertexremap[k] = outvertices;
1138                                 vertex = invertex3f + k * 3;
1139                                 VectorCopy(vertex, outvertex3f);
1140                                 if (projectdirection)
1141                                 {
1142                                         // project one copy of the vertex according to projectvector
1143                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
1144                                 }
1145                                 else
1146                                 {
1147                                         // project one copy of the vertex to the sphere radius of the light
1148                                         // (FIXME: would projecting it to the light box be better?)
1149                                         VectorSubtract(vertex, projectorigin, direction);
1150                                         ratio = projectdistance / VectorLength(direction);
1151                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1152                                 }
1153                                 outvertex3f += 6;
1154                                 outvertices += 2;
1155                         }
1156                 }
1157
1158                 // output the sides (facing outward from this triangle)
1159                 if (!side[0])
1160                 {
1161                         remappedelement[0] = vertexremap[element[0]];
1162                         remappedelement[1] = vertexremap[element[1]];
1163                         outelement3i[0] = remappedelement[1];
1164                         outelement3i[1] = remappedelement[0];
1165                         outelement3i[2] = remappedelement[0] + 1;
1166                         outelement3i[3] = remappedelement[1];
1167                         outelement3i[4] = remappedelement[0] + 1;
1168                         outelement3i[5] = remappedelement[1] + 1;
1169
1170                         outelement3i += 6;
1171                         outtriangles += 2;
1172                 }
1173                 if (!side[1])
1174                 {
1175                         remappedelement[1] = vertexremap[element[1]];
1176                         remappedelement[2] = vertexremap[element[2]];
1177                         outelement3i[0] = remappedelement[2];
1178                         outelement3i[1] = remappedelement[1];
1179                         outelement3i[2] = remappedelement[1] + 1;
1180                         outelement3i[3] = remappedelement[2];
1181                         outelement3i[4] = remappedelement[1] + 1;
1182                         outelement3i[5] = remappedelement[2] + 1;
1183
1184                         outelement3i += 6;
1185                         outtriangles += 2;
1186                 }
1187                 if (!side[2])
1188                 {
1189                         remappedelement[0] = vertexremap[element[0]];
1190                         remappedelement[2] = vertexremap[element[2]];
1191                         outelement3i[0] = remappedelement[0];
1192                         outelement3i[1] = remappedelement[2];
1193                         outelement3i[2] = remappedelement[2] + 1;
1194                         outelement3i[3] = remappedelement[0];
1195                         outelement3i[4] = remappedelement[2] + 1;
1196                         outelement3i[5] = remappedelement[0] + 1;
1197
1198                         outelement3i += 6;
1199                         outtriangles += 2;
1200                 }
1201         }
1202         if (outnumvertices)
1203                 *outnumvertices = outvertices;
1204         return outtriangles;
1205 }
1206
1207 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1208 {
1209         int t, tend;
1210         const int *e;
1211         const float *v[3];
1212         float normal[3];
1213         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1214                 return;
1215         tend = firsttriangle + numtris;
1216         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1217         {
1218                 // surface box entirely inside light box, no box cull
1219                 if (projectdirection)
1220                 {
1221                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1222                         {
1223                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1224                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1225                                         shadowmarklist[numshadowmark++] = t;
1226                         }
1227                 }
1228                 else
1229                 {
1230                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1231                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1232                                         shadowmarklist[numshadowmark++] = t;
1233                 }
1234         }
1235         else
1236         {
1237                 // surface box not entirely inside light box, cull each triangle
1238                 if (projectdirection)
1239                 {
1240                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1241                         {
1242                                 v[0] = invertex3f + e[0] * 3;
1243                                 v[1] = invertex3f + e[1] * 3;
1244                                 v[2] = invertex3f + e[2] * 3;
1245                                 TriangleNormal(v[0], v[1], v[2], normal);
1246                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1247                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1248                                         shadowmarklist[numshadowmark++] = t;
1249                         }
1250                 }
1251                 else
1252                 {
1253                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1254                         {
1255                                 v[0] = invertex3f + e[0] * 3;
1256                                 v[1] = invertex3f + e[1] * 3;
1257                                 v[2] = invertex3f + e[2] * 3;
1258                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1259                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1260                                         shadowmarklist[numshadowmark++] = t;
1261                         }
1262                 }
1263         }
1264 }
1265
1266 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1267 {
1268 #if 1
1269         return false;
1270 #else
1271         if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1272                 return false;
1273         // check if the shadow volume intersects the near plane
1274         //
1275         // a ray between the eye and light origin may intersect the caster,
1276         // indicating that the shadow may touch the eye location, however we must
1277         // test the near plane (a polygon), not merely the eye location, so it is
1278         // easiest to enlarge the caster bounding shape slightly for this.
1279         // TODO
1280         return true;
1281 #endif
1282 }
1283
1284 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1285 {
1286         int i, tris, outverts;
1287         if (projectdistance < 0.1)
1288         {
1289                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1290                 return;
1291         }
1292         if (!numverts || !nummarktris)
1293                 return;
1294         // make sure shadowelements is big enough for this volume
1295         if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1296                 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1297
1298         if (maxvertexupdate < numverts)
1299         {
1300                 maxvertexupdate = numverts;
1301                 if (vertexupdate)
1302                         Mem_Free(vertexupdate);
1303                 if (vertexremap)
1304                         Mem_Free(vertexremap);
1305                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1306                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1307                 vertexupdatenum = 0;
1308         }
1309         vertexupdatenum++;
1310         if (vertexupdatenum == 0)
1311         {
1312                 vertexupdatenum = 1;
1313                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1314                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1315         }
1316
1317         for (i = 0;i < nummarktris;i++)
1318                 shadowmark[marktris[i]] = shadowmarkcount;
1319
1320         if (r_shadow_compilingrtlight)
1321         {
1322                 // if we're compiling an rtlight, capture the mesh
1323                 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1324                 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1325                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1326                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1327         }
1328         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1329         {
1330                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1331                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1332                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1333         }
1334         else
1335         {
1336                 // decide which type of shadow to generate and set stencil mode
1337                 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1338                 // generate the sides or a solid volume, depending on type
1339                 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1340                         tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1341                 else
1342                         tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1343                 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1344                 r_refdef.stats.lights_shadowtriangles += tris;
1345                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1346                 {
1347                         // increment stencil if frontface is infront of depthbuffer
1348                         GL_CullFace(r_refdef.view.cullface_front);
1349                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1350                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1351                         // decrement stencil if backface is infront of depthbuffer
1352                         GL_CullFace(r_refdef.view.cullface_back);
1353                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1354                 }
1355                 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1356                 {
1357                         // decrement stencil if backface is behind depthbuffer
1358                         GL_CullFace(r_refdef.view.cullface_front);
1359                         R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1360                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1361                         // increment stencil if frontface is behind depthbuffer
1362                         GL_CullFace(r_refdef.view.cullface_back);
1363                         R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1364                 }
1365                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1366                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1367         }
1368 }
1369
1370 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1371 {
1372     // p1, p2, p3 are in the cubemap's local coordinate system
1373     // bias = border/(size - border)
1374         int mask = 0x3F;
1375
1376     float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1377           dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1378           dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1379         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1380         mask &= (3<<4)
1381                         | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1382                         | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1383                         | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1384     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1385         mask &= (3<<4)
1386             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1387             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))            
1388             | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1389
1390     dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1391     dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1392     dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1393     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1394         mask &= (3<<0)
1395             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1396             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))            
1397             | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1398     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1399         mask &= (3<<0)
1400             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1401             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1402             | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1403
1404     dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1405     dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1406     dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1407     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1408         mask &= (3<<2)
1409             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1410             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1411             | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1412     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1413         mask &= (3<<2)
1414             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1415             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1416             | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1417
1418         return mask;
1419 }
1420
1421 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1422 {
1423         vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1424         float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1425         int mask = 0x3F;
1426
1427         VectorSubtract(maxs, mins, radius);
1428     VectorScale(radius, 0.5f, radius);
1429     VectorAdd(mins, radius, center);
1430     Matrix4x4_Transform(worldtolight, center, lightcenter);
1431         Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1432         VectorSubtract(lightcenter, lightradius, pmin);
1433         VectorAdd(lightcenter, lightradius, pmax);
1434
1435     dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1436     dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1437     if(ap1 > bias*an1 && ap2 > bias*an2)
1438         mask &= (3<<4)
1439             | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1440             | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1441     if(an1 > bias*ap1 && an2 > bias*ap2)
1442         mask &= (3<<4)
1443             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1444             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1445
1446     dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1447     dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1448     if(ap1 > bias*an1 && ap2 > bias*an2)
1449         mask &= (3<<0)
1450             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1451             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1452     if(an1 > bias*ap1 && an2 > bias*ap2)
1453         mask &= (3<<0)
1454             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1455             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1456
1457     dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1458     dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1459     if(ap1 > bias*an1 && ap2 > bias*an2)
1460         mask &= (3<<2)
1461             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1462             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1463     if(an1 > bias*ap1 && an2 > bias*ap2)
1464         mask &= (3<<2)
1465             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1466             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1467
1468     return mask;
1469 }
1470
1471 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1472
1473 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1474 {
1475     // p is in the cubemap's local coordinate system
1476     // bias = border/(size - border)
1477     float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1478     float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1479     float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1480     int mask = 0x3F;
1481     if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1482     if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1483     if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1484     if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1485     if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1486     if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1487     return mask;
1488 }
1489
1490 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1491 {
1492         int i;
1493         vec3_t p, n;
1494         int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1495         float scale = (size - 2*border)/size, len;
1496         float bias = border / (float)(size - border), dp, dn, ap, an;
1497         // check if cone enclosing side would cross frustum plane 
1498         scale = 2 / (scale*scale + 2);
1499         for (i = 0;i < 5;i++)
1500         {
1501                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1502                         continue;
1503                 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1504                 len = scale*VectorLength2(n);
1505                 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1506                 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1507                 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1508         }
1509         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1510         {
1511         Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1512         len = scale*VectorLength(n);
1513                 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1514                 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1515                 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1516         }
1517         // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1518         // check if frustum corners/origin cross plane sides
1519 #if 1
1520     // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1521     Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1522     dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1523     masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1524     masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1525     dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1526     masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1527     masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1528     dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1529     masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1530     masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1531     for (i = 0;i < 4;i++)
1532     {
1533         Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1534         VectorSubtract(n, p, n);
1535         dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1536         if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1537         if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1538         dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1539         if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1540         if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1541         dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1542         if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1543         if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1544     }
1545 #else
1546     // finite version, assumes corners are a finite distance from origin dependent on far plane
1547         for (i = 0;i < 5;i++)
1548         {
1549                 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1550                 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1551                 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1552                 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1553                 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1554                 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1555                 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1556                 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1557                 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1558                 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1559         }
1560 #endif
1561         return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1562 }
1563
1564 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1565 {
1566         int t, tend;
1567         const int *e;
1568         const float *v[3];
1569         float normal[3];
1570         vec3_t p[3];
1571         float bias;
1572         int mask, surfacemask = 0;
1573         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1574                 return 0;
1575         bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1576         tend = firsttriangle + numtris;
1577         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1578         {
1579                 // surface box entirely inside light box, no box cull
1580                 if (projectdirection)
1581                 {
1582                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1583                         {
1584                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1585                                 TriangleNormal(v[0], v[1], v[2], normal);
1586                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1587                                 {
1588                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1589                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1590                                         surfacemask |= mask;
1591                                         if(totals)
1592                                         {
1593                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1594                                                 shadowsides[numshadowsides] = mask;
1595                                                 shadowsideslist[numshadowsides++] = t;
1596                                         }
1597                                 }
1598                         }
1599                 }
1600                 else
1601                 {
1602                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1603                         {
1604                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1605                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1606                                 {
1607                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1608                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1609                                         surfacemask |= mask;
1610                                         if(totals)
1611                                         {
1612                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1613                                                 shadowsides[numshadowsides] = mask;
1614                                                 shadowsideslist[numshadowsides++] = t;
1615                                         }
1616                                 }
1617                         }
1618                 }
1619         }
1620         else
1621         {
1622                 // surface box not entirely inside light box, cull each triangle
1623                 if (projectdirection)
1624                 {
1625                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1626                         {
1627                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1628                                 TriangleNormal(v[0], v[1], v[2], normal);
1629                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1630                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1631                                 {
1632                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1633                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1634                                         surfacemask |= mask;
1635                                         if(totals)
1636                                         {
1637                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1638                                                 shadowsides[numshadowsides] = mask;
1639                                                 shadowsideslist[numshadowsides++] = t;
1640                                         }
1641                                 }
1642                         }
1643                 }
1644                 else
1645                 {
1646                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1647                         {
1648                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1649                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1650                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1651                                 {
1652                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1653                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1654                                         surfacemask |= mask;
1655                                         if(totals)
1656                                         {
1657                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1658                                                 shadowsides[numshadowsides] = mask;
1659                                                 shadowsideslist[numshadowsides++] = t;
1660                                         }
1661                                 }
1662                         }
1663                 }
1664         }
1665         return surfacemask;
1666 }
1667
1668 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1669 {
1670         int i, j, outtriangles = 0;
1671         int *outelement3i[6];
1672         if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1673                 return;
1674         outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1675         // make sure shadowelements is big enough for this mesh
1676         if (maxshadowtriangles < outtriangles)
1677                 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1678
1679         // compute the offset and size of the separate index lists for each cubemap side
1680         outtriangles = 0;
1681         for (i = 0;i < 6;i++)
1682         {
1683                 outelement3i[i] = shadowelements + outtriangles * 3;
1684                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1685                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1686                 outtriangles += sidetotals[i];
1687         }
1688
1689         // gather up the (sparse) triangles into separate index lists for each cubemap side
1690         for (i = 0;i < numsidetris;i++)
1691         {
1692                 const int *element = elements + sidetris[i] * 3;
1693                 for (j = 0;j < 6;j++)
1694                 {
1695                         if (sides[i] & (1 << j))
1696                         {
1697                                 outelement3i[j][0] = element[0];
1698                                 outelement3i[j][1] = element[1];
1699                                 outelement3i[j][2] = element[2];
1700                                 outelement3i[j] += 3;
1701                         }
1702                 }
1703         }
1704                         
1705         Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1706 }
1707
1708 static void R_Shadow_MakeTextures_MakeCorona(void)
1709 {
1710         float dx, dy;
1711         int x, y, a;
1712         unsigned char pixels[32][32][4];
1713         for (y = 0;y < 32;y++)
1714         {
1715                 dy = (y - 15.5f) * (1.0f / 16.0f);
1716                 for (x = 0;x < 32;x++)
1717                 {
1718                         dx = (x - 15.5f) * (1.0f / 16.0f);
1719                         a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1720                         a = bound(0, a, 255);
1721                         pixels[y][x][0] = a;
1722                         pixels[y][x][1] = a;
1723                         pixels[y][x][2] = a;
1724                         pixels[y][x][3] = 255;
1725                 }
1726         }
1727         r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1728 }
1729
1730 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1731 {
1732         float dist = sqrt(x*x+y*y+z*z);
1733         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1734         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1735         return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1736 }
1737
1738 static void R_Shadow_MakeTextures(void)
1739 {
1740         int x, y, z;
1741         float intensity, dist;
1742         unsigned int *data;
1743         R_Shadow_FreeShadowMaps();
1744         R_FreeTexturePool(&r_shadow_texturepool);
1745         r_shadow_texturepool = R_AllocTexturePool();
1746         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1747         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1748         data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1749         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1750         for (x = 0;x <= ATTENTABLESIZE;x++)
1751         {
1752                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1753                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1754                 r_shadow_attentable[x] = bound(0, intensity, 1);
1755         }
1756         // 1D gradient texture
1757         for (x = 0;x < ATTEN1DSIZE;x++)
1758                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1759         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1760         // 2D circle texture
1761         for (y = 0;y < ATTEN2DSIZE;y++)
1762                 for (x = 0;x < ATTEN2DSIZE;x++)
1763                         data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1764         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1765         // 3D sphere texture
1766         if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1767         {
1768                 for (z = 0;z < ATTEN3DSIZE;z++)
1769                         for (y = 0;y < ATTEN3DSIZE;y++)
1770                                 for (x = 0;x < ATTEN3DSIZE;x++)
1771                                         data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1772                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1773         }
1774         else
1775                 r_shadow_attenuation3dtexture = NULL;
1776         Mem_Free(data);
1777
1778         R_Shadow_MakeTextures_MakeCorona();
1779
1780         // Editor light sprites
1781         r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1782         "................"
1783         ".3............3."
1784         "..5...2332...5.."
1785         "...7.3....3.7..."
1786         "....7......7...."
1787         "...3.7....7.3..."
1788         "..2...7..7...2.."
1789         "..3..........3.."
1790         "..3..........3.."
1791         "..2...7..7...2.."
1792         "...3.7....7.3..."
1793         "....7......7...."
1794         "...7.3....3.7..."
1795         "..5...2332...5.."
1796         ".3............3."
1797         "................"
1798         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1799         r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1800         "................"
1801         "................"
1802         "......1111......"
1803         "....11233211...."
1804         "...1234554321..."
1805         "...1356776531..."
1806         "..124677776421.."
1807         "..135777777531.."
1808         "..135777777531.."
1809         "..124677776421.."
1810         "...1356776531..."
1811         "...1234554321..."
1812         "....11233211...."
1813         "......1111......"
1814         "................"
1815         "................"
1816         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1817         r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1818         "................"
1819         "................"
1820         "......1111......"
1821         "....11233211...."
1822         "...1234554321..."
1823         "...1356226531..."
1824         "..12462..26421.."
1825         "..1352....2531.."
1826         "..1352....2531.."
1827         "..12462..26421.."
1828         "...1356226531..."
1829         "...1234554321..."
1830         "....11233211...."
1831         "......1111......"
1832         "................"
1833         "................"
1834         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1835         r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1836         "................"
1837         "................"
1838         "......2772......"
1839         "....27755772...."
1840         "..277533335772.."
1841         "..753333333357.."
1842         "..777533335777.."
1843         "..735775577537.."
1844         "..733357753337.."
1845         "..733337733337.."
1846         "..753337733357.."
1847         "..277537735772.."
1848         "....27777772...."
1849         "......2772......"
1850         "................"
1851         "................"
1852         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1853         r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1854         "................"
1855         "................"
1856         "......2772......"
1857         "....27722772...."
1858         "..2772....2772.."
1859         "..72........27.."
1860         "..7772....2777.."
1861         "..7.27722772.7.."
1862         "..7...2772...7.."
1863         "..7....77....7.."
1864         "..72...77...27.."
1865         "..2772.77.2772.."
1866         "....27777772...."
1867         "......2772......"
1868         "................"
1869         "................"
1870         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1871         r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1872         "................"
1873         ".777752..257777."
1874         ".742........247."
1875         ".72..........27."
1876         ".7............7."
1877         ".5............5."
1878         ".2............2."
1879         "................"
1880         "................"
1881         ".2............2."
1882         ".5............5."
1883         ".7............7."
1884         ".72..........27."
1885         ".742........247."
1886         ".777752..257777."
1887         "................"
1888         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1889 }
1890
1891 void R_Shadow_ValidateCvars(void)
1892 {
1893         if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1894                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1895         if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1896                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1897         if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1898                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1899 }
1900
1901 void R_Shadow_RenderMode_Begin(void)
1902 {
1903 #if 0
1904         GLint drawbuffer;
1905         GLint readbuffer;
1906 #endif
1907         R_Shadow_ValidateCvars();
1908
1909         if (!r_shadow_attenuation2dtexture
1910          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1911          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1912          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1913                 R_Shadow_MakeTextures();
1914
1915         CHECKGLERROR
1916         R_Mesh_ResetTextureState();
1917         GL_BlendFunc(GL_ONE, GL_ZERO);
1918         GL_DepthRange(0, 1);
1919         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1920         GL_DepthTest(true);
1921         GL_DepthMask(false);
1922         GL_Color(0, 0, 0, 1);
1923         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1924
1925         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1926
1927         if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1928         {
1929                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1930                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1931         }
1932         else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1933         {
1934                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1935                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1936         }
1937         else
1938         {
1939                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1940                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1941         }
1942
1943         switch(vid.renderpath)
1944         {
1945         case RENDERPATH_GL20:
1946         case RENDERPATH_D3D9:
1947         case RENDERPATH_D3D10:
1948         case RENDERPATH_D3D11:
1949         case RENDERPATH_SOFT:
1950         case RENDERPATH_GLES2:
1951                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1952                 break;
1953         case RENDERPATH_GL13:
1954         case RENDERPATH_GL11:
1955                 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1956                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1957                 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1958                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1959                 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1960                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1961                 else
1962                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1963                 break;
1964         }
1965
1966         CHECKGLERROR
1967 #if 0
1968         qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1969         qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1970         r_shadow_drawbuffer = drawbuffer;
1971         r_shadow_readbuffer = readbuffer;
1972 #endif
1973         r_shadow_cullface_front = r_refdef.view.cullface_front;
1974         r_shadow_cullface_back = r_refdef.view.cullface_back;
1975 }
1976
1977 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1978 {
1979         rsurface.rtlight = rtlight;
1980 }
1981
1982 void R_Shadow_RenderMode_Reset(void)
1983 {
1984         R_Mesh_ResetRenderTargets();
1985         R_SetViewport(&r_refdef.view.viewport);
1986         GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1987         R_Mesh_ResetTextureState();
1988         GL_DepthRange(0, 1);
1989         GL_DepthTest(true);
1990         GL_DepthMask(false);
1991         GL_DepthFunc(GL_LEQUAL);
1992         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1993         r_refdef.view.cullface_front = r_shadow_cullface_front;
1994         r_refdef.view.cullface_back = r_shadow_cullface_back;
1995         GL_CullFace(r_refdef.view.cullface_back);
1996         GL_Color(1, 1, 1, 1);
1997         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1998         GL_BlendFunc(GL_ONE, GL_ZERO);
1999         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
2000         r_shadow_usingshadowmap2d = false;
2001         r_shadow_usingshadowmaportho = false;
2002         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2003 }
2004
2005 void R_Shadow_ClearStencil(void)
2006 {
2007         GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2008         r_refdef.stats.lights_clears++;
2009 }
2010
2011 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2012 {
2013         r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2014         if (r_shadow_rendermode == mode)
2015                 return;
2016         R_Shadow_RenderMode_Reset();
2017         GL_DepthFunc(GL_LESS);
2018         GL_ColorMask(0, 0, 0, 0);
2019         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2020         GL_CullFace(GL_NONE);
2021         R_SetupShader_DepthOrShadow();
2022         r_shadow_rendermode = mode;
2023         switch(mode)
2024         {
2025         default:
2026                 break;
2027         case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2028         case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2029                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2030                 break;
2031         case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2032         case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2033                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2034                 break;
2035         }
2036 }
2037
2038 static void R_Shadow_MakeVSDCT(void)
2039 {
2040         // maps to a 2x3 texture rectangle with normalized coordinates
2041         // +-
2042         // XX
2043         // YY
2044         // ZZ
2045         // stores abs(dir.xy), offset.xy/2.5
2046         unsigned char data[4*6] =
2047         {
2048                 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2049                 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2050                 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2051                 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2052                 0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2053                 0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2054         };
2055         r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2056 }
2057
2058 static void R_Shadow_MakeShadowMap(int side, int size)
2059 {
2060         switch (r_shadow_shadowmode)
2061         {
2062         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2063                 if (r_shadow_shadowmap2dtexture) return;
2064                 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2065                 r_shadow_shadowmap2dcolortexture = NULL;
2066                 switch(vid.renderpath)
2067                 {
2068 #ifdef SUPPORTD3D
2069                 case RENDERPATH_D3D9:
2070                         r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2071                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2072                         break;
2073 #endif
2074                 default:
2075                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
2076                         break;
2077                 }
2078                 break;
2079         default:
2080                 return;
2081         }
2082
2083         // render depth into the fbo, do not render color at all
2084         // validate the fbo now
2085         if (qglDrawBuffer)
2086         {
2087                 int status;
2088                 qglDrawBuffer(GL_NONE);CHECKGLERROR
2089                 qglReadBuffer(GL_NONE);CHECKGLERROR
2090                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2091                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2092                 {
2093                         Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2094                         Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2095                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
2096                 }
2097         }
2098 }
2099
2100 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2101 {
2102         float nearclip, farclip, bias;
2103         r_viewport_t viewport;
2104         int flipped;
2105         GLuint fbo = 0;
2106         float clearcolor[4];
2107         nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2108         farclip = 1.0f;
2109         bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2110         r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2111         r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2112         r_shadow_shadowmapside = side;
2113         r_shadow_shadowmapsize = size;
2114
2115         r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2116         r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2117         R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2118         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2119
2120         // complex unrolled cube approach (more flexible)
2121         if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2122                 R_Shadow_MakeVSDCT();
2123         if (!r_shadow_shadowmap2dtexture)
2124                 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2125         if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2126         r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2127         r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2128         r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2129
2130         R_Mesh_ResetTextureState();
2131         R_Mesh_ResetRenderTargets();
2132         R_Shadow_RenderMode_Reset();
2133         if (fbo)
2134         {
2135                 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2136                 R_SetupShader_DepthOrShadow();
2137         }
2138         else
2139                 R_SetupShader_ShowDepth();
2140         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2141         GL_DepthMask(true);
2142         GL_DepthTest(true);
2143
2144 init_done:
2145         R_SetViewport(&viewport);
2146         flipped = (side & 1) ^ (side >> 2);
2147         r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2148         r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2149         switch(vid.renderpath)
2150         {
2151         case RENDERPATH_GL11:
2152         case RENDERPATH_GL13:
2153         case RENDERPATH_GL20:
2154         case RENDERPATH_SOFT:
2155         case RENDERPATH_GLES2:
2156                 GL_CullFace(r_refdef.view.cullface_back);
2157                 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2158                 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2159                 {
2160                         // get tightest scissor rectangle that encloses all viewports in the clear mask
2161                         int x1 = clear & 0x15 ? 0 : size;
2162                         int x2 = clear & 0x2A ? 2 * size : size;
2163                         int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2164                         int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2165                         GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2166                         GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2167                 }
2168                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2169                 break;
2170         case RENDERPATH_D3D9:
2171         case RENDERPATH_D3D10:
2172         case RENDERPATH_D3D11:
2173                 Vector4Set(clearcolor, 1,1,1,1);
2174                 // completely different meaning than in OpenGL path
2175                 r_shadow_shadowmap_parameters[1] = 0;
2176                 r_shadow_shadowmap_parameters[3] = -bias;
2177                 // we invert the cull mode because we flip the projection matrix
2178                 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2179                 GL_CullFace(r_refdef.view.cullface_front);
2180                 // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
2181                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2182                 if (r_shadow_shadowmapsampler)
2183                 {
2184                         GL_ColorMask(0,0,0,0);
2185                         if (clear)
2186                                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2187                 }
2188                 else
2189                 {
2190                         GL_ColorMask(1,1,1,1);
2191                         if (clear)
2192                                 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2193                 }
2194                 break;
2195         }
2196 }
2197
2198 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2199 {
2200         R_Mesh_ResetTextureState();
2201         R_Mesh_ResetRenderTargets();
2202         if (transparent)
2203         {
2204                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2205                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2206                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2207                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2208         }
2209         R_Shadow_RenderMode_Reset();
2210         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2211         if (!transparent)
2212                 GL_DepthFunc(GL_EQUAL);
2213         // do global setup needed for the chosen lighting mode
2214         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2215                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2216         r_shadow_usingshadowmap2d = shadowmapping;
2217         r_shadow_rendermode = r_shadow_lightingrendermode;
2218         // only draw light where this geometry was already rendered AND the
2219         // stencil is 128 (values other than this mean shadow)
2220         if (stenciltest)
2221                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2222         else
2223                 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2224 }
2225
2226 static const unsigned short bboxelements[36] =
2227 {
2228         5, 1, 3, 5, 3, 7,
2229         6, 2, 0, 6, 0, 4,
2230         7, 3, 2, 7, 2, 6,
2231         4, 0, 1, 4, 1, 5,
2232         4, 5, 7, 4, 7, 6,
2233         1, 0, 2, 1, 2, 3,
2234 };
2235
2236 static const float bboxpoints[8][3] =
2237 {
2238         {-1,-1,-1},
2239         { 1,-1,-1},
2240         {-1, 1,-1},
2241         { 1, 1,-1},
2242         {-1,-1, 1},
2243         { 1,-1, 1},
2244         {-1, 1, 1},
2245         { 1, 1, 1},
2246 };
2247
2248 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2249 {
2250         int i;
2251         float vertex3f[8*3];
2252         const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2253 // do global setup needed for the chosen lighting mode
2254         R_Shadow_RenderMode_Reset();
2255         r_shadow_rendermode = r_shadow_lightingrendermode;
2256         R_EntityMatrix(&identitymatrix);
2257         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2258         // only draw light where this geometry was already rendered AND the
2259         // stencil is 128 (values other than this mean shadow)
2260         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2261         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2262
2263         r_shadow_usingshadowmap2d = shadowmapping;
2264
2265         // render the lighting
2266         R_SetupShader_DeferredLight(rsurface.rtlight);
2267         for (i = 0;i < 8;i++)
2268                 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2269         GL_ColorMask(1,1,1,1);
2270         GL_DepthMask(false);
2271         GL_DepthRange(0, 1);
2272         GL_PolygonOffset(0, 0);
2273         GL_DepthTest(true);
2274         GL_DepthFunc(GL_GREATER);
2275         GL_CullFace(r_refdef.view.cullface_back);
2276         R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
2277         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2278 }
2279
2280 static void R_Shadow_UpdateBounceGridTexture(void)
2281 {
2282 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2283         dlight_t *light;
2284         int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2285         int bouncecount;
2286         int c[3];
2287         int hitsupercontentsmask;
2288         int maxbounce;
2289         int numpixels;
2290         int pixelindex;
2291         int resolution[3];
2292         int shootparticles;
2293         int shotparticles;
2294         int tex[3];
2295         trace_t cliptrace;
2296         //trace_t cliptrace2;
2297         //trace_t cliptrace3;
2298         unsigned char *pixel;
2299         unsigned char *pixels;
2300         unsigned short *highpixel;
2301         unsigned short *highpixels;
2302         unsigned int lightindex;
2303         unsigned int range;
2304         unsigned int range1;
2305         unsigned int range2;
2306         unsigned int seed = (unsigned int)(realtime * 1000.0f);
2307         vec3_t shotcolor;
2308         vec3_t baseshotcolor;
2309         vec3_t surfcolor;
2310         vec3_t clipend;
2311         vec3_t clipstart;
2312         vec3_t clipdiff;
2313         vec3_t ispacing;
2314         vec3_t maxs;
2315         vec3_t mins;
2316         vec3_t size;
2317         vec3_t spacing;
2318         vec3_t lightcolor;
2319         vec_t radius;
2320         vec_t s;
2321         vec_t lightintensity;
2322         float m[16];
2323         qboolean isstatic = r_shadow_bouncegrid_updateinterval.value > 1.0f;
2324         rtlight_t *rtlight;
2325         if (!r_shadow_bouncegrid.integer || !vid.support.ext_texture_3d)
2326         {
2327                 if (r_shadow_bouncegridtexture)
2328                 {
2329                         R_FreeTexture(r_shadow_bouncegridtexture);
2330                         r_shadow_bouncegridtexture = NULL;
2331                 }
2332                 if (r_shadow_bouncegridpixels)
2333                         Mem_Free(r_shadow_bouncegridpixels);
2334                 r_shadow_bouncegridpixels = NULL;
2335                 if (r_shadow_bouncegridhighpixels)
2336                         Mem_Free(r_shadow_bouncegridhighpixels);
2337                 r_shadow_bouncegridhighpixels = NULL;
2338                 r_shadow_bouncegridnumpixels = 0;
2339                 return;
2340         }
2341         if (r_refdef.scene.worldmodel && isstatic)
2342         {
2343                 VectorSet(spacing, bound(1, r_shadow_bouncegrid_spacingx.value, 512), bound(1, r_shadow_bouncegrid_spacingy.value, 512), bound(1, r_shadow_bouncegrid_spacingz.value, 512));
2344                 VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2345                 VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2346                 VectorSubtract(maxs, mins, size);
2347                 resolution[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2348                 resolution[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2349                 resolution[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2350                 resolution[0] = min(resolution[0], bound(4, r_shadow_bouncegrid_x.integer, (int)vid.maxtexturesize_3d));
2351                 resolution[1] = min(resolution[1], bound(4, r_shadow_bouncegrid_y.integer, (int)vid.maxtexturesize_3d));
2352                 resolution[2] = min(resolution[2], bound(4, r_shadow_bouncegrid_z.integer, (int)vid.maxtexturesize_3d));
2353                 spacing[0] = size[0] / resolution[0];
2354                 spacing[1] = size[1] / resolution[1];
2355                 spacing[2] = size[2] / resolution[2];
2356                 ispacing[0] = 1.0f / spacing[0];
2357                 ispacing[1] = 1.0f / spacing[1];
2358                 ispacing[2] = 1.0f / spacing[2];
2359         }
2360         else
2361         {
2362                 VectorSet(resolution, bound(4, r_shadow_bouncegrid_x.integer, (int)vid.maxtexturesize_3d), bound(4, r_shadow_bouncegrid_y.integer, (int)vid.maxtexturesize_3d), bound(4, r_shadow_bouncegrid_z.integer, (int)vid.maxtexturesize_3d));
2363                 VectorSet(spacing, bound(1, r_shadow_bouncegrid_spacingx.value, 512), bound(1, r_shadow_bouncegrid_spacingy.value, 512), bound(1, r_shadow_bouncegrid_spacingz.value, 512));
2364                 VectorMultiply(resolution, spacing, size);
2365                 ispacing[0] = 1.0f / spacing[0];
2366                 ispacing[1] = 1.0f / spacing[1];
2367                 ispacing[2] = 1.0f / spacing[2];
2368                 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2369                 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2370                 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2371                 VectorAdd(mins, size, maxs);
2372         }
2373         r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2374         if (r_shadow_bouncegridtexture && realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value && resolution[0] == r_shadow_bouncegridresolution[0] && resolution[1] == r_shadow_bouncegridresolution[1] && resolution[2] == r_shadow_bouncegridresolution[2])
2375                 return;
2376         // we're going to update the bouncegrid, update the matrix...
2377         memset(m, 0, sizeof(m));
2378         m[0] = 1.0f / size[0];
2379         m[3] = -mins[0] * m[0];
2380         m[5] = 1.0f / size[1];
2381         m[7] = -mins[1] * m[5];
2382         m[10] = 1.0f / size[2];
2383         m[11] = -mins[2] * m[10];
2384         m[15] = 1.0f;
2385         Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2386         numpixels = resolution[0]*resolution[1]*resolution[2];
2387         // reallocate pixels for this update if needed...
2388         if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2389         {
2390                 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2391                 r_shadow_bouncegridhighpixels = (unsigned short *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(unsigned short[4]));
2392         }
2393         r_shadow_bouncegridnumpixels = numpixels;
2394         pixels = r_shadow_bouncegridpixels;
2395         highpixels = r_shadow_bouncegridhighpixels;
2396         memset(pixels, 0, numpixels * sizeof(unsigned char[4]));
2397         memset(highpixels, 0, numpixels * sizeof(unsigned short[3]));
2398         // figure out what we want to interact with
2399         if (r_shadow_bouncegrid_hitmodels.integer)
2400                 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK;
2401         else
2402                 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
2403         maxbounce = bound(1, r_shadow_bouncegrid_maxbounce.integer, 16);
2404         // iterate world rtlights
2405         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2406         range1 = isstatic ? 0 : r_refdef.scene.numlights;
2407         range2 = range + range1;
2408         for (lightindex = 0;lightindex < range2;lightindex++)
2409         {
2410                 if (isstatic)
2411                 {
2412                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2413                         if (!light || !(light->flags & flag))
2414                                 continue;
2415                         rtlight = &light->rtlight;
2416                         // when static, we skip styled lights because they tend to change...
2417                         if (rtlight->style > 0)
2418                                 continue;
2419                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2420                 }
2421                 else
2422                 {
2423                         if (lightindex < range)
2424                         {
2425                                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2426                                 rtlight = &light->rtlight;
2427                         }
2428                         else
2429                                 rtlight = r_refdef.scene.lights[lightindex - range];
2430                         // draw only visible lights (major speedup)
2431                         if (!rtlight->draw)
2432                                 continue;
2433                         VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2434                 }
2435                 if (!VectorLength2(lightcolor))
2436                         continue;
2437                 // shoot particles from this light
2438                 // use a calculation for the number of particles that will not
2439                 // vary with lightstyle, otherwise we get randomized particle
2440                 // distribution, the seeded random is only consistent for a
2441                 // consistent number of particles on this light...
2442                 radius = rtlight->radius * bound(0.0001f, r_shadow_bouncegrid_lightradiusscale.value, 1024.0f);
2443                 s = rtlight->radius / bound(1.0f, r_shadow_bouncegrid_particlespacing.value, 1048576.0f);
2444                 lightintensity = VectorLength(rtlight->color) * rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale;
2445                 if (lightindex >= range)
2446                         lightintensity *= r_shadow_bouncegrid_dlightparticlemultiplier.value;
2447                 shootparticles = (int)bound(0, lightintensity * s *s, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2448                 if (!shootparticles)
2449                         continue;
2450                 s = 65535.0f * r_shadow_bouncegrid_particleintensity.value / shootparticles;
2451                 VectorScale(lightcolor, s, baseshotcolor);
2452                 if (VectorLength2(baseshotcolor) < 3.0f)
2453                         break;
2454                 r_refdef.stats.bouncegrid_lights++;
2455                 r_refdef.stats.bouncegrid_particles += shootparticles;
2456                 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2457                 {
2458                         if (r_shadow_bouncegrid_stablerandom.integer > 0)
2459                                 seed = lightindex * 11937 + shotparticles;
2460                         VectorCopy(baseshotcolor, shotcolor);
2461                         VectorCopy(rtlight->shadoworigin, clipstart);
2462                         if (r_shadow_bouncegrid_stablerandom.integer < 0)
2463                                 VectorRandom(clipend);
2464                         else
2465                                 VectorCheeseRandom(clipend);
2466                         VectorMA(clipstart, radius, clipend, clipend);
2467                         for (bouncecount = 0;;bouncecount++)
2468                         {
2469                                 r_refdef.stats.bouncegrid_traces++;
2470                                 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2471                                 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2472                                 cliptrace = CL_TraceLine(clipstart, clipend, r_shadow_bouncegrid_hitmodels.integer ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true);
2473                                 //Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask);
2474                                 if (cliptrace.fraction >= 1.0f)
2475                                         break;
2476                                 r_refdef.stats.bouncegrid_hits++;
2477                                 if (bouncecount > 0)
2478                                 {
2479                                         r_refdef.stats.bouncegrid_splats++;
2480                                         // figure out which texture pixel this is in
2481                                         tex[0] = (int)((cliptrace.endpos[0] - mins[0]) * ispacing[0]);
2482                                         tex[1] = (int)((cliptrace.endpos[1] - mins[1]) * ispacing[1]);
2483                                         tex[2] = (int)((cliptrace.endpos[2] - mins[2]) * ispacing[2]);
2484                                         if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 1 && tex[1] < resolution[1] - 1 && tex[2] < resolution[2] - 1)
2485                                         {
2486                                                 // it is within bounds...
2487                                                 pixelindex = ((tex[2]*resolution[1]+tex[1])*resolution[0]+tex[0]);
2488                                                 pixel = pixels + 4 * pixelindex;
2489                                                 highpixel = highpixels + 3 * pixelindex;
2490                                                 // add to the high precision pixel color
2491                                                 c[0] = highpixel[0] + (int)shotcolor[2];
2492                                                 c[1] = highpixel[1] + (int)shotcolor[1];
2493                                                 c[2] = highpixel[2] + (int)shotcolor[0];
2494                                                 highpixel[0] = (unsigned short)min(c[0], 65535);
2495                                                 highpixel[1] = (unsigned short)min(c[1], 65535);
2496                                                 highpixel[2] = (unsigned short)min(c[2], 65535);
2497                                                 // update the low precision pixel color
2498                                                 pixel[0] = highpixel[0] >> 8;
2499                                                 pixel[1] = highpixel[1] >> 8;
2500                                                 pixel[2] = highpixel[2] >> 8;
2501                                                 pixel[3] = 255;
2502                                         }
2503                                 }
2504                                 if (bouncecount >= maxbounce)
2505                                         break;
2506                                 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2507                                 // also clamp the resulting color to never add energy, even if the user requests extreme values
2508                                 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2509                                         VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2510                                 else
2511                                         VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2512                                 VectorScale(surfcolor, r_shadow_bouncegrid_particlebounceintensity.value, surfcolor);
2513                                 surfcolor[0] = min(surfcolor[0], 1.0f);
2514                                 surfcolor[1] = min(surfcolor[1], 1.0f);
2515                                 surfcolor[2] = min(surfcolor[2], 1.0f);
2516                                 VectorMultiply(shotcolor, surfcolor, shotcolor);
2517                                 if (VectorLength2(shotcolor) < 3.0f)
2518                                         break;
2519                                 r_refdef.stats.bouncegrid_bounces++;
2520                                 if (r_shadow_bouncegrid_bounceanglediffuse.integer)
2521                                 {
2522                                         // random direction, primarily along plane normal
2523                                         s = VectorDistance(cliptrace.endpos, clipend);
2524                                         if (r_shadow_bouncegrid_stablerandom.integer < 0)
2525                                                 VectorRandom(clipend);
2526                                         else
2527                                                 VectorCheeseRandom(clipend);
2528                                         VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2529                                         VectorNormalize(clipend);
2530                                         VectorScale(clipend, s, clipend);
2531                                 }
2532                                 else
2533                                 {
2534                                         // reflect the remaining portion of the line across plane normal
2535                                         VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2536                                         VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2537                                 }
2538                                 // calculate the new line start and end
2539                                 VectorCopy(cliptrace.endpos, clipstart);
2540                                 VectorAdd(clipstart, clipend, clipend);
2541                         }
2542                 }
2543         }
2544         if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2])
2545                 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]);
2546         else
2547         {
2548                 VectorCopy(resolution, r_shadow_bouncegridresolution);
2549                 if (r_shadow_bouncegridtexture)
2550                         R_FreeTexture(r_shadow_bouncegridtexture);
2551                 r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2], pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
2552         }
2553         r_shadow_bouncegridtime = realtime;
2554 }
2555
2556 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2557 {
2558         R_Shadow_RenderMode_Reset();
2559         GL_BlendFunc(GL_ONE, GL_ONE);
2560         GL_DepthRange(0, 1);
2561         GL_DepthTest(r_showshadowvolumes.integer < 2);
2562         GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2563         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2564         GL_CullFace(GL_NONE);
2565         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2566 }
2567
2568 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2569 {
2570         R_Shadow_RenderMode_Reset();
2571         GL_BlendFunc(GL_ONE, GL_ONE);
2572         GL_DepthRange(0, 1);
2573         GL_DepthTest(r_showlighting.integer < 2);
2574         GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2575         if (!transparent)
2576                 GL_DepthFunc(GL_EQUAL);
2577         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2578         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2579 }
2580
2581 void R_Shadow_RenderMode_End(void)
2582 {
2583         R_Shadow_RenderMode_Reset();
2584         R_Shadow_RenderMode_ActiveLight(NULL);
2585         GL_DepthMask(true);
2586         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2587         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2588 }
2589
2590 int bboxedges[12][2] =
2591 {
2592         // top
2593         {0, 1}, // +X
2594         {0, 2}, // +Y
2595         {1, 3}, // Y, +X
2596         {2, 3}, // X, +Y
2597         // bottom
2598         {4, 5}, // +X
2599         {4, 6}, // +Y
2600         {5, 7}, // Y, +X
2601         {6, 7}, // X, +Y
2602         // verticals
2603         {0, 4}, // +Z
2604         {1, 5}, // X, +Z
2605         {2, 6}, // Y, +Z
2606         {3, 7}, // XY, +Z
2607 };
2608
2609 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2610 {
2611         if (!r_shadow_scissor.integer)
2612         {
2613                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2614                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2615                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2616                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2617                 return false;
2618         }
2619         if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2620                 return true; // invisible
2621         if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2622         || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2623         || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2624         || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2625                 r_refdef.stats.lights_scissored++;
2626         return false;
2627 }
2628
2629 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2630 {
2631         int i;
2632         const float *vertex3f;
2633         const float *normal3f;
2634         float *color4f;
2635         float dist, dot, distintensity, shadeintensity, v[3], n[3];
2636         switch (r_shadow_rendermode)
2637         {
2638         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2639         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2640                 if (VectorLength2(diffusecolor) > 0)
2641                 {
2642                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
2643                         {
2644                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2645                                 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2646                                 if ((dot = DotProduct(n, v)) < 0)
2647                                 {
2648                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2649                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2650                                 }
2651                                 else
2652                                         VectorCopy(ambientcolor, color4f);
2653                                 if (r_refdef.fogenabled)
2654                                 {
2655                                         float f;
2656                                         f = RSurf_FogVertex(vertex3f);
2657                                         VectorScale(color4f, f, color4f);
2658                                 }
2659                                 color4f[3] = 1;
2660                         }
2661                 }
2662                 else
2663                 {
2664                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2665                         {
2666                                 VectorCopy(ambientcolor, color4f);
2667                                 if (r_refdef.fogenabled)
2668                                 {
2669                                         float f;
2670                                         Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2671                                         f = RSurf_FogVertex(vertex3f);
2672                                         VectorScale(color4f + 4*i, f, color4f);
2673                                 }
2674                                 color4f[3] = 1;
2675                         }
2676                 }
2677                 break;
2678         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2679                 if (VectorLength2(diffusecolor) > 0)
2680                 {
2681                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
2682                         {
2683                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2684                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2685                                 {
2686                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2687                                         if ((dot = DotProduct(n, v)) < 0)
2688                                         {
2689                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2690                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2691                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2692                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2693                                         }
2694                                         else
2695                                         {
2696                                                 color4f[0] = ambientcolor[0] * distintensity;
2697                                                 color4f[1] = ambientcolor[1] * distintensity;
2698                                                 color4f[2] = ambientcolor[2] * distintensity;
2699                                         }
2700                                         if (r_refdef.fogenabled)
2701                                         {
2702                                                 float f;
2703                                                 f = RSurf_FogVertex(vertex3f);
2704                                                 VectorScale(color4f, f, color4f);
2705                                         }
2706                                 }
2707                                 else
2708                                         VectorClear(color4f);
2709                                 color4f[3] = 1;
2710                         }
2711                 }
2712                 else
2713                 {
2714                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2715                         {
2716                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2717                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2718                                 {
2719                                         color4f[0] = ambientcolor[0] * distintensity;
2720                                         color4f[1] = ambientcolor[1] * distintensity;
2721                                         color4f[2] = ambientcolor[2] * distintensity;
2722                                         if (r_refdef.fogenabled)
2723                                         {
2724                                                 float f;
2725                                                 f = RSurf_FogVertex(vertex3f);
2726                                                 VectorScale(color4f, f, color4f);
2727                                         }
2728                                 }
2729                                 else
2730                                         VectorClear(color4f);
2731                                 color4f[3] = 1;
2732                         }
2733                 }
2734                 break;
2735         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2736                 if (VectorLength2(diffusecolor) > 0)
2737                 {
2738                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
2739                         {
2740                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2741                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2742                                 {
2743                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2744                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2745                                         if ((dot = DotProduct(n, v)) < 0)
2746                                         {
2747                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2748                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2749                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2750                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2751                                         }
2752                                         else
2753                                         {
2754                                                 color4f[0] = ambientcolor[0] * distintensity;
2755                                                 color4f[1] = ambientcolor[1] * distintensity;
2756                                                 color4f[2] = ambientcolor[2] * distintensity;
2757                                         }
2758                                         if (r_refdef.fogenabled)
2759                                         {
2760                                                 float f;
2761                                                 f = RSurf_FogVertex(vertex3f);
2762                                                 VectorScale(color4f, f, color4f);
2763                                         }
2764                                 }
2765                                 else
2766                                         VectorClear(color4f);
2767                                 color4f[3] = 1;
2768                         }
2769                 }
2770                 else
2771                 {
2772                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2773                         {
2774                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2775                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2776                                 {
2777                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2778                                         color4f[0] = ambientcolor[0] * distintensity;
2779                                         color4f[1] = ambientcolor[1] * distintensity;
2780                                         color4f[2] = ambientcolor[2] * distintensity;
2781                                         if (r_refdef.fogenabled)
2782                                         {
2783                                                 float f;
2784                                                 f = RSurf_FogVertex(vertex3f);
2785                                                 VectorScale(color4f, f, color4f);
2786                                         }
2787                                 }
2788                                 else
2789                                         VectorClear(color4f);
2790                                 color4f[3] = 1;
2791                         }
2792                 }
2793                 break;
2794         default:
2795                 break;
2796         }
2797 }
2798
2799 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
2800 {
2801         // used to display how many times a surface is lit for level design purposes
2802         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
2803         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
2804         RSurf_DrawBatch();
2805 }
2806
2807 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
2808 {
2809         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2810         R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
2811         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2812                 GL_DepthFunc(GL_EQUAL);
2813         RSurf_DrawBatch();
2814         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2815                 GL_DepthFunc(GL_LEQUAL);
2816 }
2817
2818 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2819 {
2820         int renders;
2821         int i;
2822         int stop;
2823         int newfirstvertex;
2824         int newlastvertex;
2825         int newnumtriangles;
2826         int *newe;
2827         const int *e;
2828         float *c;
2829         int maxtriangles = 4096;
2830         static int newelements[4096*3];
2831         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
2832         for (renders = 0;renders < 4;renders++)
2833         {
2834                 stop = true;
2835                 newfirstvertex = 0;
2836                 newlastvertex = 0;
2837                 newnumtriangles = 0;
2838                 newe = newelements;
2839                 // due to low fillrate on the cards this vertex lighting path is
2840                 // designed for, we manually cull all triangles that do not
2841                 // contain a lit vertex
2842                 // this builds batches of triangles from multiple surfaces and
2843                 // renders them at once
2844                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2845                 {
2846                         if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
2847                         {
2848                                 if (newnumtriangles)
2849                                 {
2850                                         newfirstvertex = min(newfirstvertex, e[0]);
2851                                         newlastvertex  = max(newlastvertex, e[0]);
2852                                 }
2853                                 else
2854                                 {
2855                                         newfirstvertex = e[0];
2856                                         newlastvertex = e[0];
2857                                 }
2858                                 newfirstvertex = min(newfirstvertex, e[1]);
2859                                 newlastvertex  = max(newlastvertex, e[1]);
2860                                 newfirstvertex = min(newfirstvertex, e[2]);
2861                                 newlastvertex  = max(newlastvertex, e[2]);
2862                                 newe[0] = e[0];
2863                                 newe[1] = e[1];
2864                                 newe[2] = e[2];
2865                                 newnumtriangles++;
2866                                 newe += 3;
2867                                 if (newnumtriangles >= maxtriangles)
2868                                 {
2869                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
2870                                         newnumtriangles = 0;
2871                                         newe = newelements;
2872                                         stop = false;
2873                                 }
2874                         }
2875                 }
2876                 if (newnumtriangles >= 1)
2877                 {
2878                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
2879                         stop = false;
2880                 }
2881                 // if we couldn't find any lit triangles, exit early
2882                 if (stop)
2883                         break;
2884                 // now reduce the intensity for the next overbright pass
2885                 // we have to clamp to 0 here incase the drivers have improper
2886                 // handling of negative colors
2887                 // (some old drivers even have improper handling of >1 color)
2888                 stop = true;
2889                 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2890                 {
2891                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2892                         {
2893                                 c[0] = max(0, c[0] - 1);
2894                                 c[1] = max(0, c[1] - 1);
2895                                 c[2] = max(0, c[2] - 1);
2896                                 stop = false;
2897                         }
2898                         else
2899                                 VectorClear(c);
2900                 }
2901                 // another check...
2902                 if (stop)
2903                         break;
2904         }
2905 }
2906
2907 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
2908 {
2909         // OpenGL 1.1 path (anything)
2910         float ambientcolorbase[3], diffusecolorbase[3];
2911         float ambientcolorpants[3], diffusecolorpants[3];
2912         float ambientcolorshirt[3], diffusecolorshirt[3];
2913         const float *surfacecolor = rsurface.texture->dlightcolor;
2914         const float *surfacepants = rsurface.colormap_pantscolor;
2915         const float *surfaceshirt = rsurface.colormap_shirtcolor;
2916         rtexture_t *basetexture = rsurface.texture->basetexture;
2917         rtexture_t *pantstexture = rsurface.texture->pantstexture;
2918         rtexture_t *shirttexture = rsurface.texture->shirttexture;
2919         qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2920         qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2921         ambientscale *= 2 * r_refdef.view.colorscale;
2922         diffusescale *= 2 * r_refdef.view.colorscale;
2923         ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2924         diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2925         ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2926         diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2927         ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2928         diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2929         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
2930         rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
2931         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2932         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
2933         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2934         R_Mesh_TexBind(0, basetexture);
2935         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2936         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2937         switch(r_shadow_rendermode)
2938         {
2939         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2940                 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
2941                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2942                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2943                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2944                 break;
2945         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2946                 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
2947                 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2948                 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2949                 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2950                 // fall through
2951         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2952                 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
2953                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2954                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2955                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2956                 break;
2957         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2958                 break;
2959         default:
2960                 break;
2961         }
2962         //R_Mesh_TexBind(0, basetexture);
2963         R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
2964         if (dopants)
2965         {
2966                 R_Mesh_TexBind(0, pantstexture);
2967                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
2968         }
2969         if (doshirt)
2970         {
2971                 R_Mesh_TexBind(0, shirttexture);
2972                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
2973         }
2974 }
2975
2976 extern cvar_t gl_lightmaps;
2977 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
2978 {
2979         float ambientscale, diffusescale, specularscale;
2980         qboolean negated;
2981         float lightcolor[3];
2982         VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
2983         ambientscale = rsurface.rtlight->ambientscale;
2984         diffusescale = rsurface.rtlight->diffusescale;
2985         specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2986         if (!r_shadow_usenormalmap.integer)
2987         {
2988                 ambientscale += 1.0f * diffusescale;
2989                 diffusescale = 0;
2990                 specularscale = 0;
2991         }
2992         if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
2993                 return;
2994         negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
2995         if(negated)
2996         {
2997                 VectorNegate(lightcolor, lightcolor);
2998                 switch(vid.renderpath)
2999                 {
3000                 case RENDERPATH_GL11:
3001                 case RENDERPATH_GL13:
3002                 case RENDERPATH_GL20:
3003                 case RENDERPATH_GLES2:
3004                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3005                         break;
3006                 case RENDERPATH_D3D9:
3007 #ifdef SUPPORTD3D
3008                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
3009 #endif
3010                         break;
3011                 case RENDERPATH_D3D10:
3012                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3013                         break;
3014                 case RENDERPATH_D3D11:
3015                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3016                         break;
3017                 case RENDERPATH_SOFT:
3018                         DPSOFTRAST_BlendSubtract(true);
3019                         break;
3020                 }
3021         }
3022         RSurf_SetupDepthAndCulling();
3023         switch (r_shadow_rendermode)
3024         {
3025         case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3026                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3027                 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3028                 break;
3029         case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3030                 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3031                 break;
3032         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3033         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3034         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3035         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3036                 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3037                 break;
3038         default:
3039                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3040                 break;
3041         }
3042         if(negated)
3043         {
3044                 switch(vid.renderpath)
3045                 {
3046                 case RENDERPATH_GL11:
3047                 case RENDERPATH_GL13:
3048                 case RENDERPATH_GL20:
3049                 case RENDERPATH_GLES2:
3050                         qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3051                         break;
3052                 case RENDERPATH_D3D9:
3053 #ifdef SUPPORTD3D
3054                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
3055 #endif
3056                         break;
3057                 case RENDERPATH_D3D10:
3058                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3059                         break;
3060                 case RENDERPATH_D3D11:
3061                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3062                         break;
3063                 case RENDERPATH_SOFT:
3064                         DPSOFTRAST_BlendSubtract(false);
3065                         break;
3066                 }
3067         }
3068 }
3069
3070 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
3071 {
3072         matrix4x4_t tempmatrix = *matrix;
3073         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3074
3075         // if this light has been compiled before, free the associated data
3076         R_RTLight_Uncompile(rtlight);
3077
3078         // clear it completely to avoid any lingering data
3079         memset(rtlight, 0, sizeof(*rtlight));
3080
3081         // copy the properties
3082         rtlight->matrix_lighttoworld = tempmatrix;
3083         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3084         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3085         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3086         VectorCopy(color, rtlight->color);
3087         rtlight->cubemapname[0] = 0;
3088         if (cubemapname && cubemapname[0])
3089                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3090         rtlight->shadow = shadow;
3091         rtlight->corona = corona;
3092         rtlight->style = style;
3093         rtlight->isstatic = isstatic;
3094         rtlight->coronasizescale = coronasizescale;
3095         rtlight->ambientscale = ambientscale;
3096         rtlight->diffusescale = diffusescale;
3097         rtlight->specularscale = specularscale;
3098         rtlight->flags = flags;
3099
3100         // compute derived data
3101         //rtlight->cullradius = rtlight->radius;
3102         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3103         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3104         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3105         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3106         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3107         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3108         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3109 }
3110
3111 // compiles rtlight geometry
3112 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3113 void R_RTLight_Compile(rtlight_t *rtlight)
3114 {
3115         int i;
3116         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3117         int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3118         entity_render_t *ent = r_refdef.scene.worldentity;
3119         dp_model_t *model = r_refdef.scene.worldmodel;
3120         unsigned char *data;
3121         shadowmesh_t *mesh;
3122
3123         // compile the light
3124         rtlight->compiled = true;
3125         rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3126         rtlight->static_numleafs = 0;
3127         rtlight->static_numleafpvsbytes = 0;
3128         rtlight->static_leaflist = NULL;
3129         rtlight->static_leafpvs = NULL;
3130         rtlight->static_numsurfaces = 0;
3131         rtlight->static_surfacelist = NULL;
3132         rtlight->static_shadowmap_receivers = 0x3F;
3133         rtlight->static_shadowmap_casters = 0x3F;
3134         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3135         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3136         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3137         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3138         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3139         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3140
3141         if (model && model->GetLightInfo)
3142         {
3143                 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3144                 r_shadow_compilingrtlight = rtlight;
3145                 R_FrameData_SetMark();
3146                 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, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
3147                 R_FrameData_ReturnToMark();
3148                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3149                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3150                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3151                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3152                 rtlight->static_numsurfaces = numsurfaces;
3153                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3154                 rtlight->static_numleafs = numleafs;
3155                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3156                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3157                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3158                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3159                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3160                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3161                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3162                 if (rtlight->static_numsurfaces)
3163                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3164                 if (rtlight->static_numleafs)
3165                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3166                 if (rtlight->static_numleafpvsbytes)
3167                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3168                 if (rtlight->static_numshadowtrispvsbytes)
3169                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3170                 if (rtlight->static_numlighttrispvsbytes)
3171                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3172                 R_FrameData_SetMark();
3173                 switch (rtlight->shadowmode)
3174                 {
3175                 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3176                         if (model->CompileShadowMap && rtlight->shadow)
3177                                 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3178                         break;
3179                 default:
3180                         if (model->CompileShadowVolume && rtlight->shadow)
3181                                 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3182                         break;
3183                 }
3184                 R_FrameData_ReturnToMark();
3185                 // now we're done compiling the rtlight
3186                 r_shadow_compilingrtlight = NULL;
3187         }
3188
3189
3190         // use smallest available cullradius - box radius or light radius
3191         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3192         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3193
3194         shadowzpasstris = 0;
3195         if (rtlight->static_meshchain_shadow_zpass)
3196                 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3197                         shadowzpasstris += mesh->numtriangles;
3198
3199         shadowzfailtris = 0;
3200         if (rtlight->static_meshchain_shadow_zfail)
3201                 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3202                         shadowzfailtris += mesh->numtriangles;
3203
3204         lighttris = 0;
3205         if (rtlight->static_numlighttrispvsbytes)
3206                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3207                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3208                                 lighttris++;
3209
3210         shadowtris = 0;
3211         if (rtlight->static_numlighttrispvsbytes)
3212                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3213                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3214                                 shadowtris++;
3215
3216         if (developer_extra.integer)
3217                 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
3218 }
3219
3220 void R_RTLight_Uncompile(rtlight_t *rtlight)
3221 {
3222         if (rtlight->compiled)
3223         {
3224                 if (rtlight->static_meshchain_shadow_zpass)
3225                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3226                 rtlight->static_meshchain_shadow_zpass = NULL;
3227                 if (rtlight->static_meshchain_shadow_zfail)
3228                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3229                 rtlight->static_meshchain_shadow_zfail = NULL;
3230                 if (rtlight->static_meshchain_shadow_shadowmap)
3231                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3232                 rtlight->static_meshchain_shadow_shadowmap = NULL;
3233                 // these allocations are grouped
3234                 if (rtlight->static_surfacelist)
3235                         Mem_Free(rtlight->static_surfacelist);
3236                 rtlight->static_numleafs = 0;
3237                 rtlight->static_numleafpvsbytes = 0;
3238                 rtlight->static_leaflist = NULL;
3239                 rtlight->static_leafpvs = NULL;
3240                 rtlight->static_numsurfaces = 0;
3241                 rtlight->static_surfacelist = NULL;
3242                 rtlight->static_numshadowtrispvsbytes = 0;
3243                 rtlight->static_shadowtrispvs = NULL;
3244                 rtlight->static_numlighttrispvsbytes = 0;
3245                 rtlight->static_lighttrispvs = NULL;
3246                 rtlight->compiled = false;
3247         }
3248 }
3249
3250 void R_Shadow_UncompileWorldLights(void)
3251 {
3252         size_t lightindex;
3253         dlight_t *light;
3254         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3255         for (lightindex = 0;lightindex < range;lightindex++)
3256         {
3257                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3258                 if (!light)
3259                         continue;
3260                 R_RTLight_Uncompile(&light->rtlight);
3261         }
3262 }
3263
3264 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3265 {
3266         int i, j;
3267         mplane_t plane;
3268         // reset the count of frustum planes
3269         // see rtlight->cached_frustumplanes definition for how much this array
3270         // can hold
3271         rtlight->cached_numfrustumplanes = 0;
3272
3273         // haven't implemented a culling path for ortho rendering
3274         if (!r_refdef.view.useperspective)
3275         {
3276                 // check if the light is on screen and copy the 4 planes if it is
3277                 for (i = 0;i < 4;i++)
3278                         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3279                                 break;
3280                 if (i == 4)
3281                         for (i = 0;i < 4;i++)
3282                                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3283                 return;
3284         }
3285
3286 #if 1
3287         // generate a deformed frustum that includes the light origin, this is
3288         // used to cull shadow casting surfaces that can not possibly cast a
3289         // shadow onto the visible light-receiving surfaces, which can be a
3290         // performance gain
3291         //
3292         // if the light origin is onscreen the result will be 4 planes exactly
3293         // if the light origin is offscreen on only one axis the result will
3294         // be exactly 5 planes (split-side case)
3295         // if the light origin is offscreen on two axes the result will be
3296         // exactly 4 planes (stretched corner case)
3297         for (i = 0;i < 4;i++)
3298         {
3299                 // quickly reject standard frustum planes that put the light
3300                 // origin outside the frustum
3301                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3302                         continue;
3303                 // copy the plane
3304                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3305         }
3306         // if all the standard frustum planes were accepted, the light is onscreen
3307         // otherwise we need to generate some more planes below...
3308         if (rtlight->cached_numfrustumplanes < 4)
3309         {
3310                 // at least one of the stock frustum planes failed, so we need to
3311                 // create one or two custom planes to enclose the light origin
3312                 for (i = 0;i < 4;i++)
3313                 {
3314                         // create a plane using the view origin and light origin, and a
3315                         // single point from the frustum corner set
3316                         TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3317                         VectorNormalize(plane.normal);
3318                         plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3319                         // see if this plane is backwards and flip it if so
3320                         for (j = 0;j < 4;j++)
3321                                 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3322                                         break;
3323                         if (j < 4)
3324                         {
3325                                 VectorNegate(plane.normal, plane.normal);
3326                                 plane.dist *= -1;
3327                                 // flipped plane, test again to see if it is now valid
3328                                 for (j = 0;j < 4;j++)
3329                                         if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3330                                                 break;
3331                                 // if the plane is still not valid, then it is dividing the
3332                                 // frustum and has to be rejected
3333                                 if (j < 4)
3334                                         continue;
3335                         }
3336                         // we have created a valid plane, compute extra info
3337                         PlaneClassify(&plane);
3338                         // copy the plane
3339                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3340 #if 1
3341                         // if we've found 5 frustum planes then we have constructed a
3342                         // proper split-side case and do not need to keep searching for
3343                         // planes to enclose the light origin
3344                         if (rtlight->cached_numfrustumplanes == 5)
3345                                 break;
3346 #endif
3347                 }
3348         }
3349 #endif
3350
3351 #if 0
3352         for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3353         {
3354                 plane = rtlight->cached_frustumplanes[i];
3355                 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
3356         }
3357 #endif
3358
3359 #if 0
3360         // now add the light-space box planes if the light box is rotated, as any
3361         // caster outside the oriented light box is irrelevant (even if it passed
3362         // the worldspace light box, which is axial)
3363         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3364         {
3365                 for (i = 0;i < 6;i++)
3366                 {
3367                         vec3_t v;
3368                         VectorClear(v);
3369                         v[i >> 1] = (i & 1) ? -1 : 1;
3370                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3371                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3372                         plane.dist = VectorNormalizeLength(plane.normal);
3373                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3374                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3375                 }
3376         }
3377 #endif
3378
3379 #if 0
3380         // add the world-space reduced box planes
3381         for (i = 0;i < 6;i++)
3382         {
3383                 VectorClear(plane.normal);
3384                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3385                 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3386                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3387         }
3388 #endif
3389
3390 #if 0
3391         {
3392         int j, oldnum;
3393         vec3_t points[8];
3394         vec_t bestdist;
3395         // reduce all plane distances to tightly fit the rtlight cull box, which
3396         // is in worldspace
3397         VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3398         VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3399         VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3400         VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3401         VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3402         VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3403         VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3404         VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3405         oldnum = rtlight->cached_numfrustumplanes;
3406         rtlight->cached_numfrustumplanes = 0;
3407         for (j = 0;j < oldnum;j++)
3408         {
3409                 // find the nearest point on the box to this plane
3410                 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3411                 for (i = 1;i < 8;i++)
3412                 {
3413                         dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3414                         if (bestdist > dist)
3415                                 bestdist = dist;
3416                 }
3417                 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
3418                 // if the nearest point is near or behind the plane, we want this
3419                 // plane, otherwise the plane is useless as it won't cull anything
3420                 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3421                 {
3422                         PlaneClassify(&rtlight->cached_frustumplanes[j]);
3423                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3424                 }
3425         }
3426         }
3427 #endif
3428 }
3429
3430 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3431 {
3432         shadowmesh_t *mesh;
3433
3434         RSurf_ActiveWorldEntity();
3435
3436         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3437         {
3438                 CHECKGLERROR
3439                 GL_CullFace(GL_NONE);
3440                 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3441                 for (;mesh;mesh = mesh->next)
3442                 {
3443                         if (!mesh->sidetotals[r_shadow_shadowmapside])
3444                                 continue;
3445                         r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3446                         if (mesh->vertex3fbuffer)
3447                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3448                         else
3449                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3450                         R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3451                 }
3452                 CHECKGLERROR
3453         }
3454         else if (r_refdef.scene.worldentity->model)
3455                 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3456
3457         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3458 }
3459
3460 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3461 {
3462         qboolean zpass = false;
3463         shadowmesh_t *mesh;
3464         int t, tend;
3465         int surfacelistindex;
3466         msurface_t *surface;
3467
3468         // if triangle neighbors are disabled, shadowvolumes are disabled
3469         if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3470                 return;
3471
3472         RSurf_ActiveWorldEntity();
3473
3474         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3475         {
3476                 CHECKGLERROR
3477                 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3478                 {
3479                         zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3480                         R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3481                 }
3482                 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3483                 for (;mesh;mesh = mesh->next)
3484                 {
3485                         r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3486                         if (mesh->vertex3fbuffer)
3487                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3488                         else
3489                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3490                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3491                         {
3492                                 // increment stencil if frontface is infront of depthbuffer
3493                                 GL_CullFace(r_refdef.view.cullface_back);
3494                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3495                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3496                                 // decrement stencil if backface is infront of depthbuffer
3497                                 GL_CullFace(r_refdef.view.cullface_front);
3498                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3499                         }
3500                         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3501                         {
3502                                 // decrement stencil if backface is behind depthbuffer
3503                                 GL_CullFace(r_refdef.view.cullface_front);
3504                                 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3505                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3506                                 // increment stencil if frontface is behind depthbuffer
3507                                 GL_CullFace(r_refdef.view.cullface_back);
3508                                 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3509                         }
3510                         R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3511                 }
3512                 CHECKGLERROR
3513         }
3514         else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3515         {
3516                 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3517                 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3518                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3519                 {
3520                         surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3521                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3522                                 if (CHECKPVSBIT(trispvs, t))
3523                                         shadowmarklist[numshadowmark++] = t;
3524                 }
3525                 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3526         }
3527         else if (numsurfaces)
3528         {
3529                 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3530         }
3531
3532         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3533 }
3534
3535 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3536 {
3537         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3538         vec_t relativeshadowradius;
3539         RSurf_ActiveModelEntity(ent, false, false, false);
3540         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3541         // we need to re-init the shader for each entity because the matrix changed
3542         relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3543         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3544         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3545         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3546         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3547         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3548         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3549         switch (r_shadow_rendermode)
3550         {
3551         case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3552                 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3553                 break;
3554         default:
3555                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3556                 break;
3557         }
3558         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3559 }
3560
3561 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3562 {
3563         // set up properties for rendering light onto this entity
3564         RSurf_ActiveModelEntity(ent, true, true, false);
3565         Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3566         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3567         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3568         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3569 }
3570
3571 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3572 {
3573         if (!r_refdef.scene.worldmodel->DrawLight)
3574                 return;
3575
3576         // set up properties for rendering light onto this entity
3577         RSurf_ActiveWorldEntity();
3578         rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3579         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3580         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3581         VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3582
3583         r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3584
3585         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3586 }
3587
3588 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3589 {
3590         dp_model_t *model = ent->model;
3591         if (!model->DrawLight)
3592                 return;
3593
3594         R_Shadow_SetupEntityLight(ent);
3595
3596         model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3597
3598         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3599 }
3600
3601 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3602 {
3603         int i;
3604         float f;
3605         int numleafs, numsurfaces;
3606         int *leaflist, *surfacelist;
3607         unsigned char *leafpvs;
3608         unsigned char *shadowtrispvs;
3609         unsigned char *lighttrispvs;
3610         //unsigned char *surfacesides;
3611         int numlightentities;
3612         int numlightentities_noselfshadow;
3613         int numshadowentities;
3614         int numshadowentities_noselfshadow;
3615         static entity_render_t *lightentities[MAX_EDICTS];
3616         static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3617         static entity_render_t *shadowentities[MAX_EDICTS];
3618         static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3619         qboolean nolight;
3620
3621         rtlight->draw = false;
3622
3623         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3624         // skip lights that are basically invisible (color 0 0 0)
3625         nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3626
3627         // loading is done before visibility checks because loading should happen
3628         // all at once at the start of a level, not when it stalls gameplay.
3629         // (especially important to benchmarks)
3630         // compile light
3631         if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3632         {
3633                 if (rtlight->compiled)
3634                         R_RTLight_Uncompile(rtlight);
3635                 R_RTLight_Compile(rtlight);
3636         }
3637
3638         // load cubemap
3639         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3640
3641         // look up the light style value at this time
3642         f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3643         VectorScale(rtlight->color, f, rtlight->currentcolor);
3644         /*
3645         if (rtlight->selected)
3646         {
3647                 f = 2 + sin(realtime * M_PI * 4.0);
3648                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3649         }
3650         */
3651
3652         // if lightstyle is currently off, don't draw the light
3653         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3654                 return;
3655
3656         // skip processing on corona-only lights
3657         if (nolight)
3658                 return;
3659
3660         // if the light box is offscreen, skip it
3661         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3662                 return;
3663
3664         VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3665         VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3666
3667         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3668
3669         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3670         {
3671                 // compiled light, world available and can receive realtime lighting
3672                 // retrieve leaf information
3673                 numleafs = rtlight->static_numleafs;
3674                 leaflist = rtlight->static_leaflist;
3675                 leafpvs = rtlight->static_leafpvs;
3676                 numsurfaces = rtlight->static_numsurfaces;
3677                 surfacelist = rtlight->static_surfacelist;
3678                 //surfacesides = NULL;
3679                 shadowtrispvs = rtlight->static_shadowtrispvs;
3680                 lighttrispvs = rtlight->static_lighttrispvs;
3681         }
3682         else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3683         {
3684                 // dynamic light, world available and can receive realtime lighting
3685                 // calculate lit surfaces and leafs
3686                 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
3687                 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3688                 leaflist = r_shadow_buffer_leaflist;
3689                 leafpvs = r_shadow_buffer_leafpvs;
3690                 surfacelist = r_shadow_buffer_surfacelist;
3691                 //surfacesides = r_shadow_buffer_surfacesides;
3692                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3693                 lighttrispvs = r_shadow_buffer_lighttrispvs;
3694                 // if the reduced leaf bounds are offscreen, skip it
3695                 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3696                         return;
3697         }
3698         else
3699         {
3700                 // no world
3701                 numleafs = 0;
3702                 leaflist = NULL;
3703                 leafpvs = NULL;
3704                 numsurfaces = 0;
3705                 surfacelist = NULL;
3706                 //surfacesides = NULL;
3707                 shadowtrispvs = NULL;
3708                 lighttrispvs = NULL;
3709         }
3710         // check if light is illuminating any visible leafs
3711         if (numleafs)
3712         {
3713                 for (i = 0;i < numleafs;i++)
3714                         if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3715                                 break;
3716                 if (i == numleafs)
3717                         return;
3718         }
3719
3720         // make a list of lit entities and shadow casting entities
3721         numlightentities = 0;
3722         numlightentities_noselfshadow = 0;
3723         numshadowentities = 0;
3724         numshadowentities_noselfshadow = 0;
3725
3726         // add dynamic entities that are lit by the light
3727         for (i = 0;i < r_refdef.scene.numentities;i++)
3728         {
3729                 dp_model_t *model;
3730                 entity_render_t *ent = r_refdef.scene.entities[i];
3731                 vec3_t org;
3732                 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3733                         continue;
3734                 // skip the object entirely if it is not within the valid
3735                 // shadow-casting region (which includes the lit region)
3736                 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3737                         continue;
3738                 if (!(model = ent->model))
3739                         continue;
3740                 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3741                 {
3742                         // this entity wants to receive light, is visible, and is
3743                         // inside the light box
3744                         // TODO: check if the surfaces in the model can receive light
3745                         // so now check if it's in a leaf seen by the light
3746                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3747                                 continue;
3748                         if (ent->flags & RENDER_NOSELFSHADOW)
3749                                 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3750                         else
3751                                 lightentities[numlightentities++] = ent;
3752                         // since it is lit, it probably also casts a shadow...
3753                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
3754                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3755                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3756                         {
3757                                 // note: exterior models without the RENDER_NOSELFSHADOW
3758                                 // flag still create a RENDER_NOSELFSHADOW shadow but
3759                                 // are lit normally, this means that they are
3760                                 // self-shadowing but do not shadow other
3761                                 // RENDER_NOSELFSHADOW entities such as the gun
3762                                 // (very weird, but keeps the player shadow off the gun)
3763                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3764                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3765                                 else
3766                                         shadowentities[numshadowentities++] = ent;
3767                         }
3768                 }
3769                 else if (ent->flags & RENDER_SHADOW)
3770                 {
3771                         // this entity is not receiving light, but may still need to
3772                         // cast a shadow...
3773                         // TODO: check if the surfaces in the model can cast shadow
3774                         // now check if it is in a leaf seen by the light
3775                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3776                                 continue;
3777                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
3778                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3779                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3780                         {
3781                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3782                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3783                                 else
3784                                         shadowentities[numshadowentities++] = ent;
3785                         }
3786                 }
3787         }
3788
3789         // return if there's nothing at all to light
3790         if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3791                 return;
3792
3793         // count this light in the r_speeds
3794         r_refdef.stats.lights++;
3795
3796         // flag it as worth drawing later
3797         rtlight->draw = true;
3798
3799         // cache all the animated entities that cast a shadow but are not visible
3800         for (i = 0;i < numshadowentities;i++)
3801                 if (!shadowentities[i]->animcache_vertex3f)
3802                         R_AnimCache_GetEntity(shadowentities[i], false, false);
3803         for (i = 0;i < numshadowentities_noselfshadow;i++)
3804                 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3805                         R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3806
3807         // allocate some temporary memory for rendering this light later in the frame
3808         // reusable buffers need to be copied, static data can be used as-is
3809         rtlight->cached_numlightentities               = numlightentities;
3810         rtlight->cached_numlightentities_noselfshadow  = numlightentities_noselfshadow;
3811         rtlight->cached_numshadowentities              = numshadowentities;
3812         rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3813         rtlight->cached_numsurfaces                    = numsurfaces;
3814         rtlight->cached_lightentities                  = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3815         rtlight->cached_lightentities_noselfshadow     = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3816         rtlight->cached_shadowentities                 = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3817         rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3818         if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3819         {
3820                 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
3821                 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
3822                 rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
3823                 rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
3824                 rtlight->cached_surfacelist                    =              (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3825         }
3826         else
3827         {
3828                 // compiled light data
3829                 rtlight->cached_shadowtrispvs = shadowtrispvs;
3830                 rtlight->cached_lighttrispvs = lighttrispvs;
3831                 rtlight->cached_surfacelist = surfacelist;
3832         }
3833 }
3834
3835 void R_Shadow_DrawLight(rtlight_t *rtlight)
3836 {
3837         int i;
3838         int numsurfaces;
3839         unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3840         int numlightentities;
3841         int numlightentities_noselfshadow;
3842         int numshadowentities;
3843         int numshadowentities_noselfshadow;
3844         entity_render_t **lightentities;
3845         entity_render_t **lightentities_noselfshadow;
3846         entity_render_t **shadowentities;
3847         entity_render_t **shadowentities_noselfshadow;
3848         int *surfacelist;
3849         static unsigned char entitysides[MAX_EDICTS];
3850         static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3851         vec3_t nearestpoint;
3852         vec_t distance;
3853         qboolean castshadows;
3854         int lodlinear;
3855
3856         // check if we cached this light this frame (meaning it is worth drawing)
3857         if (!rtlight->draw)
3858                 return;
3859
3860         numlightentities = rtlight->cached_numlightentities;
3861         numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3862         numshadowentities = rtlight->cached_numshadowentities;
3863         numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3864         numsurfaces = rtlight->cached_numsurfaces;
3865         lightentities = rtlight->cached_lightentities;
3866         lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3867         shadowentities = rtlight->cached_shadowentities;
3868         shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3869         shadowtrispvs = rtlight->cached_shadowtrispvs;
3870         lighttrispvs = rtlight->cached_lighttrispvs;
3871         surfacelist = rtlight->cached_surfacelist;
3872
3873         // set up a scissor rectangle for this light
3874         if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3875                 return;
3876
3877         // don't let sound skip if going slow
3878         if (r_refdef.scene.extraupdate)
3879                 S_ExtraUpdate ();
3880
3881         // make this the active rtlight for rendering purposes
3882         R_Shadow_RenderMode_ActiveLight(rtlight);
3883
3884         if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3885         {
3886                 // optionally draw visible shape of the shadow volumes
3887                 // for performance analysis by level designers
3888                 R_Shadow_RenderMode_VisibleShadowVolumes();
3889                 if (numsurfaces)
3890                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3891                 for (i = 0;i < numshadowentities;i++)
3892                         R_Shadow_DrawEntityShadow(shadowentities[i]);
3893                 for (i = 0;i < numshadowentities_noselfshadow;i++)
3894                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3895                 R_Shadow_RenderMode_VisibleLighting(false, false);
3896         }
3897
3898         if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3899         {
3900                 // optionally draw the illuminated areas
3901                 // for performance analysis by level designers
3902                 R_Shadow_RenderMode_VisibleLighting(false, false);
3903                 if (numsurfaces)
3904                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3905                 for (i = 0;i < numlightentities;i++)
3906                         R_Shadow_DrawEntityLight(lightentities[i]);
3907                 for (i = 0;i < numlightentities_noselfshadow;i++)
3908                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3909         }
3910
3911         castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3912
3913         nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3914         nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3915         nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3916         distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3917
3918         lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3919         //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3920         lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3921
3922         if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
3923         {
3924                 float borderbias;
3925                 int side;
3926                 int size;
3927                 int castermask = 0;
3928                 int receivermask = 0;
3929                 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3930                 Matrix4x4_Abs(&radiustolight);
3931
3932                 r_shadow_shadowmaplod = 0;
3933                 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3934                         if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3935                                 r_shadow_shadowmaplod = i;
3936
3937                 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3938                         
3939                 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3940
3941                 surfacesides = NULL;
3942                 if (numsurfaces)
3943                 {
3944                         if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3945                         {
3946                                 castermask = rtlight->static_shadowmap_casters;
3947                                 receivermask = rtlight->static_shadowmap_receivers;
3948                         }
3949                         else
3950                         {
3951                                 surfacesides = r_shadow_buffer_surfacesides;
3952                                 for(i = 0;i < numsurfaces;i++)
3953                                 {
3954                                         msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3955                                         surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);           
3956                                         castermask |= surfacesides[i];
3957                                         receivermask |= surfacesides[i];
3958                                 }
3959                         }
3960                 }
3961                 if (receivermask < 0x3F) 
3962                 {
3963                         for (i = 0;i < numlightentities;i++)
3964                                 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3965                         if (receivermask < 0x3F)
3966                                 for(i = 0; i < numlightentities_noselfshadow;i++)
3967                                         receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3968                 }
3969
3970                 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3971
3972                 if (receivermask)
3973                 {
3974                         for (i = 0;i < numshadowentities;i++)
3975                                 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3976                         for (i = 0;i < numshadowentities_noselfshadow;i++)
3977                                 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
3978                 }
3979
3980                 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3981
3982                 // render shadow casters into 6 sided depth texture
3983                 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3984                 {
3985                         R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
3986                         if (! (castermask & (1 << side))) continue;
3987                         if (numsurfaces)
3988                                 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3989                         for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3990                                 R_Shadow_DrawEntityShadow(shadowentities[i]);
3991                 }
3992
3993                 if (numlightentities_noselfshadow)
3994                 {
3995                         // render lighting using the depth texture as shadowmap
3996                         // draw lighting in the unmasked areas
3997                         R_Shadow_RenderMode_Lighting(false, false, true);
3998                         for (i = 0;i < numlightentities_noselfshadow;i++)
3999                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4000                 }
4001
4002                 // render shadow casters into 6 sided depth texture
4003                 if (numshadowentities_noselfshadow)
4004                 {
4005                         for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4006                         {
4007                                 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4008                                 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4009                                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4010                         }
4011                 }
4012
4013                 // render lighting using the depth texture as shadowmap
4014                 // draw lighting in the unmasked areas
4015                 R_Shadow_RenderMode_Lighting(false, false, true);
4016                 // draw lighting in the unmasked areas
4017                 if (numsurfaces)
4018                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4019                 for (i = 0;i < numlightentities;i++)
4020                         R_Shadow_DrawEntityLight(lightentities[i]);
4021         }
4022         else if (castshadows && vid.stencil)
4023         {
4024                 // draw stencil shadow volumes to mask off pixels that are in shadow
4025                 // so that they won't receive lighting
4026                 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4027                 R_Shadow_ClearStencil();
4028
4029                 if (numsurfaces)
4030                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4031                 for (i = 0;i < numshadowentities;i++)
4032                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4033
4034                 // draw lighting in the unmasked areas
4035                 R_Shadow_RenderMode_Lighting(true, false, false);
4036                 for (i = 0;i < numlightentities_noselfshadow;i++)
4037                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4038
4039                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4040                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4041
4042                 // draw lighting in the unmasked areas
4043                 R_Shadow_RenderMode_Lighting(true, false, false);
4044                 if (numsurfaces)
4045                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4046                 for (i = 0;i < numlightentities;i++)
4047                         R_Shadow_DrawEntityLight(lightentities[i]);
4048         }
4049         else
4050         {
4051                 // draw lighting in the unmasked areas
4052                 R_Shadow_RenderMode_Lighting(false, false, false);
4053                 if (numsurfaces)
4054                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4055                 for (i = 0;i < numlightentities;i++)
4056                         R_Shadow_DrawEntityLight(lightentities[i]);
4057                 for (i = 0;i < numlightentities_noselfshadow;i++)
4058                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4059         }
4060
4061         if (r_shadow_usingdeferredprepass)
4062         {
4063                 // when rendering deferred lighting, we simply rasterize the box
4064                 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4065                         R_Shadow_RenderMode_DrawDeferredLight(false, true);
4066                 else if (castshadows && vid.stencil)
4067                         R_Shadow_RenderMode_DrawDeferredLight(true, false);
4068                 else
4069                         R_Shadow_RenderMode_DrawDeferredLight(false, false);
4070         }
4071 }
4072
4073 static void R_Shadow_FreeDeferred(void)
4074 {
4075         R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4076         r_shadow_prepassgeometryfbo = 0;
4077
4078         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4079         r_shadow_prepasslightingdiffusespecularfbo = 0;
4080
4081         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4082         r_shadow_prepasslightingdiffusefbo = 0;
4083
4084         if (r_shadow_prepassgeometrydepthtexture)
4085                 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
4086         r_shadow_prepassgeometrydepthtexture = NULL;
4087
4088         if (r_shadow_prepassgeometrydepthcolortexture)
4089                 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
4090         r_shadow_prepassgeometrydepthcolortexture = NULL;
4091
4092         if (r_shadow_prepassgeometrynormalmaptexture)
4093                 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4094         r_shadow_prepassgeometrynormalmaptexture = NULL;
4095
4096         if (r_shadow_prepasslightingdiffusetexture)
4097                 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4098         r_shadow_prepasslightingdiffusetexture = NULL;
4099
4100         if (r_shadow_prepasslightingspeculartexture)
4101                 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4102         r_shadow_prepasslightingspeculartexture = NULL;
4103 }
4104
4105 void R_Shadow_DrawPrepass(void)
4106 {
4107         int i;
4108         int flag;
4109         int lnum;
4110         size_t lightindex;
4111         dlight_t *light;
4112         size_t range;
4113         entity_render_t *ent;
4114         float clearcolor[4];
4115
4116         R_Mesh_ResetTextureState();
4117         GL_DepthMask(true);
4118         GL_ColorMask(1,1,1,1);
4119         GL_BlendFunc(GL_ONE, GL_ZERO);
4120         GL_Color(1,1,1,1);
4121         GL_DepthTest(true);
4122         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4123         Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4124         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4125         if (r_timereport_active)
4126                 R_TimeReport("prepasscleargeom");
4127
4128         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4129                 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4130         if (r_timereport_active)
4131                 R_TimeReport("prepassworld");
4132
4133         for (i = 0;i < r_refdef.scene.numentities;i++)
4134         {
4135                 if (!r_refdef.viewcache.entityvisible[i])
4136                         continue;
4137                 ent = r_refdef.scene.entities[i];
4138                 if (ent->model && ent->model->DrawPrepass != NULL)
4139                         ent->model->DrawPrepass(ent);
4140         }
4141
4142         if (r_timereport_active)
4143                 R_TimeReport("prepassmodels");
4144
4145         GL_DepthMask(false);
4146         GL_ColorMask(1,1,1,1);
4147         GL_Color(1,1,1,1);
4148         GL_DepthTest(true);
4149         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4150         Vector4Set(clearcolor, 0, 0, 0, 0);
4151         GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4152         if (r_timereport_active)
4153                 R_TimeReport("prepassclearlit");
4154
4155         R_Shadow_RenderMode_Begin();
4156
4157         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4158         if (r_shadow_debuglight.integer >= 0)
4159         {
4160                 lightindex = r_shadow_debuglight.integer;
4161                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4162                 if (light && (light->flags & flag) && light->rtlight.draw)
4163                         R_Shadow_DrawLight(&light->rtlight);
4164         }
4165         else
4166         {
4167                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4168                 for (lightindex = 0;lightindex < range;lightindex++)
4169                 {
4170                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4171                         if (light && (light->flags & flag) && light->rtlight.draw)
4172                                 R_Shadow_DrawLight(&light->rtlight);
4173                 }
4174         }
4175         if (r_refdef.scene.rtdlight)
4176                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4177                         if (r_refdef.scene.lights[lnum]->draw)
4178                                 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4179
4180         R_Mesh_ResetRenderTargets();
4181
4182         R_Shadow_RenderMode_End();
4183
4184         if (r_timereport_active)
4185                 R_TimeReport("prepasslights");
4186 }
4187
4188 void R_Shadow_DrawLightSprites(void);
4189 void R_Shadow_PrepareLights(void)
4190 {
4191         int flag;
4192         int lnum;
4193         size_t lightindex;
4194         dlight_t *light;
4195         size_t range;
4196         float f;
4197         GLenum status;
4198
4199         if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4200                 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4201                 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || 
4202                 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
4203                 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
4204                 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4205                 R_Shadow_FreeShadowMaps();
4206
4207         r_shadow_usingshadowmaportho = false;
4208
4209         switch (vid.renderpath)
4210         {
4211         case RENDERPATH_GL20:
4212         case RENDERPATH_D3D9:
4213         case RENDERPATH_D3D10:
4214         case RENDERPATH_D3D11:
4215         case RENDERPATH_SOFT:
4216         case RENDERPATH_GLES2:
4217                 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4218                 {
4219                         r_shadow_usingdeferredprepass = false;
4220                         if (r_shadow_prepass_width)
4221                                 R_Shadow_FreeDeferred();
4222                         r_shadow_prepass_width = r_shadow_prepass_height = 0;
4223                         break;
4224                 }
4225
4226                 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4227                 {
4228                         R_Shadow_FreeDeferred();
4229
4230                         r_shadow_usingdeferredprepass = true;
4231                         r_shadow_prepass_width = vid.width;
4232                         r_shadow_prepass_height = vid.height;
4233                         r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4234                         switch (vid.renderpath)
4235                         {
4236                         case RENDERPATH_D3D9:
4237                                 r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4238                                 break;
4239                         default:
4240                                 break;
4241                         }
4242                         r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4243                         r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4244                         r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4245
4246                         // set up the geometry pass fbo (depth + normalmap)
4247                         r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4248                         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4249                         // render depth into one texture and normalmap into the other
4250                         if (qglDrawBuffersARB)
4251                         {
4252                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4253                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4254                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4255                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4256                                 {
4257                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4258                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4259                                         r_shadow_usingdeferredprepass = false;
4260                                 }
4261                         }
4262
4263                         // set up the lighting pass fbo (diffuse + specular)
4264                         r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4265                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4266                         // render diffuse into one texture and specular into another,
4267                         // with depth and normalmap bound as textures,
4268                         // with depth bound as attachment as well
4269                         if (qglDrawBuffersARB)
4270                         {
4271                                 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4272                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4273                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4274                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4275                                 {
4276                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4277                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4278                                         r_shadow_usingdeferredprepass = false;
4279                                 }
4280                         }
4281
4282                         // set up the lighting pass fbo (diffuse)
4283                         r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4284                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4285                         // render diffuse into one texture,
4286                         // with depth and normalmap bound as textures,
4287                         // with depth bound as attachment as well
4288                         if (qglDrawBuffersARB)
4289                         {
4290                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4291                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4292                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4293                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4294                                 {
4295                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4296                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4297                                         r_shadow_usingdeferredprepass = false;
4298                                 }
4299                         }
4300                 }
4301                 break;
4302         case RENDERPATH_GL13:
4303         case RENDERPATH_GL11:
4304                 r_shadow_usingdeferredprepass = false;
4305                 break;
4306         }
4307
4308         R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
4309
4310         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4311         if (r_shadow_debuglight.integer >= 0)
4312         {
4313                 lightindex = r_shadow_debuglight.integer;
4314                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4315                 if (light && (light->flags & flag))
4316                         R_Shadow_PrepareLight(&light->rtlight);
4317         }
4318         else
4319         {
4320                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4321                 for (lightindex = 0;lightindex < range;lightindex++)
4322                 {
4323                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4324                         if (light && (light->flags & flag))
4325                                 R_Shadow_PrepareLight(&light->rtlight);
4326                 }
4327         }
4328         if (r_refdef.scene.rtdlight)
4329         {
4330                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4331                         R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4332         }
4333         else if(gl_flashblend.integer)
4334         {
4335                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4336                 {
4337                         rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4338                         f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4339                         VectorScale(rtlight->color, f, rtlight->currentcolor);
4340                 }
4341         }
4342
4343         if (r_editlights.integer)
4344                 R_Shadow_DrawLightSprites();
4345
4346         R_Shadow_UpdateBounceGridTexture();
4347 }
4348
4349 void R_Shadow_DrawLights(void)
4350 {
4351         int flag;
4352         int lnum;
4353         size_t lightindex;
4354         dlight_t *light;
4355         size_t range;
4356
4357         R_Shadow_RenderMode_Begin();
4358
4359         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4360         if (r_shadow_debuglight.integer >= 0)
4361         {
4362                 lightindex = r_shadow_debuglight.integer;
4363                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4364                 if (light && (light->flags & flag))
4365                         R_Shadow_DrawLight(&light->rtlight);
4366         }
4367         else
4368         {
4369                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4370                 for (lightindex = 0;lightindex < range;lightindex++)
4371                 {
4372                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4373                         if (light && (light->flags & flag))
4374                                 R_Shadow_DrawLight(&light->rtlight);
4375                 }
4376         }
4377         if (r_refdef.scene.rtdlight)
4378                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4379                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4380
4381         R_Shadow_RenderMode_End();
4382 }
4383
4384 extern const float r_screenvertex3f[12];
4385 extern void R_SetupView(qboolean allowwaterclippingplane);
4386 extern void R_ResetViewRendering3D(void);
4387 extern void R_ResetViewRendering2D(void);
4388 extern cvar_t r_shadows;
4389 extern cvar_t r_shadows_darken;
4390 extern cvar_t r_shadows_drawafterrtlighting;
4391 extern cvar_t r_shadows_castfrombmodels;
4392 extern cvar_t r_shadows_throwdistance;
4393 extern cvar_t r_shadows_throwdirection;
4394 extern cvar_t r_shadows_focus;
4395 extern cvar_t r_shadows_shadowmapscale;
4396
4397 void R_Shadow_PrepareModelShadows(void)
4398 {
4399         int i;
4400         float scale, size, radius, dot1, dot2;
4401         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4402         entity_render_t *ent;
4403
4404         if (!r_refdef.scene.numentities)
4405                 return;
4406
4407         switch (r_shadow_shadowmode)
4408         {
4409         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4410                 if (r_shadows.integer >= 2) 
4411                         break;
4412                 // fall through
4413         case R_SHADOW_SHADOWMODE_STENCIL:
4414                 for (i = 0;i < r_refdef.scene.numentities;i++)
4415                 {
4416                         ent = r_refdef.scene.entities[i];
4417                         if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4418                                 R_AnimCache_GetEntity(ent, false, false);
4419                 }
4420                 return;
4421         default:
4422                 return;
4423         }
4424
4425         size = 2*r_shadow_shadowmapmaxsize;
4426         scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4427         radius = 0.5f * size / scale;
4428
4429         Math_atov(r_shadows_throwdirection.string, shadowdir);
4430         VectorNormalize(shadowdir);
4431         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4432         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4433         if (fabs(dot1) <= fabs(dot2))
4434                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4435         else
4436                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4437         VectorNormalize(shadowforward);
4438         CrossProduct(shadowdir, shadowforward, shadowright);
4439         Math_atov(r_shadows_focus.string, shadowfocus);
4440         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4441         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4442         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4443         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4444         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4445                 dot1 = 1;
4446         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4447
4448         shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4449         shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4450         shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4451         shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4452         shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4453         shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4454
4455         for (i = 0;i < r_refdef.scene.numentities;i++)
4456         {
4457                 ent = r_refdef.scene.entities[i];
4458                 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4459                         continue;
4460                 // cast shadows from anything of the map (submodels are optional)
4461                 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4462                         R_AnimCache_GetEntity(ent, false, false);
4463         }
4464 }
4465
4466 void R_DrawModelShadowMaps(void)
4467 {
4468         int i;
4469         float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4470         entity_render_t *ent;
4471         vec3_t relativelightorigin;
4472         vec3_t relativelightdirection, relativeforward, relativeright;
4473         vec3_t relativeshadowmins, relativeshadowmaxs;
4474         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4475         float m[12];
4476         matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4477         r_viewport_t viewport;
4478         GLuint fbo = 0;
4479         float clearcolor[4];
4480
4481         if (!r_refdef.scene.numentities)
4482                 return;
4483
4484         switch (r_shadow_shadowmode)
4485         {
4486         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4487                 break;
4488         default:
4489                 return;
4490         }
4491
4492         R_ResetViewRendering3D();
4493         R_Shadow_RenderMode_Begin();
4494         R_Shadow_RenderMode_ActiveLight(NULL);
4495
4496         switch (r_shadow_shadowmode)
4497         {
4498         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4499                 if (!r_shadow_shadowmap2dtexture)
4500                         R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4501                 fbo = r_shadow_fbo2d;
4502                 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4503                 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4504                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4505                 break;
4506         default:
4507                 break;
4508         }
4509
4510         size = 2*r_shadow_shadowmapmaxsize;
4511         scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4512         radius = 0.5f / scale;
4513         nearclip = -r_shadows_throwdistance.value;
4514         farclip = r_shadows_throwdistance.value;
4515         bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4516
4517         r_shadow_shadowmap_parameters[0] = size;
4518         r_shadow_shadowmap_parameters[1] = size;
4519         r_shadow_shadowmap_parameters[2] = 1.0;
4520         r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4521
4522         Math_atov(r_shadows_throwdirection.string, shadowdir);
4523         VectorNormalize(shadowdir);
4524         Math_atov(r_shadows_focus.string, shadowfocus);
4525         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4526         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4527         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4528         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4529         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4530         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4531         if (fabs(dot1) <= fabs(dot2)) 
4532                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4533         else
4534                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4535         VectorNormalize(shadowforward);
4536         VectorM(scale, shadowforward, &m[0]);
4537         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4538                 dot1 = 1;
4539         m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4540         CrossProduct(shadowdir, shadowforward, shadowright);
4541         VectorM(scale, shadowright, &m[4]);
4542         m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4543         VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4544         m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4545         Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4546         Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4547         R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL); 
4548
4549         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4550
4551         R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4552         R_SetupShader_DepthOrShadow();
4553         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4554         GL_DepthMask(true);
4555         GL_DepthTest(true);
4556         R_SetViewport(&viewport);
4557         GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4558         Vector4Set(clearcolor, 1,1,1,1);
4559         // in D3D9 we have to render to a color texture shadowmap
4560         // in GL we render directly to a depth texture only
4561         if (r_shadow_shadowmap2dtexture)
4562                 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4563         else
4564                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4565         // render into a slightly restricted region so that the borders of the
4566         // shadowmap area fade away, rather than streaking across everything
4567         // outside the usable area
4568         GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4569
4570 #if 0
4571         // debugging
4572         R_Mesh_ResetRenderTargets();
4573         R_SetupShader_ShowDepth();
4574         GL_ColorMask(1,1,1,1);
4575         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4576 #endif
4577
4578         for (i = 0;i < r_refdef.scene.numentities;i++)
4579         {
4580                 ent = r_refdef.scene.entities[i];
4581
4582                 // cast shadows from anything of the map (submodels are optional)
4583                 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4584                 {
4585                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4586                         Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4587                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4588                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4589                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4590                         relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4591                         relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4592                         relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4593                         relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4594                         relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4595                         relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4596                         RSurf_ActiveModelEntity(ent, false, false, false);
4597                         ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4598                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4599                 }
4600         }
4601
4602 #if 0
4603         if (r_test.integer)
4604         {
4605                 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4606                 CHECKGLERROR
4607                 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4608                 CHECKGLERROR
4609                 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4610                 Cvar_SetValueQuick(&r_test, 0);
4611                 Z_Free(rawpixels);
4612         }
4613 #endif
4614
4615         R_Shadow_RenderMode_End();
4616
4617         Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4618         Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4619         Matrix4x4_CreateScale3(&scalematrix, size, -size, 1); 
4620         Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4621         Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4622         Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4623
4624         switch (vid.renderpath)
4625         {
4626         case RENDERPATH_GL11:
4627         case RENDERPATH_GL13:
4628         case RENDERPATH_GL20:
4629         case RENDERPATH_SOFT:
4630         case RENDERPATH_GLES2:
4631                 break;
4632         case RENDERPATH_D3D9:
4633         case RENDERPATH_D3D10:
4634         case RENDERPATH_D3D11:
4635 #ifdef OPENGL_ORIENTATION
4636                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4637                 r_shadow_shadowmapmatrix.m[0][1]        *= -1.0f;
4638                 r_shadow_shadowmapmatrix.m[0][2]        *= -1.0f;
4639                 r_shadow_shadowmapmatrix.m[0][3]        *= -1.0f;
4640 #else
4641                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4642                 r_shadow_shadowmapmatrix.m[1][0]        *= -1.0f;
4643                 r_shadow_shadowmapmatrix.m[2][0]        *= -1.0f;
4644                 r_shadow_shadowmapmatrix.m[3][0]        *= -1.0f;
4645 #endif
4646                 break;
4647         }
4648
4649         r_shadow_usingshadowmaportho = true;
4650         switch (r_shadow_shadowmode)
4651         {
4652         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4653                 r_shadow_usingshadowmap2d = true;
4654                 break;
4655         default:
4656                 break;
4657         }
4658 }
4659
4660 void R_DrawModelShadows(void)
4661 {
4662         int i;
4663         float relativethrowdistance;
4664         entity_render_t *ent;
4665         vec3_t relativelightorigin;
4666         vec3_t relativelightdirection;
4667         vec3_t relativeshadowmins, relativeshadowmaxs;
4668         vec3_t tmp, shadowdir;
4669
4670         if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4671                 return;
4672
4673         R_ResetViewRendering3D();
4674         //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4675         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4676         R_Shadow_RenderMode_Begin();
4677         R_Shadow_RenderMode_ActiveLight(NULL);
4678         r_shadow_lightscissor[0] = r_refdef.view.x;
4679         r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4680         r_shadow_lightscissor[2] = r_refdef.view.width;
4681         r_shadow_lightscissor[3] = r_refdef.view.height;
4682         R_Shadow_RenderMode_StencilShadowVolumes(false);
4683
4684         // get shadow dir
4685         if (r_shadows.integer == 2)
4686         {
4687                 Math_atov(r_shadows_throwdirection.string, shadowdir);
4688                 VectorNormalize(shadowdir);
4689         }
4690
4691         R_Shadow_ClearStencil();
4692
4693         for (i = 0;i < r_refdef.scene.numentities;i++)
4694         {
4695                 ent = r_refdef.scene.entities[i];
4696
4697                 // cast shadows from anything of the map (submodels are optional)
4698                 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4699                 {
4700                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4701                         VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4702                         VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4703                         if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4704                                 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4705                         else
4706                         {
4707                                 if(ent->entitynumber != 0)
4708                                 {
4709                                         if(ent->entitynumber >= MAX_EDICTS) // csqc entity
4710                                         {
4711                                                 // FIXME handle this
4712                                                 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4713                                         }
4714                                         else
4715                                         {
4716                                                 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4717                                                 int entnum, entnum2, recursion;
4718                                                 entnum = entnum2 = ent->entitynumber;
4719                                                 for(recursion = 32; recursion > 0; --recursion)
4720                                                 {
4721                                                         entnum2 = cl.entities[entnum].state_current.tagentity;
4722                                                         if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4723                                                                 entnum = entnum2;
4724                                                         else
4725                                                                 break;
4726                                                 }
4727                                                 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4728                                                 {
4729                                                         VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4730                                                         // transform into modelspace of OUR entity
4731                                                         Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4732                                                         Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4733                                                 }
4734                                                 else
4735                                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
4736                                         }
4737                                 }
4738                                 else
4739                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
4740                         }
4741
4742                         VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4743                         RSurf_ActiveModelEntity(ent, false, false, false);
4744                         ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4745                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4746                 }
4747         }
4748
4749         // not really the right mode, but this will disable any silly stencil features
4750         R_Shadow_RenderMode_End();
4751
4752         // set up ortho view for rendering this pass
4753         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4754         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4755         //GL_ScissorTest(true);
4756         //R_EntityMatrix(&identitymatrix);
4757         //R_Mesh_ResetTextureState();
4758         R_ResetViewRendering2D();
4759
4760         // set up a darkening blend on shadowed areas
4761         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4762         //GL_DepthRange(0, 1);
4763         //GL_DepthTest(false);
4764         //GL_DepthMask(false);
4765         //GL_PolygonOffset(0, 0);CHECKGLERROR
4766         GL_Color(0, 0, 0, r_shadows_darken.value);
4767         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4768         //GL_DepthFunc(GL_ALWAYS);
4769         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
4770
4771         // apply the blend to the shadowed areas
4772         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
4773         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4774         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4775
4776         // restore the viewport
4777         R_SetViewport(&r_refdef.view.viewport);
4778
4779         // restore other state to normal
4780         //R_Shadow_RenderMode_End();
4781 }
4782
4783 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4784 {
4785         float zdist;
4786         vec3_t centerorigin;
4787         float vertex3f[12];
4788         // if it's too close, skip it
4789         if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4790                 return;
4791         zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4792         if (zdist < 32)
4793                 return;
4794         if (usequery && r_numqueries + 2 <= r_maxqueries)
4795         {
4796                 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4797                 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4798                 // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
4799                 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4800
4801                 switch(vid.renderpath)
4802                 {
4803                 case RENDERPATH_GL20:
4804                 case RENDERPATH_GL13:
4805                 case RENDERPATH_GL11:
4806                 case RENDERPATH_GLES2:
4807                         CHECKGLERROR
4808                         // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
4809                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4810                         GL_DepthFunc(GL_ALWAYS);
4811                         R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4812                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
4813                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4814                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4815                         GL_DepthFunc(GL_LEQUAL);
4816                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4817                         R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4818                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
4819                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4820                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4821                         CHECKGLERROR
4822                         break;
4823                 case RENDERPATH_D3D9:
4824                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4825                         break;
4826                 case RENDERPATH_D3D10:
4827                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4828                         break;
4829                 case RENDERPATH_D3D11:
4830                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4831                         break;
4832                 case RENDERPATH_SOFT:
4833                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4834                         break;
4835                 }
4836         }
4837         rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4838 }
4839
4840 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4841
4842 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4843 {
4844         vec3_t color;
4845         GLint allpixels = 0, visiblepixels = 0;
4846         // now we have to check the query result
4847         if (rtlight->corona_queryindex_visiblepixels)
4848         {
4849                 switch(vid.renderpath)
4850                 {
4851                 case RENDERPATH_GL20:
4852                 case RENDERPATH_GL13:
4853                 case RENDERPATH_GL11:
4854                 case RENDERPATH_GLES2:
4855                         CHECKGLERROR
4856                         qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4857                         qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4858                         CHECKGLERROR
4859                         break;
4860                 case RENDERPATH_D3D9:
4861                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4862                         break;
4863                 case RENDERPATH_D3D10:
4864                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4865                         break;
4866                 case RENDERPATH_D3D11:
4867                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4868                         break;
4869                 case RENDERPATH_SOFT:
4870                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4871                         break;
4872                 }
4873                 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4874                 if (visiblepixels < 1 || allpixels < 1)
4875                         return;
4876                 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4877                 cscale *= rtlight->corona_visibility;
4878         }
4879         else
4880         {
4881                 // FIXME: these traces should scan all render entities instead of cl.world
4882                 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
4883                         return;
4884         }
4885         VectorScale(rtlight->currentcolor, cscale, color);
4886         if (VectorLength(color) > (1.0f / 256.0f))
4887         {
4888                 float vertex3f[12];
4889                 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4890                 if(negated)
4891                 {
4892                         VectorNegate(color, color);
4893                         switch(vid.renderpath)
4894                         {
4895                         case RENDERPATH_GL11:
4896                         case RENDERPATH_GL13:
4897                         case RENDERPATH_GL20:
4898                         case RENDERPATH_GLES2:
4899                                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4900                                 break;
4901                         case RENDERPATH_D3D9:
4902 #ifdef SUPPORTD3D
4903                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
4904 #endif
4905                                 break;
4906                         case RENDERPATH_D3D10:
4907                                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4908                                 break;
4909                         case RENDERPATH_D3D11:
4910                                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4911                                 break;
4912                         case RENDERPATH_SOFT:
4913                                 DPSOFTRAST_BlendSubtract(true);
4914                                 break;
4915                         }
4916                 }
4917                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4918                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4919                 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4920                 if(negated)
4921                 {
4922                         switch(vid.renderpath)
4923                         {
4924                         case RENDERPATH_GL11:
4925                         case RENDERPATH_GL13:
4926                         case RENDERPATH_GL20:
4927                         case RENDERPATH_GLES2:
4928                                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4929                                 break;
4930                         case RENDERPATH_D3D9:
4931 #ifdef SUPPORTD3D
4932                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
4933 #endif
4934                                 break;
4935                         case RENDERPATH_D3D10:
4936                                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4937                                 break;
4938                         case RENDERPATH_D3D11:
4939                                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4940                                 break;
4941                         case RENDERPATH_SOFT:
4942                                 DPSOFTRAST_BlendSubtract(false);
4943                                 break;
4944                         }
4945                 }
4946         }
4947 }
4948
4949 void R_Shadow_DrawCoronas(void)
4950 {
4951         int i, flag;
4952         qboolean usequery = false;
4953         size_t lightindex;
4954         dlight_t *light;
4955         rtlight_t *rtlight;
4956         size_t range;
4957         if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4958                 return;
4959         if (r_waterstate.renderingscene)
4960                 return;
4961         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4962         R_EntityMatrix(&identitymatrix);
4963
4964         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4965
4966         // check occlusion of coronas
4967         // use GL_ARB_occlusion_query if available
4968         // otherwise use raytraces
4969         r_numqueries = 0;
4970         switch (vid.renderpath)
4971         {
4972         case RENDERPATH_GL11:
4973         case RENDERPATH_GL13:
4974         case RENDERPATH_GL20:
4975         case RENDERPATH_GLES2:
4976                 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4977                 if (usequery)
4978                 {
4979                         GL_ColorMask(0,0,0,0);
4980                         if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4981                         if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4982                         {
4983                                 i = r_maxqueries;
4984                                 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4985                                 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4986                                 CHECKGLERROR
4987                                 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4988                                 CHECKGLERROR
4989                         }
4990                         RSurf_ActiveWorldEntity();
4991                         GL_BlendFunc(GL_ONE, GL_ZERO);
4992                         GL_CullFace(GL_NONE);
4993                         GL_DepthMask(false);
4994                         GL_DepthRange(0, 1);
4995                         GL_PolygonOffset(0, 0);
4996                         GL_DepthTest(true);
4997                         R_Mesh_ResetTextureState();
4998                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4999                 }
5000                 break;
5001         case RENDERPATH_D3D9:
5002                 usequery = false;
5003                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5004                 break;
5005         case RENDERPATH_D3D10:
5006                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5007                 break;
5008         case RENDERPATH_D3D11:
5009                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5010                 break;
5011         case RENDERPATH_SOFT:
5012                 usequery = false;
5013                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5014                 break;
5015         }
5016         for (lightindex = 0;lightindex < range;lightindex++)
5017         {
5018                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5019                 if (!light)
5020                         continue;
5021                 rtlight = &light->rtlight;
5022                 rtlight->corona_visibility = 0;
5023                 rtlight->corona_queryindex_visiblepixels = 0;
5024                 rtlight->corona_queryindex_allpixels = 0;
5025                 if (!(rtlight->flags & flag))
5026                         continue;
5027                 if (rtlight->corona <= 0)
5028                         continue;
5029                 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5030                         continue;
5031                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5032         }
5033         for (i = 0;i < r_refdef.scene.numlights;i++)
5034         {
5035                 rtlight = r_refdef.scene.lights[i];
5036                 rtlight->corona_visibility = 0;
5037                 rtlight->corona_queryindex_visiblepixels = 0;
5038                 rtlight->corona_queryindex_allpixels = 0;
5039                 if (!(rtlight->flags & flag))
5040                         continue;
5041                 if (rtlight->corona <= 0)
5042                         continue;
5043                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5044         }
5045         if (usequery)
5046                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5047
5048         // now draw the coronas using the query data for intensity info
5049         for (lightindex = 0;lightindex < range;lightindex++)
5050         {
5051                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5052                 if (!light)
5053                         continue;
5054                 rtlight = &light->rtlight;
5055                 if (rtlight->corona_visibility <= 0)
5056                         continue;
5057                 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5058         }
5059         for (i = 0;i < r_refdef.scene.numlights;i++)
5060         {
5061                 rtlight = r_refdef.scene.lights[i];
5062                 if (rtlight->corona_visibility <= 0)
5063                         continue;
5064                 if (gl_flashblend.integer)
5065                         R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5066                 else
5067                         R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5068         }
5069 }
5070
5071
5072
5073 dlight_t *R_Shadow_NewWorldLight(void)
5074 {
5075         return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5076 }
5077
5078 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)
5079 {
5080         matrix4x4_t matrix;
5081         // validate parameters
5082         if (style < 0 || style >= MAX_LIGHTSTYLES)
5083         {
5084                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5085                 style = 0;
5086         }
5087         if (!cubemapname)
5088                 cubemapname = "";
5089
5090         // copy to light properties
5091         VectorCopy(origin, light->origin);
5092         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5093         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5094         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5095         /*
5096         light->color[0] = max(color[0], 0);
5097         light->color[1] = max(color[1], 0);
5098         light->color[2] = max(color[2], 0);
5099         */
5100         light->color[0] = color[0];
5101         light->color[1] = color[1];
5102         light->color[2] = color[2];
5103         light->radius = max(radius, 0);
5104         light->style = style;
5105         light->shadow = shadowenable;
5106         light->corona = corona;
5107         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5108         light->coronasizescale = coronasizescale;
5109         light->ambientscale = ambientscale;
5110         light->diffusescale = diffusescale;
5111         light->specularscale = specularscale;
5112         light->flags = flags;
5113
5114         // update renderable light data
5115         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5116         R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
5117 }
5118
5119 void R_Shadow_FreeWorldLight(dlight_t *light)
5120 {
5121         if (r_shadow_selectedlight == light)
5122                 r_shadow_selectedlight = NULL;
5123         R_RTLight_Uncompile(&light->rtlight);
5124         Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5125 }
5126
5127 void R_Shadow_ClearWorldLights(void)
5128 {
5129         size_t lightindex;
5130         dlight_t *light;
5131         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5132         for (lightindex = 0;lightindex < range;lightindex++)
5133         {
5134                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5135                 if (light)
5136                         R_Shadow_FreeWorldLight(light);
5137         }
5138         r_shadow_selectedlight = NULL;
5139 }
5140
5141 void R_Shadow_SelectLight(dlight_t *light)
5142 {
5143         if (r_shadow_selectedlight)
5144                 r_shadow_selectedlight->selected = false;
5145         r_shadow_selectedlight = light;
5146         if (r_shadow_selectedlight)
5147                 r_shadow_selectedlight->selected = true;
5148 }
5149
5150 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5151 {
5152         // this is never batched (there can be only one)
5153         float vertex3f[12];
5154         R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5155         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5156         R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5157 }
5158
5159 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5160 {
5161         float intensity;
5162         float s;
5163         vec3_t spritecolor;
5164         skinframe_t *skinframe;
5165         float vertex3f[12];
5166
5167         // this is never batched (due to the ent parameter changing every time)
5168         // so numsurfaces == 1 and surfacelist[0] == lightnumber
5169         const dlight_t *light = (dlight_t *)ent;
5170         s = EDLIGHTSPRSIZE;
5171
5172         R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5173
5174         intensity = 0.5f;
5175         VectorScale(light->color, intensity, spritecolor);
5176         if (VectorLength(spritecolor) < 0.1732f)
5177                 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5178         if (VectorLength(spritecolor) > 1.0f)
5179                 VectorNormalize(spritecolor);
5180
5181         // draw light sprite
5182         if (light->cubemapname[0] && !light->shadow)
5183                 skinframe = r_editlights_sprcubemapnoshadowlight;
5184         else if (light->cubemapname[0])
5185                 skinframe = r_editlights_sprcubemaplight;
5186         else if (!light->shadow)
5187                 skinframe = r_editlights_sprnoshadowlight;
5188         else
5189                 skinframe = r_editlights_sprlight;
5190
5191         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5192         R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5193
5194         // draw selection sprite if light is selected
5195         if (light->selected)
5196         {
5197                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5198                 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5199                 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5200         }
5201 }
5202
5203 void R_Shadow_DrawLightSprites(void)
5204 {
5205         size_t lightindex;
5206         dlight_t *light;
5207         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5208         for (lightindex = 0;lightindex < range;lightindex++)
5209         {
5210                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5211                 if (light)
5212                         R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5213         }
5214         if (!r_editlights_lockcursor)
5215                 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5216 }
5217
5218 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5219 {
5220         unsigned int range;
5221         dlight_t *light;
5222         rtlight_t *rtlight;
5223         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5224         if (lightindex >= range)
5225                 return -1;
5226         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5227         if (!light)
5228                 return 0;
5229         rtlight = &light->rtlight;
5230         //if (!(rtlight->flags & flag))
5231         //      return 0;
5232         VectorCopy(rtlight->shadoworigin, origin);
5233         *radius = rtlight->radius;
5234         VectorCopy(rtlight->color, color);
5235         return 1;
5236 }
5237
5238 void R_Shadow_SelectLightInView(void)
5239 {
5240         float bestrating, rating, temp[3];
5241         dlight_t *best;
5242         size_t lightindex;
5243         dlight_t *light;
5244         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5245         best = NULL;
5246         bestrating = 0;
5247
5248         if (r_editlights_lockcursor)
5249                 return;
5250         for (lightindex = 0;lightindex < range;lightindex++)
5251         {
5252                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5253                 if (!light)
5254                         continue;
5255                 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5256                 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5257                 if (rating >= 0.95)
5258                 {
5259                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5260                         if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5261                         {
5262                                 bestrating = rating;
5263                                 best = light;
5264                         }
5265                 }
5266         }
5267         R_Shadow_SelectLight(best);
5268 }
5269
5270 void R_Shadow_LoadWorldLights(void)
5271 {
5272         int n, a, style, shadow, flags;
5273         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5274         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5275         if (cl.worldmodel == NULL)
5276         {
5277                 Con_Print("No map loaded.\n");
5278                 return;
5279         }
5280         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5281         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5282         if (lightsstring)
5283         {
5284                 s = lightsstring;
5285                 n = 0;
5286                 while (*s)
5287                 {
5288                         t = s;
5289                         /*
5290                         shadow = true;
5291                         for (;COM_Parse(t, true) && strcmp(
5292                         if (COM_Parse(t, true))
5293                         {
5294                                 if (com_token[0] == '!')
5295                                 {
5296                                         shadow = false;
5297                                         origin[0] = atof(com_token+1);
5298                                 }
5299                                 else
5300                                         origin[0] = atof(com_token);
5301                                 if (Com_Parse(t
5302                         }
5303                         */
5304                         t = s;
5305                         while (*s && *s != '\n' && *s != '\r')
5306                                 s++;
5307                         if (!*s)
5308                                 break;
5309                         tempchar = *s;
5310                         shadow = true;
5311                         // check for modifier flags
5312                         if (*t == '!')
5313                         {
5314                                 shadow = false;
5315                                 t++;
5316                         }
5317                         *s = 0;
5318 #if _MSC_VER >= 1400
5319 #define sscanf sscanf_s
5320 #endif
5321                         cubemapname[sizeof(cubemapname)-1] = 0;
5322 #if MAX_QPATH != 128
5323 #error update this code if MAX_QPATH changes
5324 #endif
5325                         a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
5326 #if _MSC_VER >= 1400
5327 , sizeof(cubemapname)
5328 #endif
5329 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5330                         *s = tempchar;
5331                         if (a < 18)
5332                                 flags = LIGHTFLAG_REALTIMEMODE;
5333                         if (a < 17)
5334                                 specularscale = 1;
5335                         if (a < 16)
5336                                 diffusescale = 1;
5337                         if (a < 15)
5338                                 ambientscale = 0;
5339                         if (a < 14)
5340                                 coronasizescale = 0.25f;
5341                         if (a < 13)
5342                                 VectorClear(angles);
5343                         if (a < 10)
5344                                 corona = 0;
5345                         if (a < 9 || !strcmp(cubemapname, "\"\""))
5346                                 cubemapname[0] = 0;
5347                         // remove quotes on cubemapname
5348                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5349                         {
5350                                 size_t namelen;
5351                                 namelen = strlen(cubemapname) - 2;
5352                                 memmove(cubemapname, cubemapname + 1, namelen);
5353                                 cubemapname[namelen] = '\0';
5354                         }
5355                         if (a < 8)
5356                         {
5357                                 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);
5358                                 break;
5359                         }
5360                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5361                         if (*s == '\r')
5362                                 s++;
5363                         if (*s == '\n')
5364                                 s++;
5365                         n++;
5366                 }
5367                 if (*s)
5368                         Con_Printf("invalid rtlights file \"%s\"\n", name);
5369                 Mem_Free(lightsstring);
5370         }
5371 }
5372
5373 void R_Shadow_SaveWorldLights(void)
5374 {
5375         size_t lightindex;
5376         dlight_t *light;
5377         size_t bufchars, bufmaxchars;
5378         char *buf, *oldbuf;
5379         char name[MAX_QPATH];
5380         char line[MAX_INPUTLINE];
5381         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5382         // I hate lines which are 3 times my screen size :( --blub
5383         if (!range)
5384                 return;
5385         if (cl.worldmodel == NULL)
5386         {
5387                 Con_Print("No map loaded.\n");
5388                 return;
5389         }
5390         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5391         bufchars = bufmaxchars = 0;
5392         buf = NULL;
5393         for (lightindex = 0;lightindex < range;lightindex++)
5394         {
5395                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5396                 if (!light)
5397                         continue;
5398                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5399                         dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
5400                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5401                         dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
5402                 else
5403                         dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
5404                 if (bufchars + strlen(line) > bufmaxchars)
5405                 {
5406                         bufmaxchars = bufchars + strlen(line) + 2048;
5407                         oldbuf = buf;
5408                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5409                         if (oldbuf)
5410                         {
5411                                 if (bufchars)
5412                                         memcpy(buf, oldbuf, bufchars);
5413                                 Mem_Free(oldbuf);
5414                         }
5415                 }
5416                 if (strlen(line))
5417                 {
5418                         memcpy(buf + bufchars, line, strlen(line));
5419                         bufchars += strlen(line);
5420                 }
5421         }
5422         if (bufchars)
5423                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5424         if (buf)
5425                 Mem_Free(buf);
5426 }
5427
5428 void R_Shadow_LoadLightsFile(void)
5429 {
5430         int n, a, style;
5431         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5432         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5433         if (cl.worldmodel == NULL)
5434         {
5435                 Con_Print("No map loaded.\n");
5436                 return;
5437         }
5438         dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5439         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5440         if (lightsstring)
5441         {
5442                 s = lightsstring;
5443                 n = 0;
5444                 while (*s)
5445                 {
5446                         t = s;
5447                         while (*s && *s != '\n' && *s != '\r')
5448                                 s++;
5449                         if (!*s)
5450                                 break;
5451                         tempchar = *s;
5452                         *s = 0;
5453                         a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style);
5454                         *s = tempchar;
5455                         if (a < 14)
5456                         {
5457                                 Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1);
5458                                 break;
5459                         }
5460                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5461                         radius = bound(15, radius, 4096);
5462                         VectorScale(color, (2.0f / (8388608.0f)), color);
5463                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5464                         if (*s == '\r')
5465                                 s++;
5466                         if (*s == '\n')
5467                                 s++;
5468                         n++;
5469                 }
5470                 if (*s)
5471                         Con_Printf("invalid lights file \"%s\"\n", name);
5472                 Mem_Free(lightsstring);
5473         }
5474 }
5475
5476 // tyrlite/hmap2 light types in the delay field
5477 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5478
5479 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5480 {
5481         int entnum;
5482         int style;
5483         int islight;
5484         int skin;
5485         int pflags;
5486         //int effects;
5487         int type;
5488         int n;
5489         char *entfiledata;
5490         const char *data;
5491         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5492         char key[256], value[MAX_INPUTLINE];
5493
5494         if (cl.worldmodel == NULL)
5495         {
5496                 Con_Print("No map loaded.\n");
5497                 return;
5498         }
5499         // try to load a .ent file first
5500         dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5501         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5502         // and if that is not found, fall back to the bsp file entity string
5503         if (!data)
5504                 data = cl.worldmodel->brush.entities;
5505         if (!data)
5506                 return;
5507         for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5508         {
5509                 type = LIGHTTYPE_MINUSX;
5510                 origin[0] = origin[1] = origin[2] = 0;
5511                 originhack[0] = originhack[1] = originhack[2] = 0;
5512                 angles[0] = angles[1] = angles[2] = 0;
5513                 color[0] = color[1] = color[2] = 1;
5514                 light[0] = light[1] = light[2] = 1;light[3] = 300;
5515                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5516                 fadescale = 1;
5517                 lightscale = 1;
5518                 style = 0;
5519                 skin = 0;
5520                 pflags = 0;
5521                 //effects = 0;
5522                 islight = false;
5523                 while (1)
5524                 {
5525                         if (!COM_ParseToken_Simple(&data, false, false))
5526                                 break; // error
5527                         if (com_token[0] == '}')
5528                                 break; // end of entity
5529                         if (com_token[0] == '_')
5530                                 strlcpy(key, com_token + 1, sizeof(key));
5531                         else
5532                                 strlcpy(key, com_token, sizeof(key));
5533                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
5534                                 key[strlen(key)-1] = 0;
5535                         if (!COM_ParseToken_Simple(&data, false, false))
5536                                 break; // error
5537                         strlcpy(value, com_token, sizeof(value));
5538
5539                         // now that we have the key pair worked out...
5540                         if (!strcmp("light", key))
5541                         {
5542                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5543                                 if (n == 1)
5544                                 {
5545                                         // quake
5546                                         light[0] = vec[0] * (1.0f / 256.0f);
5547                                         light[1] = vec[0] * (1.0f / 256.0f);
5548                                         light[2] = vec[0] * (1.0f / 256.0f);
5549                                         light[3] = vec[0];
5550                                 }
5551                                 else if (n == 4)
5552                                 {
5553                                         // halflife
5554                                         light[0] = vec[0] * (1.0f / 255.0f);
5555                                         light[1] = vec[1] * (1.0f / 255.0f);
5556                                         light[2] = vec[2] * (1.0f / 255.0f);
5557                                         light[3] = vec[3];
5558                                 }
5559                         }
5560                         else if (!strcmp("delay", key))
5561                                 type = atoi(value);
5562                         else if (!strcmp("origin", key))
5563                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5564                         else if (!strcmp("angle", key))
5565                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5566                         else if (!strcmp("angles", key))
5567                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5568                         else if (!strcmp("color", key))
5569                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5570                         else if (!strcmp("wait", key))
5571                                 fadescale = atof(value);
5572                         else if (!strcmp("classname", key))
5573                         {
5574                                 if (!strncmp(value, "light", 5))
5575                                 {
5576                                         islight = true;
5577                                         if (!strcmp(value, "light_fluoro"))
5578                                         {
5579                                                 originhack[0] = 0;
5580                                                 originhack[1] = 0;
5581                                                 originhack[2] = 0;
5582                                                 overridecolor[0] = 1;
5583                                                 overridecolor[1] = 1;
5584                                                 overridecolor[2] = 1;
5585                                         }
5586                                         if (!strcmp(value, "light_fluorospark"))
5587                                         {
5588                                                 originhack[0] = 0;
5589                                                 originhack[1] = 0;
5590                                                 originhack[2] = 0;
5591                                                 overridecolor[0] = 1;
5592                                                 overridecolor[1] = 1;
5593                                                 overridecolor[2] = 1;
5594                                         }
5595                                         if (!strcmp(value, "light_globe"))
5596                                         {
5597                                                 originhack[0] = 0;
5598                                                 originhack[1] = 0;
5599                                                 originhack[2] = 0;
5600                                                 overridecolor[0] = 1;
5601                                                 overridecolor[1] = 0.8;
5602                                                 overridecolor[2] = 0.4;
5603                                         }
5604                                         if (!strcmp(value, "light_flame_large_yellow"))
5605                                         {
5606                                                 originhack[0] = 0;
5607                                                 originhack[1] = 0;
5608                                                 originhack[2] = 0;
5609                                                 overridecolor[0] = 1;
5610                                                 overridecolor[1] = 0.5;
5611                                                 overridecolor[2] = 0.1;
5612                                         }
5613                                         if (!strcmp(value, "light_flame_small_yellow"))
5614                                         {
5615                                                 originhack[0] = 0;
5616                                                 originhack[1] = 0;
5617                                                 originhack[2] = 0;
5618                                                 overridecolor[0] = 1;
5619                                                 overridecolor[1] = 0.5;
5620                                                 overridecolor[2] = 0.1;
5621                                         }
5622                                         if (!strcmp(value, "light_torch_small_white"))
5623                                         {
5624                                                 originhack[0] = 0;
5625                                                 originhack[1] = 0;
5626                                                 originhack[2] = 0;
5627                                                 overridecolor[0] = 1;
5628                                                 overridecolor[1] = 0.5;
5629                                                 overridecolor[2] = 0.1;
5630                                         }
5631                                         if (!strcmp(value, "light_torch_small_walltorch"))
5632                                         {
5633                                                 originhack[0] = 0;
5634                                                 originhack[1] = 0;
5635                                                 originhack[2] = 0;
5636                                                 overridecolor[0] = 1;
5637                                                 overridecolor[1] = 0.5;
5638                                                 overridecolor[2] = 0.1;
5639                                         }
5640                                 }
5641                         }
5642                         else if (!strcmp("style", key))
5643                                 style = atoi(value);
5644                         else if (!strcmp("skin", key))
5645                                 skin = (int)atof(value);
5646                         else if (!strcmp("pflags", key))
5647                                 pflags = (int)atof(value);
5648                         //else if (!strcmp("effects", key))
5649                         //      effects = (int)atof(value);
5650                         else if (cl.worldmodel->type == mod_brushq3)
5651                         {
5652                                 if (!strcmp("scale", key))
5653                                         lightscale = atof(value);
5654                                 if (!strcmp("fade", key))
5655                                         fadescale = atof(value);
5656                         }
5657                 }
5658                 if (!islight)
5659                         continue;
5660                 if (lightscale <= 0)
5661                         lightscale = 1;
5662                 if (fadescale <= 0)
5663                         fadescale = 1;
5664                 if (color[0] == color[1] && color[0] == color[2])
5665                 {
5666                         color[0] *= overridecolor[0];
5667                         color[1] *= overridecolor[1];
5668                         color[2] *= overridecolor[2];
5669                 }
5670                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5671                 color[0] = color[0] * light[0];
5672                 color[1] = color[1] * light[1];
5673                 color[2] = color[2] * light[2];
5674                 switch (type)
5675                 {
5676                 case LIGHTTYPE_MINUSX:
5677                         break;
5678                 case LIGHTTYPE_RECIPX:
5679                         radius *= 2;
5680                         VectorScale(color, (1.0f / 16.0f), color);
5681                         break;
5682                 case LIGHTTYPE_RECIPXX:
5683                         radius *= 2;
5684                         VectorScale(color, (1.0f / 16.0f), color);
5685                         break;
5686                 default:
5687                 case LIGHTTYPE_NONE:
5688                         break;
5689                 case LIGHTTYPE_SUN:
5690                         break;
5691                 case LIGHTTYPE_MINUSXX:
5692                         break;
5693                 }
5694                 VectorAdd(origin, originhack, origin);
5695                 if (radius >= 1)
5696                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5697         }
5698         if (entfiledata)
5699                 Mem_Free(entfiledata);
5700 }
5701
5702
5703 void R_Shadow_SetCursorLocationForView(void)
5704 {
5705         vec_t dist, push;
5706         vec3_t dest, endpos;
5707         trace_t trace;
5708         VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5709         trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
5710         if (trace.fraction < 1)
5711         {
5712                 dist = trace.fraction * r_editlights_cursordistance.value;
5713                 push = r_editlights_cursorpushback.value;
5714                 if (push > dist)
5715                         push = dist;
5716                 push = -push;
5717                 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5718                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5719         }
5720         else
5721         {
5722                 VectorClear( endpos );
5723         }
5724         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5725         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5726         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5727 }
5728
5729 void R_Shadow_UpdateWorldLightSelection(void)
5730 {
5731         if (r_editlights.integer)
5732         {
5733                 R_Shadow_SetCursorLocationForView();
5734                 R_Shadow_SelectLightInView();
5735         }
5736         else
5737                 R_Shadow_SelectLight(NULL);
5738 }
5739
5740 void R_Shadow_EditLights_Clear_f(void)
5741 {
5742         R_Shadow_ClearWorldLights();
5743 }
5744
5745 void R_Shadow_EditLights_Reload_f(void)
5746 {
5747         if (!cl.worldmodel)
5748                 return;
5749         strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
5750         R_Shadow_ClearWorldLights();
5751         R_Shadow_LoadWorldLights();
5752         if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5753         {
5754                 R_Shadow_LoadLightsFile();
5755                 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5756                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5757         }
5758 }
5759
5760 void R_Shadow_EditLights_Save_f(void)
5761 {
5762         if (!cl.worldmodel)
5763                 return;
5764         R_Shadow_SaveWorldLights();
5765 }
5766
5767 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5768 {
5769         R_Shadow_ClearWorldLights();
5770         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5771 }
5772
5773 void R_Shadow_EditLights_ImportLightsFile_f(void)
5774 {
5775         R_Shadow_ClearWorldLights();
5776         R_Shadow_LoadLightsFile();
5777 }
5778
5779 void R_Shadow_EditLights_Spawn_f(void)
5780 {
5781         vec3_t color;
5782         if (!r_editlights.integer)
5783         {
5784                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5785                 return;
5786         }
5787         if (Cmd_Argc() != 1)
5788         {
5789                 Con_Print("r_editlights_spawn does not take parameters\n");
5790                 return;
5791         }
5792         color[0] = color[1] = color[2] = 1;
5793         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5794 }
5795
5796 void R_Shadow_EditLights_Edit_f(void)
5797 {
5798         vec3_t origin, angles, color;
5799         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5800         int style, shadows, flags, normalmode, realtimemode;
5801         char cubemapname[MAX_INPUTLINE];
5802         if (!r_editlights.integer)
5803         {
5804                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5805                 return;
5806         }
5807         if (!r_shadow_selectedlight)
5808         {
5809                 Con_Print("No selected light.\n");
5810                 return;
5811         }
5812         VectorCopy(r_shadow_selectedlight->origin, origin);
5813         VectorCopy(r_shadow_selectedlight->angles, angles);
5814         VectorCopy(r_shadow_selectedlight->color, color);
5815         radius = r_shadow_selectedlight->radius;
5816         style = r_shadow_selectedlight->style;
5817         if (r_shadow_selectedlight->cubemapname)
5818                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5819         else
5820                 cubemapname[0] = 0;
5821         shadows = r_shadow_selectedlight->shadow;
5822         corona = r_shadow_selectedlight->corona;
5823         coronasizescale = r_shadow_selectedlight->coronasizescale;
5824         ambientscale = r_shadow_selectedlight->ambientscale;
5825         diffusescale = r_shadow_selectedlight->diffusescale;
5826         specularscale = r_shadow_selectedlight->specularscale;
5827         flags = r_shadow_selectedlight->flags;
5828         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5829         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5830         if (!strcmp(Cmd_Argv(1), "origin"))
5831         {
5832                 if (Cmd_Argc() != 5)
5833                 {
5834                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5835                         return;
5836                 }
5837                 origin[0] = atof(Cmd_Argv(2));
5838                 origin[1] = atof(Cmd_Argv(3));
5839                 origin[2] = atof(Cmd_Argv(4));
5840         }
5841         else if (!strcmp(Cmd_Argv(1), "originx"))
5842         {
5843                 if (Cmd_Argc() != 3)
5844                 {
5845                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5846                         return;
5847                 }
5848                 origin[0] = atof(Cmd_Argv(2));
5849         }
5850         else if (!strcmp(Cmd_Argv(1), "originy"))
5851         {
5852                 if (Cmd_Argc() != 3)
5853                 {
5854                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5855                         return;
5856                 }
5857                 origin[1] = atof(Cmd_Argv(2));
5858         }
5859         else if (!strcmp(Cmd_Argv(1), "originz"))
5860         {
5861                 if (Cmd_Argc() != 3)
5862                 {
5863                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5864                         return;
5865                 }
5866                 origin[2] = atof(Cmd_Argv(2));
5867         }
5868         else if (!strcmp(Cmd_Argv(1), "move"))
5869         {
5870                 if (Cmd_Argc() != 5)
5871                 {
5872                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5873                         return;
5874                 }
5875                 origin[0] += atof(Cmd_Argv(2));
5876                 origin[1] += atof(Cmd_Argv(3));
5877                 origin[2] += atof(Cmd_Argv(4));
5878         }
5879         else if (!strcmp(Cmd_Argv(1), "movex"))
5880         {
5881                 if (Cmd_Argc() != 3)
5882                 {
5883                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5884                         return;
5885                 }
5886                 origin[0] += atof(Cmd_Argv(2));
5887         }
5888         else if (!strcmp(Cmd_Argv(1), "movey"))
5889         {
5890                 if (Cmd_Argc() != 3)
5891                 {
5892                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5893                         return;
5894                 }
5895                 origin[1] += atof(Cmd_Argv(2));
5896         }
5897         else if (!strcmp(Cmd_Argv(1), "movez"))
5898         {
5899                 if (Cmd_Argc() != 3)
5900                 {
5901                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5902                         return;
5903                 }
5904                 origin[2] += atof(Cmd_Argv(2));
5905         }
5906         else if (!strcmp(Cmd_Argv(1), "angles"))
5907         {
5908                 if (Cmd_Argc() != 5)
5909                 {
5910                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5911                         return;
5912                 }
5913                 angles[0] = atof(Cmd_Argv(2));
5914                 angles[1] = atof(Cmd_Argv(3));
5915                 angles[2] = atof(Cmd_Argv(4));
5916         }
5917         else if (!strcmp(Cmd_Argv(1), "anglesx"))
5918         {
5919                 if (Cmd_Argc() != 3)
5920                 {
5921                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5922                         return;
5923                 }
5924                 angles[0] = atof(Cmd_Argv(2));
5925         }
5926         else if (!strcmp(Cmd_Argv(1), "anglesy"))
5927         {
5928                 if (Cmd_Argc() != 3)
5929                 {
5930                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5931                         return;
5932                 }
5933                 angles[1] = atof(Cmd_Argv(2));
5934         }
5935         else if (!strcmp(Cmd_Argv(1), "anglesz"))
5936         {
5937                 if (Cmd_Argc() != 3)
5938                 {
5939                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5940                         return;
5941                 }
5942                 angles[2] = atof(Cmd_Argv(2));
5943         }
5944         else if (!strcmp(Cmd_Argv(1), "color"))
5945         {
5946                 if (Cmd_Argc() != 5)
5947                 {
5948                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5949                         return;
5950                 }
5951                 color[0] = atof(Cmd_Argv(2));
5952                 color[1] = atof(Cmd_Argv(3));
5953                 color[2] = atof(Cmd_Argv(4));
5954         }
5955         else if (!strcmp(Cmd_Argv(1), "radius"))
5956         {
5957                 if (Cmd_Argc() != 3)
5958                 {
5959                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5960                         return;
5961                 }
5962                 radius = atof(Cmd_Argv(2));
5963         }
5964         else if (!strcmp(Cmd_Argv(1), "colorscale"))
5965         {
5966                 if (Cmd_Argc() == 3)
5967                 {
5968                         double scale = atof(Cmd_Argv(2));
5969                         color[0] *= scale;
5970                         color[1] *= scale;
5971                         color[2] *= scale;
5972                 }
5973                 else
5974                 {
5975                         if (Cmd_Argc() != 5)
5976                         {
5977                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
5978                                 return;
5979                         }
5980                         color[0] *= atof(Cmd_Argv(2));
5981                         color[1] *= atof(Cmd_Argv(3));
5982                         color[2] *= atof(Cmd_Argv(4));
5983                 }
5984         }
5985         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5986         {
5987                 if (Cmd_Argc() != 3)
5988                 {
5989                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5990                         return;
5991                 }
5992                 radius *= atof(Cmd_Argv(2));
5993         }
5994         else if (!strcmp(Cmd_Argv(1), "style"))
5995         {
5996                 if (Cmd_Argc() != 3)
5997                 {
5998                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5999                         return;
6000                 }
6001                 style = atoi(Cmd_Argv(2));
6002         }
6003         else if (!strcmp(Cmd_Argv(1), "cubemap"))
6004         {
6005                 if (Cmd_Argc() > 3)
6006                 {
6007                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6008                         return;
6009                 }
6010                 if (Cmd_Argc() == 3)
6011                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6012                 else
6013                         cubemapname[0] = 0;
6014         }
6015         else if (!strcmp(Cmd_Argv(1), "shadows"))
6016         {
6017                 if (Cmd_Argc() != 3)
6018                 {
6019                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6020                         return;
6021                 }
6022                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6023         }
6024         else if (!strcmp(Cmd_Argv(1), "corona"))
6025         {
6026                 if (Cmd_Argc() != 3)
6027                 {
6028                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6029                         return;
6030                 }
6031                 corona = atof(Cmd_Argv(2));
6032         }
6033         else if (!strcmp(Cmd_Argv(1), "coronasize"))
6034         {
6035                 if (Cmd_Argc() != 3)
6036                 {
6037                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6038                         return;
6039                 }
6040                 coronasizescale = atof(Cmd_Argv(2));
6041         }
6042         else if (!strcmp(Cmd_Argv(1), "ambient"))
6043         {
6044                 if (Cmd_Argc() != 3)
6045                 {
6046                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6047                         return;
6048                 }
6049                 ambientscale = atof(Cmd_Argv(2));
6050         }
6051         else if (!strcmp(Cmd_Argv(1), "diffuse"))
6052         {
6053                 if (Cmd_Argc() != 3)
6054                 {
6055                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6056                         return;
6057                 }
6058                 diffusescale = atof(Cmd_Argv(2));
6059         }
6060         else if (!strcmp(Cmd_Argv(1), "specular"))
6061         {
6062                 if (Cmd_Argc() != 3)
6063                 {
6064                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6065                         return;
6066                 }
6067                 specularscale = atof(Cmd_Argv(2));
6068         }
6069         else if (!strcmp(Cmd_Argv(1), "normalmode"))
6070         {
6071                 if (Cmd_Argc() != 3)
6072                 {
6073                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6074                         return;
6075                 }
6076                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6077         }
6078         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6079         {
6080                 if (Cmd_Argc() != 3)
6081                 {
6082                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6083                         return;
6084                 }
6085                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6086         }
6087         else
6088         {
6089                 Con_Print("usage: r_editlights_edit [property] [value]\n");
6090                 Con_Print("Selected light's properties:\n");
6091                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6092                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6093                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6094                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
6095                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
6096                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
6097                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6098                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
6099                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
6100                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
6101                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
6102                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
6103                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6104                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6105                 return;
6106         }
6107         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6108         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6109 }
6110
6111 void R_Shadow_EditLights_EditAll_f(void)
6112 {
6113         size_t lightindex;
6114         dlight_t *light, *oldselected;
6115         size_t range;
6116
6117         if (!r_editlights.integer)
6118         {
6119                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6120                 return;
6121         }
6122
6123         oldselected = r_shadow_selectedlight;
6124         // EditLights doesn't seem to have a "remove" command or something so:
6125         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6126         for (lightindex = 0;lightindex < range;lightindex++)
6127         {
6128                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6129                 if (!light)
6130                         continue;
6131                 R_Shadow_SelectLight(light);
6132                 R_Shadow_EditLights_Edit_f();
6133         }
6134         // return to old selected (to not mess editing once selection is locked)
6135         R_Shadow_SelectLight(oldselected);
6136 }
6137
6138 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6139 {
6140         int lightnumber, lightcount;
6141         size_t lightindex, range;
6142         dlight_t *light;
6143         float x, y;
6144         char temp[256];
6145         if (!r_editlights.integer)
6146                 return;
6147         x = vid_conwidth.value - 240;
6148         y = 5;
6149         DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6150         lightnumber = -1;
6151         lightcount = 0;
6152         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6153         for (lightindex = 0;lightindex < range;lightindex++)
6154         {
6155                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6156                 if (!light)
6157                         continue;
6158                 if (light == r_shadow_selectedlight)
6159                         lightnumber = lightindex;
6160                 lightcount++;
6161         }
6162         dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
6163         dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
6164         y += 8;
6165         if (r_shadow_selectedlight == NULL)
6166                 return;
6167         dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6168         dpsnprintf(temp, sizeof(temp), "Origin       : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6169         dpsnprintf(temp, sizeof(temp), "Angles       : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6170         dpsnprintf(temp, sizeof(temp), "Color        : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6171         dpsnprintf(temp, sizeof(temp), "Radius       : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6172         dpsnprintf(temp, sizeof(temp), "Corona       : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6173         dpsnprintf(temp, sizeof(temp), "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6174         dpsnprintf(temp, sizeof(temp), "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6175         dpsnprintf(temp, sizeof(temp), "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6176         dpsnprintf(temp, sizeof(temp), "CoronaSize   : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6177         dpsnprintf(temp, sizeof(temp), "Ambient      : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6178         dpsnprintf(temp, sizeof(temp), "Diffuse      : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6179         dpsnprintf(temp, sizeof(temp), "Specular     : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6180         dpsnprintf(temp, sizeof(temp), "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6181         dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6182 }
6183
6184 void R_Shadow_EditLights_ToggleShadow_f(void)
6185 {
6186         if (!r_editlights.integer)
6187         {
6188                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6189                 return;
6190         }
6191         if (!r_shadow_selectedlight)
6192         {
6193                 Con_Print("No selected light.\n");
6194                 return;
6195         }
6196         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
6197 }
6198
6199 void R_Shadow_EditLights_ToggleCorona_f(void)
6200 {
6201         if (!r_editlights.integer)
6202         {
6203                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6204                 return;
6205         }
6206         if (!r_shadow_selectedlight)
6207         {
6208                 Con_Print("No selected light.\n");
6209                 return;
6210         }
6211         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
6212 }
6213
6214 void R_Shadow_EditLights_Remove_f(void)
6215 {
6216         if (!r_editlights.integer)
6217         {
6218                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
6219                 return;
6220         }
6221         if (!r_shadow_selectedlight)
6222         {
6223                 Con_Print("No selected light.\n");
6224                 return;
6225         }
6226         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6227         r_shadow_selectedlight = NULL;
6228 }
6229
6230 void R_Shadow_EditLights_Help_f(void)
6231 {
6232         Con_Print(
6233 "Documentation on r_editlights system:\n"
6234 "Settings:\n"
6235 "r_editlights : enable/disable editing mode\n"
6236 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6237 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6238 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6239 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6240 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6241 "Commands:\n"
6242 "r_editlights_help : this help\n"
6243 "r_editlights_clear : remove all lights\n"
6244 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6245 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6246 "r_editlights_save : save to .rtlights file\n"
6247 "r_editlights_spawn : create a light with default settings\n"
6248 "r_editlights_edit command : edit selected light - more documentation below\n"
6249 "r_editlights_remove : remove selected light\n"
6250 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6251 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6252 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6253 "Edit commands:\n"
6254 "origin x y z : set light location\n"
6255 "originx x: set x component of light location\n"
6256 "originy y: set y component of light location\n"
6257 "originz z: set z component of light location\n"
6258 "move x y z : adjust light location\n"
6259 "movex x: adjust x component of light location\n"
6260 "movey y: adjust y component of light location\n"
6261 "movez z: adjust z component of light location\n"
6262 "angles x y z : set light angles\n"
6263 "anglesx x: set x component of light angles\n"
6264 "anglesy y: set y component of light angles\n"
6265 "anglesz z: set z component of light angles\n"
6266 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6267 "radius radius : set radius (size) of light\n"
6268 "colorscale grey : multiply color of light (1 does nothing)\n"
6269 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6270 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6271 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6272 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6273 "cubemap basename : set filter cubemap of light (not yet supported)\n"
6274 "shadows 1/0 : turn on/off shadows\n"
6275 "corona n : set corona intensity\n"
6276 "coronasize n : set corona size (0-1)\n"
6277 "ambient n : set ambient intensity (0-1)\n"
6278 "diffuse n : set diffuse intensity (0-1)\n"
6279 "specular n : set specular intensity (0-1)\n"
6280 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6281 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6282 "<nothing> : print light properties to console\n"
6283         );
6284 }
6285
6286 void R_Shadow_EditLights_CopyInfo_f(void)
6287 {
6288         if (!r_editlights.integer)
6289         {
6290                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
6291                 return;
6292         }
6293         if (!r_shadow_selectedlight)
6294         {
6295                 Con_Print("No selected light.\n");
6296                 return;
6297         }
6298         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6299         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6300         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6301         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6302         if (r_shadow_selectedlight->cubemapname)
6303                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6304         else
6305                 r_shadow_bufferlight.cubemapname[0] = 0;
6306         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6307         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6308         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6309         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6310         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6311         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6312         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6313 }
6314
6315 void R_Shadow_EditLights_PasteInfo_f(void)
6316 {
6317         if (!r_editlights.integer)
6318         {
6319                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
6320                 return;
6321         }
6322         if (!r_shadow_selectedlight)
6323         {
6324                 Con_Print("No selected light.\n");
6325                 return;
6326         }
6327         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
6328 }
6329
6330 void R_Shadow_EditLights_Lock_f(void)
6331 {
6332         if (!r_editlights.integer)
6333         {
6334                 Con_Print("Cannot lock on light when not in editing mode.  Set r_editlights to 1.\n");
6335                 return;
6336         }
6337         if (r_editlights_lockcursor)
6338         {
6339                 r_editlights_lockcursor = false;
6340                 return;
6341         }
6342         if (!r_shadow_selectedlight)
6343         {
6344                 Con_Print("No selected light to lock on.\n");
6345                 return;
6346         }
6347         r_editlights_lockcursor = true;
6348 }
6349
6350 void R_Shadow_EditLights_Init(void)
6351 {
6352         Cvar_RegisterVariable(&r_editlights);
6353         Cvar_RegisterVariable(&r_editlights_cursordistance);
6354         Cvar_RegisterVariable(&r_editlights_cursorpushback);
6355         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6356         Cvar_RegisterVariable(&r_editlights_cursorgrid);
6357         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6358         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6359         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6360         Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
6361         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6362         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6363         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6364         Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
6365         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6366         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6367         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6368         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6369         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6370         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6371         Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
6372         Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6373 }
6374
6375
6376
6377 /*
6378 =============================================================================
6379
6380 LIGHT SAMPLING
6381
6382 =============================================================================
6383 */
6384
6385 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6386 {
6387         int i, numlights, flag;
6388         rtlight_t *light;
6389         dlight_t *dlight;
6390         float relativepoint[3];
6391         float color[3];
6392         float dir[3];
6393         float dist;
6394         float dist2;
6395         float intensity;
6396         float sample[5*3];
6397         float lightradius2;
6398
6399         if (r_fullbright.integer)
6400         {
6401                 VectorSet(ambient, 1, 1, 1);
6402                 VectorClear(diffuse);
6403                 VectorClear(lightdir);
6404                 return;
6405         }
6406
6407         if (flags & LP_LIGHTMAP)
6408         {
6409                 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6410                 VectorClear(diffuse);
6411                 VectorClear(lightdir);
6412                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6413                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6414                 return;
6415         }
6416
6417         memset(sample, 0, sizeof(sample));
6418         VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6419
6420         if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6421         {
6422                 vec3_t tempambient;
6423                 VectorClear(tempambient);
6424                 VectorClear(color);
6425                 VectorClear(relativepoint);
6426                 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6427                 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6428                 VectorScale(color, r_refdef.lightmapintensity, color);
6429                 VectorAdd(sample, tempambient, sample);
6430                 VectorMA(sample    , 0.5f            , color, sample    );
6431                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6432                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6433                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6434                 // calculate a weighted average light direction as well
6435                 intensity = VectorLength(color);
6436                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6437         }
6438
6439         if (flags & LP_RTWORLD)
6440         {
6441                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6442                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6443                 for (i = 0; i < numlights; i++)
6444                 {
6445                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6446                         if (!dlight)
6447                                 continue;
6448                         light = &dlight->rtlight;
6449                         if (!(light->flags & flag))
6450                                 continue;
6451                         // sample
6452                         lightradius2 = light->radius * light->radius;
6453                         VectorSubtract(light->shadoworigin, p, relativepoint);
6454                         dist2 = VectorLength2(relativepoint);
6455                         if (dist2 >= lightradius2)
6456                                 continue;
6457                         dist = sqrt(dist2) / light->radius;
6458                         intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6459                         if (intensity <= 0.0f)
6460                                 continue;
6461                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6462                                 continue;
6463                         // scale down intensity to add to both ambient and diffuse
6464                         //intensity *= 0.5f;
6465                         VectorNormalize(relativepoint);
6466                         VectorScale(light->currentcolor, intensity, color);
6467                         VectorMA(sample    , 0.5f            , color, sample    );
6468                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6469                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6470                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6471                         // calculate a weighted average light direction as well
6472                         intensity *= VectorLength(color);
6473                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6474                 }
6475         }
6476
6477         if (flags & LP_DYNLIGHT)
6478         {
6479                 // sample dlights
6480                 for (i = 0;i < r_refdef.scene.numlights;i++)
6481                 {
6482                         light = r_refdef.scene.lights[i];
6483                         // sample
6484                         lightradius2 = light->radius * light->radius;
6485                         VectorSubtract(light->shadoworigin, p, relativepoint);
6486                         dist2 = VectorLength2(relativepoint);
6487                         if (dist2 >= lightradius2)
6488                                 continue;
6489                         dist = sqrt(dist2) / light->radius;
6490                         intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6491                         if (intensity <= 0.0f)
6492                                 continue;
6493                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6494                                 continue;
6495                         // scale down intensity to add to both ambient and diffuse
6496                         //intensity *= 0.5f;
6497                         VectorNormalize(relativepoint);
6498                         VectorScale(light->currentcolor, intensity, color);
6499                         VectorMA(sample    , 0.5f            , color, sample    );
6500                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6501                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6502                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6503                         // calculate a weighted average light direction as well
6504                         intensity *= VectorLength(color);
6505                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6506                 }
6507         }
6508
6509         // calculate the direction we'll use to reduce the sample to a directional light source
6510         VectorCopy(sample + 12, dir);
6511         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6512         VectorNormalize(dir);
6513         // extract the diffuse color along the chosen direction and scale it
6514         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6515         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6516         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6517         // subtract some of diffuse from ambient
6518         VectorMA(sample, -0.333f, diffuse, ambient);
6519         // store the normalized lightdir
6520         VectorCopy(dir, lightdir);
6521 }