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1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142
143 extern void R_Shadow_EditLights_Init(void);
144
145 typedef enum r_shadow_rendermode_e
146 {
147         R_SHADOW_RENDERMODE_NONE,
148         R_SHADOW_RENDERMODE_STENCIL,
149         R_SHADOW_RENDERMODE_STENCILTWOSIDE,
150         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
151         R_SHADOW_RENDERMODE_LIGHT_DOT3,
152         R_SHADOW_RENDERMODE_LIGHT_GLSL,
153         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
154         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
155 }
156 r_shadow_rendermode_t;
157
158 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
159 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
160 r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
161
162 mempool_t *r_shadow_mempool;
163
164 int maxshadowelements;
165 int *shadowelements;
166
167 int maxshadowmark;
168 int numshadowmark;
169 int *shadowmark;
170 int *shadowmarklist;
171 int shadowmarkcount;
172
173 int maxvertexupdate;
174 int *vertexupdate;
175 int *vertexremap;
176 int vertexupdatenum;
177
178 int r_shadow_buffer_numleafpvsbytes;
179 unsigned char *r_shadow_buffer_leafpvs;
180 int *r_shadow_buffer_leaflist;
181
182 int r_shadow_buffer_numsurfacepvsbytes;
183 unsigned char *r_shadow_buffer_surfacepvs;
184 int *r_shadow_buffer_surfacelist;
185
186 rtexturepool_t *r_shadow_texturepool;
187 rtexture_t *r_shadow_attenuation2dtexture;
188 rtexture_t *r_shadow_attenuation3dtexture;
189
190 // lights are reloaded when this changes
191 char r_shadow_mapname[MAX_QPATH];
192
193 // used only for light filters (cubemaps)
194 rtexturepool_t *r_shadow_filters_texturepool;
195
196 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
197 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
198 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
199 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
200 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
201 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
202 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_shadow_glsl lighting)"};
203 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_shadow_glsl lighting)"};
204 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
205 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
206 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
207 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
208 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
209 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal culling optimizations on dynamic lights (slow!  you probably don't want this!)"};
210 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
211 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
212 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
213 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
214 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
215 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
216 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
217 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
218 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
219 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_shadow_glsl lighting)"};
220 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
221 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
222 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
223 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0", "enables offset mapping effect (also known as parallax mapping or sometimes as virtual displacement mapping, not as good as relief mapping or silohuette mapping but much faster), can cause strange artifacts on many textures, requires bumpmaps for depth information (normalmaps can have depth information as alpha channel, but most do not)"};
224 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04", "how deep the offset mapping effect is, and whether it is inward or outward"};
225 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04", "pushes the effect closer/further"};
226 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0", "use half and hvec variables in GLSL shader for a speed gain (NVIDIA only)"};
227 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1", "normalize bumpmap texels in GLSL shader, produces a more rounded look on small bumps and dents"};
228 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
229 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
230 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
231 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
232 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
233 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
234 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
235
236 float r_shadow_attenpower, r_shadow_attenscale;
237
238 rtlight_t *r_shadow_compilingrtlight;
239 dlight_t *r_shadow_worldlightchain;
240 dlight_t *r_shadow_selectedlight;
241 dlight_t r_shadow_bufferlight;
242 vec3_t r_editlights_cursorlocation;
243
244 rtexture_t *lighttextures[5];
245
246 extern int con_vislines;
247
248 typedef struct cubemapinfo_s
249 {
250         char basename[64];
251         rtexture_t *texture;
252 }
253 cubemapinfo_t;
254
255 #define MAX_CUBEMAPS 256
256 static int numcubemaps;
257 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
258
259 #define SHADERPERMUTATION_COLORMAPPING (1<<0)
260 #define SHADERPERMUTATION_SPECULAR (1<<1)
261 #define SHADERPERMUTATION_FOG (1<<2)
262 #define SHADERPERMUTATION_CUBEFILTER (1<<3)
263 #define SHADERPERMUTATION_OFFSETMAPPING (1<<4)
264 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<5)
265 #define SHADERPERMUTATION_GEFORCEFX (1<<6)
266 #define SHADERPERMUTATION_COUNT (1<<7)
267
268 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
269
270 void R_Shadow_UncompileWorldLights(void);
271 void R_Shadow_ClearWorldLights(void);
272 void R_Shadow_SaveWorldLights(void);
273 void R_Shadow_LoadWorldLights(void);
274 void R_Shadow_LoadLightsFile(void);
275 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
276 void R_Shadow_EditLights_Reload_f(void);
277 void R_Shadow_ValidateCvars(void);
278 static void R_Shadow_MakeTextures(void);
279 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
280
281 const char *builtinshader_light_vert =
282 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
283 "// written by Forest 'LordHavoc' Hale\n"
284 "\n"
285 "// use half floats if available for math performance\n"
286 "#ifdef GEFORCEFX\n"
287 "#define myhalf half\n"
288 "#define myhvec2 hvec2\n"
289 "#define myhvec3 hvec3\n"
290 "#define myhvec4 hvec4\n"
291 "#else\n"
292 "#define myhalf float\n"
293 "#define myhvec2 vec2\n"
294 "#define myhvec3 vec3\n"
295 "#define myhvec4 vec4\n"
296 "#endif\n"
297 "\n"
298 "uniform vec3 LightPosition;\n"
299 "\n"
300 "varying vec2 TexCoord;\n"
301 "varying myhvec3 CubeVector;\n"
302 "varying vec3 LightVector;\n"
303 "\n"
304 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
305 "uniform vec3 EyePosition;\n"
306 "varying vec3 EyeVector;\n"
307 "#endif\n"
308 "\n"
309 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
310 "\n"
311 "void main(void)\n"
312 "{\n"
313 "       // copy the surface texcoord\n"
314 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
315 "\n"
316 "       // transform vertex position into light attenuation/cubemap space\n"
317 "       // (-1 to +1 across the light box)\n"
318 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
319 "\n"
320 "       // transform unnormalized light direction into tangent space\n"
321 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
322 "       //  normalize it per pixel)\n"
323 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
324 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
325 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
326 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
327 "\n"
328 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
329 "       // transform unnormalized eye direction into tangent space\n"
330 "       vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
331 "       EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
332 "       EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
333 "       EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
334 "#endif\n"
335 "\n"
336 "       // transform vertex to camera space, using ftransform to match non-VS\n"
337 "       // rendering\n"
338 "       gl_Position = ftransform();\n"
339 "}\n"
340 ;
341
342 const char *builtinshader_light_frag =
343 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
344 "// written by Forest 'LordHavoc' Hale\n"
345 "\n"
346 "// use half floats if available for math performance\n"
347 "#ifdef GEFORCEFX\n"
348 "#define myhalf half\n"
349 "#define myhvec2 hvec2\n"
350 "#define myhvec3 hvec3\n"
351 "#define myhvec4 hvec4\n"
352 "#else\n"
353 "#define myhalf float\n"
354 "#define myhvec2 vec2\n"
355 "#define myhvec3 vec3\n"
356 "#define myhvec4 vec4\n"
357 "#endif\n"
358 "\n"
359 "uniform myhvec3 LightColor;\n"
360 "#ifdef USEOFFSETMAPPING\n"
361 "uniform myhalf OffsetMapping_Scale;\n"
362 "uniform myhalf OffsetMapping_Bias;\n"
363 "#endif\n"
364 "#ifdef USESPECULAR\n"
365 "uniform myhalf SpecularPower;\n"
366 "#endif\n"
367 "#ifdef USEFOG\n"
368 "uniform myhalf FogRangeRecip;\n"
369 "#endif\n"
370 "uniform myhalf AmbientScale;\n"
371 "uniform myhalf DiffuseScale;\n"
372 "#ifdef USESPECULAR\n"
373 "uniform myhalf SpecularScale;\n"
374 "#endif\n"
375 "\n"
376 "#ifdef USECOLORMAPPING\n"
377 "uniform myhvec3 Color_Pants;\n"
378 "uniform myhvec3 Color_Shirt;\n"
379 "#endif\n"
380 "\n"
381 "uniform sampler2D Texture_Normal;\n"
382 "uniform sampler2D Texture_Color;\n"
383 "uniform sampler2D Texture_Pants;\n"
384 "uniform sampler2D Texture_Shirt;\n"
385 "#ifdef USESPECULAR\n"
386 "uniform sampler2D Texture_Gloss;\n"
387 "#endif\n"
388 "#ifdef USECUBEFILTER\n"
389 "uniform samplerCube Texture_Cube;\n"
390 "#endif\n"
391 "#ifdef USEFOG\n"
392 "uniform sampler2D Texture_FogMask;\n"
393 "#endif\n"
394 "\n"
395 "varying vec2 TexCoord;\n"
396 "varying myhvec3 CubeVector;\n"
397 "varying vec3 LightVector;\n"
398 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
399 "varying vec3 EyeVector;\n"
400 "#endif\n"
401 "\n"
402 "void main(void)\n"
403 "{\n"
404 "       // attenuation\n"
405 "       //\n"
406 "       // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
407 "       // center and sharp falloff at the edge, this is about the most efficient\n"
408 "       // we can get away with as far as providing illumination.\n"
409 "       //\n"
410 "       // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
411 "       // provide significant illumination, large = slow = pain.\n"
412 "       myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
413 "\n"
414 "#ifdef USEFOG\n"
415 "       // apply fog\n"
416 "       colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
417 "#endif\n"
418 "\n"
419 "#ifdef USEOFFSETMAPPING\n"
420 "       // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
421 "       myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
422 "       myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
423 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
424 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
425 "#define TexCoord TexCoordOffset\n"
426 "#endif\n"
427 "\n"
428 "       // get the surface normal\n"
429 "#ifdef SURFACENORMALIZE\n"
430 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
431 "#else\n"
432 "       myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
433 "#endif\n"
434 "\n"
435 "       // calculate shading\n"
436 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
437 "       myhvec3 color = myhvec3(texture2D(Texture_Color, TexCoord));\n"
438 "#ifdef USECOLORMAPPING\n"
439 "       color += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
440 "#endif\n"
441 "       color *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
442 "#ifdef USESPECULAR\n"
443 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
444 "       color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
445 "#endif\n"
446 "\n"
447 "#ifdef USECUBEFILTER\n"
448 "       // apply light cubemap filter\n"
449 "       color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
450 "#endif\n"
451 "\n"
452 "       // calculate fragment color (apply light color and attenuation/fog scaling)\n"
453 "       gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
454 "}\n"
455 ;
456
457 void r_shadow_start(void)
458 {
459         int i;
460         // use half float math where available (speed gain on NVIDIA GFFX and GF6)
461         if (gl_support_half_float)
462                 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
463         // allocate vertex processing arrays
464         numcubemaps = 0;
465         r_shadow_attenuation2dtexture = NULL;
466         r_shadow_attenuation3dtexture = NULL;
467         r_shadow_texturepool = NULL;
468         r_shadow_filters_texturepool = NULL;
469         R_Shadow_ValidateCvars();
470         R_Shadow_MakeTextures();
471         maxshadowelements = 0;
472         shadowelements = NULL;
473         maxvertexupdate = 0;
474         vertexupdate = NULL;
475         vertexremap = NULL;
476         vertexupdatenum = 0;
477         maxshadowmark = 0;
478         numshadowmark = 0;
479         shadowmark = NULL;
480         shadowmarklist = NULL;
481         shadowmarkcount = 0;
482         r_shadow_buffer_numleafpvsbytes = 0;
483         r_shadow_buffer_leafpvs = NULL;
484         r_shadow_buffer_leaflist = NULL;
485         r_shadow_buffer_numsurfacepvsbytes = 0;
486         r_shadow_buffer_surfacepvs = NULL;
487         r_shadow_buffer_surfacelist = NULL;
488         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
489                 r_shadow_program_light[i] = 0;
490         if (gl_support_fragment_shader)
491         {
492                 char *vertstring, *fragstring;
493                 int vertstrings_count;
494                 int fragstrings_count;
495                 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
496                 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
497                 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false, NULL);
498                 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false, NULL);
499                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
500                 {
501                         char permutationname[256];
502                         vertstrings_count = 0;
503                         fragstrings_count = 0;
504                         permutationname[0] = 0;
505                         if (i & SHADERPERMUTATION_COLORMAPPING)
506                         {
507                                 vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n";
508                                 fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n";
509                                 strlcat(permutationname, " colormapping", sizeof(permutationname));
510                         }
511                         if (i & SHADERPERMUTATION_SPECULAR)
512                         {
513                                 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
514                                 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
515                                 strlcat(permutationname, " specular", sizeof(permutationname));
516                         }
517                         if (i & SHADERPERMUTATION_FOG)
518                         {
519                                 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
520                                 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
521                                 strlcat(permutationname, " fog", sizeof(permutationname));
522                         }
523                         if (i & SHADERPERMUTATION_CUBEFILTER)
524                         {
525                                 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
526                                 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
527                                 strlcat(permutationname, " cubefilter", sizeof(permutationname));
528                         }
529                         if (i & SHADERPERMUTATION_OFFSETMAPPING)
530                         {
531                                 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
532                                 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
533                                 strlcat(permutationname, " offsetmapping", sizeof(permutationname));
534                         }
535                         if (i & SHADERPERMUTATION_SURFACENORMALIZE)
536                         {
537                                 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
538                                 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
539                                 strlcat(permutationname, " surfacenormalize", sizeof(permutationname));
540                         }
541                         if (i & SHADERPERMUTATION_GEFORCEFX)
542                         {
543                                 // if the extension does not exist, don't try to compile it
544                                 if (!gl_support_half_float)
545                                         continue;
546                                 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
547                                 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
548                                 strlcat(permutationname, " halffloat", sizeof(permutationname));
549                         }
550                         vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
551                         fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
552                         r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
553                         if (!r_shadow_program_light[i])
554                         {
555                                 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/light");
556                                 continue;
557                         }
558                         qglUseProgramObjectARB(r_shadow_program_light[i]);
559                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
560                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
561                         if (i & SHADERPERMUTATION_SPECULAR)
562                         {
563                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
564                         }
565                         if (i & SHADERPERMUTATION_CUBEFILTER)
566                         {
567                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
568                         }
569                         if (i & SHADERPERMUTATION_FOG)
570                         {
571                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
572                         }
573                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Pants"), 5);CHECKGLERROR
574                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Shirt"), 6);CHECKGLERROR
575                 }
576                 qglUseProgramObjectARB(0);
577                 if (fragstring)
578                         Mem_Free(fragstring);
579                 if (vertstring)
580                         Mem_Free(vertstring);
581         }
582 }
583
584 void r_shadow_shutdown(void)
585 {
586         int i;
587         R_Shadow_UncompileWorldLights();
588         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
589         {
590                 if (r_shadow_program_light[i])
591                 {
592                         GL_Backend_FreeProgram(r_shadow_program_light[i]);
593                         r_shadow_program_light[i] = 0;
594                 }
595         }
596         numcubemaps = 0;
597         r_shadow_attenuation2dtexture = NULL;
598         r_shadow_attenuation3dtexture = NULL;
599         R_FreeTexturePool(&r_shadow_texturepool);
600         R_FreeTexturePool(&r_shadow_filters_texturepool);
601         maxshadowelements = 0;
602         if (shadowelements)
603                 Mem_Free(shadowelements);
604         shadowelements = NULL;
605         maxvertexupdate = 0;
606         if (vertexupdate)
607                 Mem_Free(vertexupdate);
608         vertexupdate = NULL;
609         if (vertexremap)
610                 Mem_Free(vertexremap);
611         vertexremap = NULL;
612         vertexupdatenum = 0;
613         maxshadowmark = 0;
614         numshadowmark = 0;
615         if (shadowmark)
616                 Mem_Free(shadowmark);
617         shadowmark = NULL;
618         if (shadowmarklist)
619                 Mem_Free(shadowmarklist);
620         shadowmarklist = NULL;
621         shadowmarkcount = 0;
622         r_shadow_buffer_numleafpvsbytes = 0;
623         if (r_shadow_buffer_leafpvs)
624                 Mem_Free(r_shadow_buffer_leafpvs);
625         r_shadow_buffer_leafpvs = NULL;
626         if (r_shadow_buffer_leaflist)
627                 Mem_Free(r_shadow_buffer_leaflist);
628         r_shadow_buffer_leaflist = NULL;
629         r_shadow_buffer_numsurfacepvsbytes = 0;
630         if (r_shadow_buffer_surfacepvs)
631                 Mem_Free(r_shadow_buffer_surfacepvs);
632         r_shadow_buffer_surfacepvs = NULL;
633         if (r_shadow_buffer_surfacelist)
634                 Mem_Free(r_shadow_buffer_surfacelist);
635         r_shadow_buffer_surfacelist = NULL;
636 }
637
638 void r_shadow_newmap(void)
639 {
640 }
641
642 void R_Shadow_Help_f(void)
643 {
644         Con_Printf(
645 "Documentation on r_shadow system:\n"
646 "Settings:\n"
647 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
648 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
649 "r_shadow_debuglight : render only this light number (-1 = all)\n"
650 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
651 "r_shadow_gloss2intensity : brightness of forced gloss\n"
652 "r_shadow_glossintensity : brightness of textured gloss\n"
653 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
654 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
655 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
656 "r_shadow_portallight : use portal visibility for static light precomputation\n"
657 "r_shadow_projectdistance : shadow volume projection distance\n"
658 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
659 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
660 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
661 "r_shadow_realtime_world : use high quality world lighting mode\n"
662 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
663 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
664 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
665 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
666 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
667 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
668 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
669 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
670 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
671 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
672 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
673 "r_shadow_scissor : use scissor optimization\n"
674 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
675 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
676 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
677 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
678 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
679 "Commands:\n"
680 "r_shadow_help : this help\n"
681         );
682 }
683
684 void R_Shadow_Init(void)
685 {
686         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
687         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
688         Cvar_RegisterVariable(&r_shadow_debuglight);
689         Cvar_RegisterVariable(&r_shadow_gloss);
690         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
691         Cvar_RegisterVariable(&r_shadow_glossintensity);
692         Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
693         Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
694         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
695         Cvar_RegisterVariable(&r_shadow_portallight);
696         Cvar_RegisterVariable(&r_shadow_projectdistance);
697         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
698         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
699         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
700         Cvar_RegisterVariable(&r_shadow_realtime_world);
701         Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
702         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
703         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
704         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
705         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
706         Cvar_RegisterVariable(&r_shadow_scissor);
707         Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
708         Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
709         Cvar_RegisterVariable(&r_shadow_texture3d);
710         Cvar_RegisterVariable(&r_shadow_visiblelighting);
711         Cvar_RegisterVariable(&r_shadow_visiblevolumes);
712         Cvar_RegisterVariable(&r_shadow_glsl);
713         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
714         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
715         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
716         Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
717         Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
718         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
719         if (gamemode == GAME_TENEBRAE)
720         {
721                 Cvar_SetValue("r_shadow_gloss", 2);
722                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
723         }
724         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
725         R_Shadow_EditLights_Init();
726         r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
727         r_shadow_worldlightchain = NULL;
728         maxshadowelements = 0;
729         shadowelements = NULL;
730         maxvertexupdate = 0;
731         vertexupdate = NULL;
732         vertexremap = NULL;
733         vertexupdatenum = 0;
734         maxshadowmark = 0;
735         numshadowmark = 0;
736         shadowmark = NULL;
737         shadowmarklist = NULL;
738         shadowmarkcount = 0;
739         r_shadow_buffer_numleafpvsbytes = 0;
740         r_shadow_buffer_leafpvs = NULL;
741         r_shadow_buffer_leaflist = NULL;
742         r_shadow_buffer_numsurfacepvsbytes = 0;
743         r_shadow_buffer_surfacepvs = NULL;
744         r_shadow_buffer_surfacelist = NULL;
745         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
746 }
747
748 matrix4x4_t matrix_attenuationxyz =
749 {
750         {
751                 {0.5, 0.0, 0.0, 0.5},
752                 {0.0, 0.5, 0.0, 0.5},
753                 {0.0, 0.0, 0.5, 0.5},
754                 {0.0, 0.0, 0.0, 1.0}
755         }
756 };
757
758 matrix4x4_t matrix_attenuationz =
759 {
760         {
761                 {0.0, 0.0, 0.5, 0.5},
762                 {0.0, 0.0, 0.0, 0.5},
763                 {0.0, 0.0, 0.0, 0.5},
764                 {0.0, 0.0, 0.0, 1.0}
765         }
766 };
767
768 int *R_Shadow_ResizeShadowElements(int numtris)
769 {
770         // make sure shadowelements is big enough for this volume
771         if (maxshadowelements < numtris * 24)
772         {
773                 maxshadowelements = numtris * 24;
774                 if (shadowelements)
775                         Mem_Free(shadowelements);
776                 shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
777         }
778         return shadowelements;
779 }
780
781 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
782 {
783         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
784         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
785         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
786         {
787                 if (r_shadow_buffer_leafpvs)
788                         Mem_Free(r_shadow_buffer_leafpvs);
789                 if (r_shadow_buffer_leaflist)
790                         Mem_Free(r_shadow_buffer_leaflist);
791                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
792                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
793                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
794         }
795         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
796         {
797                 if (r_shadow_buffer_surfacepvs)
798                         Mem_Free(r_shadow_buffer_surfacepvs);
799                 if (r_shadow_buffer_surfacelist)
800                         Mem_Free(r_shadow_buffer_surfacelist);
801                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
802                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
803                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
804         }
805 }
806
807 void R_Shadow_PrepareShadowMark(int numtris)
808 {
809         // make sure shadowmark is big enough for this volume
810         if (maxshadowmark < numtris)
811         {
812                 maxshadowmark = numtris;
813                 if (shadowmark)
814                         Mem_Free(shadowmark);
815                 if (shadowmarklist)
816                         Mem_Free(shadowmarklist);
817                 shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
818                 shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
819                 shadowmarkcount = 0;
820         }
821         shadowmarkcount++;
822         // if shadowmarkcount wrapped we clear the array and adjust accordingly
823         if (shadowmarkcount == 0)
824         {
825                 shadowmarkcount = 1;
826                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
827         }
828         numshadowmark = 0;
829 }
830
831 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
832 {
833         int i, j;
834         int outtriangles = 0, outvertices = 0;
835         const int *element;
836         const float *vertex;
837
838         if (maxvertexupdate < innumvertices)
839         {
840                 maxvertexupdate = innumvertices;
841                 if (vertexupdate)
842                         Mem_Free(vertexupdate);
843                 if (vertexremap)
844                         Mem_Free(vertexremap);
845                 vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
846                 vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
847                 vertexupdatenum = 0;
848         }
849         vertexupdatenum++;
850         if (vertexupdatenum == 0)
851         {
852                 vertexupdatenum = 1;
853                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
854                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
855         }
856
857         for (i = 0;i < numshadowmarktris;i++)
858                 shadowmark[shadowmarktris[i]] = shadowmarkcount;
859
860         for (i = 0;i < numshadowmarktris;i++)
861         {
862                 element = inelement3i + shadowmarktris[i] * 3;
863                 // make sure the vertices are created
864                 for (j = 0;j < 3;j++)
865                 {
866                         if (vertexupdate[element[j]] != vertexupdatenum)
867                         {
868                                 float ratio, direction[3];
869                                 vertexupdate[element[j]] = vertexupdatenum;
870                                 vertexremap[element[j]] = outvertices;
871                                 vertex = invertex3f + element[j] * 3;
872                                 // project one copy of the vertex to the sphere radius of the light
873                                 // (FIXME: would projecting it to the light box be better?)
874                                 VectorSubtract(vertex, projectorigin, direction);
875                                 ratio = projectdistance / VectorLength(direction);
876                                 VectorCopy(vertex, outvertex3f);
877                                 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
878                                 outvertex3f += 6;
879                                 outvertices += 2;
880                         }
881                 }
882         }
883
884         for (i = 0;i < numshadowmarktris;i++)
885         {
886                 int remappedelement[3];
887                 int markindex;
888                 const int *neighbortriangle;
889
890                 markindex = shadowmarktris[i] * 3;
891                 element = inelement3i + markindex;
892                 neighbortriangle = inneighbor3i + markindex;
893                 // output the front and back triangles
894                 outelement3i[0] = vertexremap[element[0]];
895                 outelement3i[1] = vertexremap[element[1]];
896                 outelement3i[2] = vertexremap[element[2]];
897                 outelement3i[3] = vertexremap[element[2]] + 1;
898                 outelement3i[4] = vertexremap[element[1]] + 1;
899                 outelement3i[5] = vertexremap[element[0]] + 1;
900
901                 outelement3i += 6;
902                 outtriangles += 2;
903                 // output the sides (facing outward from this triangle)
904                 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
905                 {
906                         remappedelement[0] = vertexremap[element[0]];
907                         remappedelement[1] = vertexremap[element[1]];
908                         outelement3i[0] = remappedelement[1];
909                         outelement3i[1] = remappedelement[0];
910                         outelement3i[2] = remappedelement[0] + 1;
911                         outelement3i[3] = remappedelement[1];
912                         outelement3i[4] = remappedelement[0] + 1;
913                         outelement3i[5] = remappedelement[1] + 1;
914
915                         outelement3i += 6;
916                         outtriangles += 2;
917                 }
918                 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
919                 {
920                         remappedelement[1] = vertexremap[element[1]];
921                         remappedelement[2] = vertexremap[element[2]];
922                         outelement3i[0] = remappedelement[2];
923                         outelement3i[1] = remappedelement[1];
924                         outelement3i[2] = remappedelement[1] + 1;
925                         outelement3i[3] = remappedelement[2];
926                         outelement3i[4] = remappedelement[1] + 1;
927                         outelement3i[5] = remappedelement[2] + 1;
928
929                         outelement3i += 6;
930                         outtriangles += 2;
931                 }
932                 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
933                 {
934                         remappedelement[0] = vertexremap[element[0]];
935                         remappedelement[2] = vertexremap[element[2]];
936                         outelement3i[0] = remappedelement[0];
937                         outelement3i[1] = remappedelement[2];
938                         outelement3i[2] = remappedelement[2] + 1;
939                         outelement3i[3] = remappedelement[0];
940                         outelement3i[4] = remappedelement[2] + 1;
941                         outelement3i[5] = remappedelement[0] + 1;
942
943                         outelement3i += 6;
944                         outtriangles += 2;
945                 }
946         }
947         if (outnumvertices)
948                 *outnumvertices = outvertices;
949         return outtriangles;
950 }
951
952 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
953 {
954         int tris, outverts;
955         if (projectdistance < 0.1)
956         {
957                 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
958                 return;
959         }
960         if (!numverts || !nummarktris)
961                 return;
962         // make sure shadowelements is big enough for this volume
963         if (maxshadowelements < nummarktris * 24)
964                 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
965         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
966         renderstats.lights_dynamicshadowtriangles += tris;
967         R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
968 }
969
970 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
971 {
972         int t, tend;
973         const int *e;
974         const float *v[3];
975         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
976                 return;
977         tend = firsttriangle + numtris;
978         if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
979          && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
980          && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
981         {
982                 // surface box entirely inside light box, no box cull
983                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
984                         if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
985                                 shadowmarklist[numshadowmark++] = t;
986         }
987         else
988         {
989                 // surface box not entirely inside light box, cull each triangle
990                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
991                 {
992                         v[0] = invertex3f + e[0] * 3;
993                         v[1] = invertex3f + e[1] * 3;
994                         v[2] = invertex3f + e[2] * 3;
995                         if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
996                          && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
997                          && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
998                          && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
999                          && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
1000                          && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
1001                          && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1002                                 shadowmarklist[numshadowmark++] = t;
1003                 }
1004         }
1005 }
1006
1007 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
1008 {
1009         rmeshstate_t m;
1010         if (r_shadow_compilingrtlight)
1011         {
1012                 // if we're compiling an rtlight, capture the mesh
1013                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
1014                 return;
1015         }
1016         renderstats.lights_shadowtriangles += numtriangles;
1017         memset(&m, 0, sizeof(m));
1018         m.pointer_vertex = vertex3f;
1019         R_Mesh_State(&m);
1020         GL_LockArrays(0, numvertices);
1021         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
1022         {
1023                 // decrement stencil if backface is behind depthbuffer
1024                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
1025                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1026                 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1027                 // increment stencil if frontface is behind depthbuffer
1028                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1029                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1030         }
1031         R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1032         GL_LockArrays(0, 0);
1033 }
1034
1035 static void R_Shadow_MakeTextures(void)
1036 {
1037         int x, y, z, d;
1038         float v[3], intensity;
1039         unsigned char *data;
1040         R_FreeTexturePool(&r_shadow_texturepool);
1041         r_shadow_texturepool = R_AllocTexturePool();
1042         r_shadow_attenpower = r_shadow_lightattenuationpower.value;
1043         r_shadow_attenscale = r_shadow_lightattenuationscale.value;
1044 #define ATTEN2DSIZE 64
1045 #define ATTEN3DSIZE 32
1046         data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1047         for (y = 0;y < ATTEN2DSIZE;y++)
1048         {
1049                 for (x = 0;x < ATTEN2DSIZE;x++)
1050                 {
1051                         v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1052                         v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1053                         v[2] = 0;
1054                         intensity = 1.0f - sqrt(DotProduct(v, v));
1055                         if (intensity > 0)
1056                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1057                         d = bound(0, intensity, 255);
1058                         data[(y*ATTEN2DSIZE+x)*4+0] = d;
1059                         data[(y*ATTEN2DSIZE+x)*4+1] = d;
1060                         data[(y*ATTEN2DSIZE+x)*4+2] = d;
1061                         data[(y*ATTEN2DSIZE+x)*4+3] = d;
1062                 }
1063         }
1064         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1065         if (r_shadow_texture3d.integer)
1066         {
1067                 for (z = 0;z < ATTEN3DSIZE;z++)
1068                 {
1069                         for (y = 0;y < ATTEN3DSIZE;y++)
1070                         {
1071                                 for (x = 0;x < ATTEN3DSIZE;x++)
1072                                 {
1073                                         v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1074                                         v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1075                                         v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1076                                         intensity = 1.0f - sqrt(DotProduct(v, v));
1077                                         if (intensity > 0)
1078                                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1079                                         d = bound(0, intensity, 255);
1080                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1081                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1082                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1083                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1084                                 }
1085                         }
1086                 }
1087                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1088         }
1089         Mem_Free(data);
1090 }
1091
1092 void R_Shadow_ValidateCvars(void)
1093 {
1094         if (r_shadow_texture3d.integer && !gl_texture3d)
1095                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1096         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1097                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1098 }
1099
1100 // light currently being rendered
1101 rtlight_t *r_shadow_rtlight;
1102
1103 // this is the location of the eye in entity space
1104 vec3_t r_shadow_entityeyeorigin;
1105 // this is the location of the light in entity space
1106 vec3_t r_shadow_entitylightorigin;
1107 // this transforms entity coordinates to light filter cubemap coordinates
1108 // (also often used for other purposes)
1109 matrix4x4_t r_shadow_entitytolight;
1110 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1111 // of attenuation texturing in full 3D (Z result often ignored)
1112 matrix4x4_t r_shadow_entitytoattenuationxyz;
1113 // this transforms only the Z to S, and T is always 0.5
1114 matrix4x4_t r_shadow_entitytoattenuationz;
1115
1116 static int r_shadow_lightpermutation;
1117 static int r_shadow_lightprog;
1118
1119 void R_Shadow_RenderMode_Begin(void)
1120 {
1121         rmeshstate_t m;
1122
1123         R_Shadow_ValidateCvars();
1124
1125         if (!r_shadow_attenuation2dtexture
1126          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1127          || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1128          || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1129                 R_Shadow_MakeTextures();
1130
1131         memset(&m, 0, sizeof(m));
1132         R_Mesh_State(&m);
1133         GL_BlendFunc(GL_ONE, GL_ZERO);
1134         GL_DepthMask(false);
1135         GL_DepthTest(true);
1136         GL_Color(0, 0, 0, 1);
1137         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1138         qglEnable(GL_CULL_FACE);
1139         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1140
1141         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1142
1143         if (gl_ext_stenciltwoside.integer)
1144                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
1145         else
1146                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
1147
1148         if (r_shadow_glsl.integer && r_shadow_program_light[0])
1149                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1150         else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1151                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
1152         else
1153                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1154 }
1155
1156 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
1157 {
1158         r_shadow_rtlight = rtlight;
1159 }
1160
1161 void R_Shadow_RenderMode_Reset(void)
1162 {
1163         rmeshstate_t m;
1164         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1165         {
1166                 qglUseProgramObjectARB(0);
1167                 // HACK HACK HACK: work around for bug in NVIDIAI 6xxx drivers that causes GL_OUT_OF_MEMORY and/or software rendering
1168                 qglBegin(GL_TRIANGLES);
1169                 qglEnd();
1170                 CHECKGLERROR
1171         }
1172         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1173                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1174         memset(&m, 0, sizeof(m));
1175         R_Mesh_State(&m);
1176 }
1177
1178 void R_Shadow_RenderMode_StencilShadowVolumes(void)
1179 {
1180         R_Shadow_RenderMode_Reset();
1181         GL_Color(1, 1, 1, 1);
1182         GL_ColorMask(0, 0, 0, 0);
1183         GL_BlendFunc(GL_ONE, GL_ZERO);
1184         GL_DepthMask(false);
1185         GL_DepthTest(true);
1186         qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1187         //if (r_shadow_shadow_polygonoffset.value != 0)
1188         //{
1189         //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1190         //      qglEnable(GL_POLYGON_OFFSET_FILL);
1191         //}
1192         //else
1193         //      qglDisable(GL_POLYGON_OFFSET_FILL);
1194         qglDepthFunc(GL_LESS);
1195         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1196         qglEnable(GL_STENCIL_TEST);
1197         qglStencilFunc(GL_ALWAYS, 128, ~0);
1198         r_shadow_rendermode = r_shadow_shadowingrendermode;
1199         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1200         {
1201                 qglDisable(GL_CULL_FACE);
1202                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1203                 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1204                 qglStencilMask(~0);
1205                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1206                 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1207                 qglStencilMask(~0);
1208                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1209         }
1210         else
1211         {
1212                 qglEnable(GL_CULL_FACE);
1213                 qglStencilMask(~0);
1214                 // this is changed by every shadow render so its value here is unimportant
1215                 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1216         }
1217         GL_Clear(GL_STENCIL_BUFFER_BIT);
1218         renderstats.lights_clears++;
1219 }
1220
1221 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
1222 {
1223         R_Shadow_RenderMode_Reset();
1224         GL_BlendFunc(GL_ONE, GL_ONE);
1225         GL_DepthMask(false);
1226         GL_DepthTest(true);
1227         qglPolygonOffset(0, 0);
1228         //qglDisable(GL_POLYGON_OFFSET_FILL);
1229         GL_Color(1, 1, 1, 1);
1230         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1231         if (transparent)
1232                 qglDepthFunc(GL_LEQUAL);
1233         else
1234                 qglDepthFunc(GL_EQUAL);
1235         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1236         qglEnable(GL_CULL_FACE);
1237         if (stenciltest)
1238                 qglEnable(GL_STENCIL_TEST);
1239         else
1240                 qglDisable(GL_STENCIL_TEST);
1241         qglStencilMask(~0);
1242         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1243         // only draw light where this geometry was already rendered AND the
1244         // stencil is 128 (values other than this mean shadow)
1245         qglStencilFunc(GL_EQUAL, 128, ~0);
1246         r_shadow_rendermode = r_shadow_lightingrendermode;
1247         // do global setup needed for the chosen lighting mode
1248         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1249         {
1250                 R_Mesh_VertexPointer(varray_vertex3f);
1251                 R_Mesh_TexCoordPointer(0, 2, varray_texcoord2f[0]);
1252                 R_Mesh_TexCoordPointer(1, 3, varray_svector3f);
1253                 R_Mesh_TexCoordPointer(2, 3, varray_tvector3f);
1254                 R_Mesh_TexCoordPointer(3, 3, varray_normal3f);
1255                 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
1256                 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
1257                 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
1258                 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
1259                 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
1260                 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
1261                 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
1262                 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
1263                 GL_BlendFunc(GL_ONE, GL_ONE);
1264                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1265                 CHECKGLERROR
1266         }
1267 }
1268
1269 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1270 {
1271         R_Shadow_RenderMode_Reset();
1272         GL_BlendFunc(GL_ONE, GL_ONE);
1273         GL_DepthMask(false);
1274         GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1275         qglPolygonOffset(0, 0);
1276         GL_Color(0.0, 0.0125, 0.1, 1);
1277         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1278         qglDepthFunc(GL_GEQUAL);
1279         qglCullFace(GL_FRONT); // this culls back
1280         qglDisable(GL_CULL_FACE);
1281         qglDisable(GL_STENCIL_TEST);
1282         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1283 }
1284
1285 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1286 {
1287         R_Shadow_RenderMode_Reset();
1288         GL_BlendFunc(GL_ONE, GL_ONE);
1289         GL_DepthMask(false);
1290         GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1291         qglPolygonOffset(0, 0);
1292         GL_Color(0.1, 0.0125, 0, 1);
1293         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1294         if (transparent)
1295                 qglDepthFunc(GL_LEQUAL);
1296         else
1297                 qglDepthFunc(GL_EQUAL);
1298         qglCullFace(GL_FRONT); // this culls back
1299         qglEnable(GL_CULL_FACE);
1300         if (stenciltest)
1301                 qglEnable(GL_STENCIL_TEST);
1302         else
1303                 qglDisable(GL_STENCIL_TEST);
1304         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1305 }
1306
1307 void R_Shadow_RenderMode_End(void)
1308 {
1309         R_Shadow_RenderMode_Reset();
1310         R_Shadow_RenderMode_ActiveLight(NULL);
1311         GL_BlendFunc(GL_ONE, GL_ZERO);
1312         GL_DepthMask(true);
1313         GL_DepthTest(true);
1314         qglPolygonOffset(0, 0);
1315         //qglDisable(GL_POLYGON_OFFSET_FILL);
1316         GL_Color(1, 1, 1, 1);
1317         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1318         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1319         qglDepthFunc(GL_LEQUAL);
1320         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1321         qglEnable(GL_CULL_FACE);
1322         qglDisable(GL_STENCIL_TEST);
1323         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1324         if (gl_support_stenciltwoside)
1325                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1326         qglStencilMask(~0);
1327         qglStencilFunc(GL_ALWAYS, 128, ~0);
1328         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1329 }
1330
1331 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1332 {
1333         int i, ix1, iy1, ix2, iy2;
1334         float x1, y1, x2, y2;
1335         vec4_t v, v2;
1336         rmesh_t mesh;
1337         mplane_t planes[11];
1338         float vertex3f[256*3];
1339
1340         // if view is inside the light box, just say yes it's visible
1341         if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1342         {
1343                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1344                 return false;
1345         }
1346
1347         // create a temporary brush describing the area the light can affect in worldspace
1348         VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1349         VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1350         VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1351         VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1352         VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1353         VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
1354         VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
1355         VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
1356         VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
1357         VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
1358         VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
1359
1360         // turn the brush into a mesh
1361         memset(&mesh, 0, sizeof(rmesh_t));
1362         mesh.maxvertices = 256;
1363         mesh.vertex3f = vertex3f;
1364         mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1365         R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1366
1367         // if that mesh is empty, the light is not visible at all
1368         if (!mesh.numvertices)
1369                 return true;
1370
1371         if (!r_shadow_scissor.integer)
1372                 return false;
1373
1374         // if that mesh is not empty, check what area of the screen it covers
1375         x1 = y1 = x2 = y2 = 0;
1376         v[3] = 1.0f;
1377         for (i = 0;i < mesh.numvertices;i++)
1378         {
1379                 VectorCopy(mesh.vertex3f + i * 3, v);
1380                 GL_TransformToScreen(v, v2);
1381                 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
1382                 if (i)
1383                 {
1384                         if (x1 > v2[0]) x1 = v2[0];
1385                         if (x2 < v2[0]) x2 = v2[0];
1386                         if (y1 > v2[1]) y1 = v2[1];
1387                         if (y2 < v2[1]) y2 = v2[1];
1388                 }
1389                 else
1390                 {
1391                         x1 = x2 = v2[0];
1392                         y1 = y2 = v2[1];
1393                 }
1394         }
1395
1396         // now convert the scissor rectangle to integer screen coordinates
1397         ix1 = x1 - 1.0f;
1398         iy1 = y1 - 1.0f;
1399         ix2 = x2 + 1.0f;
1400         iy2 = y2 + 1.0f;
1401         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1402
1403         // clamp it to the screen
1404         if (ix1 < r_view_x) ix1 = r_view_x;
1405         if (iy1 < r_view_y) iy1 = r_view_y;
1406         if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1407         if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1408
1409         // if it is inside out, it's not visible
1410         if (ix2 <= ix1 || iy2 <= iy1)
1411                 return true;
1412
1413         // the light area is visible, set up the scissor rectangle
1414         GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1415         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1416         //qglEnable(GL_SCISSOR_TEST);
1417         renderstats.lights_scissored++;
1418         return false;
1419 }
1420
1421 extern float *rsurface_vertex3f;
1422 extern float *rsurface_svector3f;
1423 extern float *rsurface_tvector3f;
1424 extern float *rsurface_normal3f;
1425 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1426
1427 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1428 {
1429         int numverts = surface->num_vertices;
1430         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1431         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1432         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1433         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1434         if (r_textureunits.integer >= 3)
1435         {
1436                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1437                 {
1438                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1439                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1440                         if ((dot = DotProduct(n, v)) < 0)
1441                         {
1442                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1443                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
1444                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
1445                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
1446                                 if (fogenabled)
1447                                 {
1448                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1449                                         VectorScale(color4f, f, color4f);
1450                                 }
1451                         }
1452                         else
1453                                 VectorClear(color4f);
1454                         color4f[3] = 1;
1455                 }
1456         }
1457         else if (r_textureunits.integer >= 2)
1458         {
1459                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1460                 {
1461                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1462                         if ((dist = fabs(v[2])) < 1)
1463                         {
1464                                 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1465                                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1466                                 if ((dot = DotProduct(n, v)) < 0)
1467                                 {
1468                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1469                                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1470                                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1471                                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1472                                 }
1473                                 else
1474                                 {
1475                                         color4f[0] = ambientcolor[0] * distintensity - reduce;
1476                                         color4f[1] = ambientcolor[1] * distintensity - reduce;
1477                                         color4f[2] = ambientcolor[2] * distintensity - reduce;
1478                                 }
1479                                 if (fogenabled)
1480                                 {
1481                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1482                                         VectorScale(color4f, f, color4f);
1483                                 }
1484                         }
1485                         else
1486                                 VectorClear(color4f);
1487                         color4f[3] = 1;
1488                 }
1489         }
1490         else
1491         {
1492                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1493                 {
1494                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1495                         if ((dist = DotProduct(v, v)) < 1)
1496                         {
1497                                 dist = sqrt(dist);
1498                                 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1499                                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1500                                 if ((dot = DotProduct(n, v)) < 0)
1501                                 {
1502                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1503                                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1504                                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1505                                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1506                                 }
1507                                 else
1508                                 {
1509                                         color4f[0] = ambientcolor[0] * distintensity - reduce;
1510                                         color4f[1] = ambientcolor[1] * distintensity - reduce;
1511                                         color4f[2] = ambientcolor[2] * distintensity - reduce;
1512                                 }
1513                                 if (fogenabled)
1514                                 {
1515                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1516                                         VectorScale(color4f, f, color4f);
1517                                 }
1518                         }
1519                         else
1520                                 VectorClear(color4f);
1521                         color4f[3] = 1;
1522                 }
1523         }
1524 }
1525
1526 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1527 #define USETEXMATRIX
1528
1529 #ifndef USETEXMATRIX
1530 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1531 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1532 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1533 {
1534         do
1535         {
1536                 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1537                 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1538                 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1539                 vertex3f += 3;
1540                 tc3f += 3;
1541         }
1542         while (--numverts);
1543 }
1544
1545 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1546 {
1547         do
1548         {
1549                 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1550                 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1551                 vertex3f += 3;
1552                 tc2f += 2;
1553         }
1554         while (--numverts);
1555 }
1556 #endif
1557
1558 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1559 {
1560         int i;
1561         float lightdir[3];
1562         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1563         {
1564                 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1565                 // the cubemap normalizes this for us
1566                 out3f[0] = DotProduct(svector3f, lightdir);
1567                 out3f[1] = DotProduct(tvector3f, lightdir);
1568                 out3f[2] = DotProduct(normal3f, lightdir);
1569         }
1570 }
1571
1572 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1573 {
1574         int i;
1575         float lightdir[3], eyedir[3], halfdir[3];
1576         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1577         {
1578                 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1579                 VectorNormalize(lightdir);
1580                 VectorSubtract(relativeeyeorigin, vertex3f, eyedir);
1581                 VectorNormalize(eyedir);
1582                 VectorAdd(lightdir, eyedir, halfdir);
1583                 // the cubemap normalizes this for us
1584                 out3f[0] = DotProduct(svector3f, halfdir);
1585                 out3f[1] = DotProduct(tvector3f, halfdir);
1586                 out3f[2] = DotProduct(normal3f, halfdir);
1587         }
1588 }
1589
1590 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
1591 {
1592         // used to display how many times a surface is lit for level design purposes
1593         int surfacelistindex;
1594         rmeshstate_t m;
1595         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1596         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1597         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1598         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1599         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1600         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1601         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1602         if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
1603                 return;
1604         GL_Color(0.1, 0.025, 0, 1);
1605         memset(&m, 0, sizeof(m));
1606         R_Mesh_State(&m);
1607         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1608         {
1609                 const msurface_t *surface = surfacelist[surfacelistindex];
1610                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1611                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1612                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1613                 GL_LockArrays(0, 0);
1614         }
1615 }
1616
1617 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
1618 {
1619         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1620         int surfacelistindex;
1621         qboolean dobase = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1622         qboolean dopants = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1623         qboolean doshirt = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1624         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1625         if (!dobase && !dopants && !doshirt && !dospecular)
1626                 return;
1627         // select a permutation of the lighting shader appropriate to this
1628         // combination of texture, entity, light source, and fogging, only use the
1629         // minimum features necessary to avoid wasting rendering time in the
1630         // fragment shader on features that are not being used
1631         r_shadow_lightpermutation = 0;
1632         // only add a feature to the permutation if that permutation exists
1633         // (otherwise it might end up not using a shader at all, which looks
1634         // worse than using less features)
1635         if (fogenabled && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1636                 r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1637         if ((dopants || doshirt) && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_COLORMAPPING])
1638                 r_shadow_lightpermutation |= SHADERPERMUTATION_COLORMAPPING;
1639         if (specularscale > 0 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1640                 r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1641         if (r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1642                 r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1643         if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1644                 r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1645         if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1646                 r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1647         if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1648                 r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1649         r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1650         qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1651         R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1652         R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
1653         R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1654         R_Mesh_TexBind(1, R_GetTexture(basetexture));
1655         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
1656         if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1657         {
1658                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
1659         }
1660         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1661         if (r_shadow_lightpermutation & SHADERPERMUTATION_COLORMAPPING)
1662         {
1663                 R_Mesh_TexBind(5, R_GetTexture(pantstexture));
1664                 R_Mesh_TexBind(6, R_GetTexture(shirttexture));
1665                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Pants"), lightcolorpants[0], lightcolorpants[1], lightcolorpants[2]);CHECKGLERROR
1666                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Shirt"), lightcolorshirt[0], lightcolorshirt[1], lightcolorshirt[2]);CHECKGLERROR
1667         }
1668         if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1669         {
1670                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
1671         }
1672         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1673         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1674         if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1675         {
1676                 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1677                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1678                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1679         }
1680         if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1681         {
1682                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1683                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1684         }
1685         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1686         {
1687                 const msurface_t *surface = surfacelist[surfacelistindex];
1688                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1689                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1690                 if (!rsurface_svector3f)
1691                 {
1692                         rsurface_svector3f = varray_svector3f;
1693                         rsurface_tvector3f = varray_tvector3f;
1694                         rsurface_normal3f = varray_normal3f;
1695                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1696                 }
1697                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1698                 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1699                 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1700                 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1701                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1702                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1703                 GL_LockArrays(0, 0);
1704         }
1705 }
1706
1707 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1708 {
1709         int renders;
1710         float color2[3];
1711         rmeshstate_t m;
1712         const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1713         GL_Color(1,1,1,1);
1714         // colorscale accounts for how much we multiply the brightness
1715         // during combine.
1716         //
1717         // mult is how many times the final pass of the lighting will be
1718         // performed to get more brightness than otherwise possible.
1719         //
1720         // Limit mult to 64 for sanity sake.
1721         if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1722         {
1723                 // 3 3D combine path (Geforce3, Radeon 8500)
1724                 memset(&m, 0, sizeof(m));
1725                 m.pointer_vertex = rsurface_vertex3f;
1726                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1727 #ifdef USETEXMATRIX
1728                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1729                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1730 #else
1731                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1732                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1733 #endif
1734                 m.tex[1] = R_GetTexture(basetexture);
1735                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1736                 m.texmatrix[1] = texture->currenttexmatrix;
1737                 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1738 #ifdef USETEXMATRIX
1739                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1740                 m.texmatrix[2] = r_shadow_entitytolight;
1741 #else
1742                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1743                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1744 #endif
1745                 GL_BlendFunc(GL_ONE, GL_ONE);
1746         }
1747         else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1748         {
1749                 // 2 3D combine path (Geforce3, original Radeon)
1750                 memset(&m, 0, sizeof(m));
1751                 m.pointer_vertex = rsurface_vertex3f;
1752                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1753 #ifdef USETEXMATRIX
1754                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1755                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1756 #else
1757                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1758                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1759 #endif
1760                 m.tex[1] = R_GetTexture(basetexture);
1761                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1762                 m.texmatrix[1] = texture->currenttexmatrix;
1763                 GL_BlendFunc(GL_ONE, GL_ONE);
1764         }
1765         else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1766         {
1767                 // 4 2D combine path (Geforce3, Radeon 8500)
1768                 memset(&m, 0, sizeof(m));
1769                 m.pointer_vertex = rsurface_vertex3f;
1770                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1771 #ifdef USETEXMATRIX
1772                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1773                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1774 #else
1775                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1776                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1777 #endif
1778                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1779 #ifdef USETEXMATRIX
1780                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1781                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1782 #else
1783                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1784                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1785 #endif
1786                 m.tex[2] = R_GetTexture(basetexture);
1787                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1788                 m.texmatrix[2] = texture->currenttexmatrix;
1789                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1790                 {
1791                         m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1792 #ifdef USETEXMATRIX
1793                         m.pointer_texcoord3f[3] = rsurface_vertex3f;
1794                         m.texmatrix[3] = r_shadow_entitytolight;
1795 #else
1796                         m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1797                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1798 #endif
1799                 }
1800                 GL_BlendFunc(GL_ONE, GL_ONE);
1801         }
1802         else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1803         {
1804                 // 3 2D combine path (Geforce3, original Radeon)
1805                 memset(&m, 0, sizeof(m));
1806                 m.pointer_vertex = rsurface_vertex3f;
1807                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1808 #ifdef USETEXMATRIX
1809                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1810                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1811 #else
1812                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1813                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1814 #endif
1815                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1816 #ifdef USETEXMATRIX
1817                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1818                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1819 #else
1820                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1821                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1822 #endif
1823                 m.tex[2] = R_GetTexture(basetexture);
1824                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1825                 m.texmatrix[2] = texture->currenttexmatrix;
1826                 GL_BlendFunc(GL_ONE, GL_ONE);
1827         }
1828         else
1829         {
1830                 // 2/2/2 2D combine path (any dot3 card)
1831                 memset(&m, 0, sizeof(m));
1832                 m.pointer_vertex = rsurface_vertex3f;
1833                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1834 #ifdef USETEXMATRIX
1835                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1836                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1837 #else
1838                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1839                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1840 #endif
1841                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1842 #ifdef USETEXMATRIX
1843                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1844                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1845 #else
1846                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1847                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1848 #endif
1849                 R_Mesh_State(&m);
1850                 GL_ColorMask(0,0,0,1);
1851                 GL_BlendFunc(GL_ONE, GL_ZERO);
1852                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1853                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1854                 GL_LockArrays(0, 0);
1855
1856                 memset(&m, 0, sizeof(m));
1857                 m.pointer_vertex = rsurface_vertex3f;
1858                 m.tex[0] = R_GetTexture(basetexture);
1859                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1860                 m.texmatrix[0] = texture->currenttexmatrix;
1861                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1862                 {
1863                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1864 #ifdef USETEXMATRIX
1865                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1866                         m.texmatrix[1] = r_shadow_entitytolight;
1867 #else
1868                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1869                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1870 #endif
1871                 }
1872                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1873         }
1874         // this final code is shared
1875         R_Mesh_State(&m);
1876         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1877         VectorScale(lightcolorbase, colorscale, color2);
1878         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1879         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1880         {
1881                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1882                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1883         }
1884         GL_LockArrays(0, 0);
1885 }
1886
1887 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1888 {
1889         int renders;
1890         float color2[3];
1891         rmeshstate_t m;
1892         const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1893         GL_Color(1,1,1,1);
1894         // colorscale accounts for how much we multiply the brightness
1895         // during combine.
1896         //
1897         // mult is how many times the final pass of the lighting will be
1898         // performed to get more brightness than otherwise possible.
1899         //
1900         // Limit mult to 64 for sanity sake.
1901         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1902         {
1903                 // 3/2 3D combine path (Geforce3, Radeon 8500)
1904                 memset(&m, 0, sizeof(m));
1905                 m.pointer_vertex = rsurface_vertex3f;
1906                 m.tex[0] = R_GetTexture(normalmaptexture);
1907                 m.texcombinergb[0] = GL_REPLACE;
1908                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1909                 m.texmatrix[0] = texture->currenttexmatrix;
1910                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1911                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1912                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1913                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1914                 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1915 #ifdef USETEXMATRIX
1916                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1917                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1918 #else
1919                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1920                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1921 #endif
1922                 R_Mesh_State(&m);
1923                 GL_ColorMask(0,0,0,1);
1924                 GL_BlendFunc(GL_ONE, GL_ZERO);
1925                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1926                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1927                 GL_LockArrays(0, 0);
1928
1929                 memset(&m, 0, sizeof(m));
1930                 m.pointer_vertex = rsurface_vertex3f;
1931                 m.tex[0] = R_GetTexture(basetexture);
1932                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1933                 m.texmatrix[0] = texture->currenttexmatrix;
1934                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1935                 {
1936                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1937 #ifdef USETEXMATRIX
1938                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1939                         m.texmatrix[1] = r_shadow_entitytolight;
1940 #else
1941                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1942                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1943 #endif
1944                 }
1945                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1946         }
1947         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1948         {
1949                 // 1/2/2 3D combine path (original Radeon)
1950                 memset(&m, 0, sizeof(m));
1951                 m.pointer_vertex = rsurface_vertex3f;
1952                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1953 #ifdef USETEXMATRIX
1954                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1955                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1956 #else
1957                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1958                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1959 #endif
1960                 R_Mesh_State(&m);
1961                 GL_ColorMask(0,0,0,1);
1962                 GL_BlendFunc(GL_ONE, GL_ZERO);
1963                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1964                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1965                 GL_LockArrays(0, 0);
1966
1967                 memset(&m, 0, sizeof(m));
1968                 m.pointer_vertex = rsurface_vertex3f;
1969                 m.tex[0] = R_GetTexture(normalmaptexture);
1970                 m.texcombinergb[0] = GL_REPLACE;
1971                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1972                 m.texmatrix[0] = texture->currenttexmatrix;
1973                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1974                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1975                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1976                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1977                 R_Mesh_State(&m);
1978                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1979                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1980                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1981                 GL_LockArrays(0, 0);
1982
1983                 memset(&m, 0, sizeof(m));
1984                 m.pointer_vertex = rsurface_vertex3f;
1985                 m.tex[0] = R_GetTexture(basetexture);
1986                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1987                 m.texmatrix[0] = texture->currenttexmatrix;
1988                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1989                 {
1990                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1991 #ifdef USETEXMATRIX
1992                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1993                         m.texmatrix[1] = r_shadow_entitytolight;
1994 #else
1995                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1996                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1997 #endif
1998                 }
1999                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2000         }
2001         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
2002         {
2003                 // 2/2 3D combine path (original Radeon)
2004                 memset(&m, 0, sizeof(m));
2005                 m.pointer_vertex = rsurface_vertex3f;
2006                 m.tex[0] = R_GetTexture(normalmaptexture);
2007                 m.texcombinergb[0] = GL_REPLACE;
2008                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2009                 m.texmatrix[0] = texture->currenttexmatrix;
2010                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2011                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2012                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2013                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2014                 R_Mesh_State(&m);
2015                 GL_ColorMask(0,0,0,1);
2016                 GL_BlendFunc(GL_ONE, GL_ZERO);
2017                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2018                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2019                 GL_LockArrays(0, 0);
2020
2021                 memset(&m, 0, sizeof(m));
2022                 m.pointer_vertex = rsurface_vertex3f;
2023                 m.tex[0] = R_GetTexture(basetexture);
2024                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2025                 m.texmatrix[0] = texture->currenttexmatrix;
2026                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2027 #ifdef USETEXMATRIX
2028                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2029                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2030 #else
2031                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2032                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2033 #endif
2034                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2035         }
2036         else if (r_textureunits.integer >= 4)
2037         {
2038                 // 4/2 2D combine path (Geforce3, Radeon 8500)
2039                 memset(&m, 0, sizeof(m));
2040                 m.pointer_vertex = rsurface_vertex3f;
2041                 m.tex[0] = R_GetTexture(normalmaptexture);
2042                 m.texcombinergb[0] = GL_REPLACE;
2043                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2044                 m.texmatrix[0] = texture->currenttexmatrix;
2045                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2046                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2047                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2048                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2049                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2050 #ifdef USETEXMATRIX
2051                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2052                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2053 #else
2054                 m.pointer_texcoord[2] = varray_texcoord2f[2];
2055                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2056 #endif
2057                 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2058 #ifdef USETEXMATRIX
2059                 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2060                 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2061 #else
2062                 m.pointer_texcoord[3] = varray_texcoord2f[3];
2063                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2064 #endif
2065                 R_Mesh_State(&m);
2066                 GL_ColorMask(0,0,0,1);
2067                 GL_BlendFunc(GL_ONE, GL_ZERO);
2068                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2069                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2070                 GL_LockArrays(0, 0);
2071
2072                 memset(&m, 0, sizeof(m));
2073                 m.pointer_vertex = rsurface_vertex3f;
2074                 m.tex[0] = R_GetTexture(basetexture);
2075                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2076                 m.texmatrix[0] = texture->currenttexmatrix;
2077                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2078                 {
2079                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2080 #ifdef USETEXMATRIX
2081                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2082                         m.texmatrix[1] = r_shadow_entitytolight;
2083 #else
2084                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2085                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2086 #endif
2087                 }
2088                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2089         }
2090         else
2091         {
2092                 // 2/2/2 2D combine path (any dot3 card)
2093                 memset(&m, 0, sizeof(m));
2094                 m.pointer_vertex = rsurface_vertex3f;
2095                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2096 #ifdef USETEXMATRIX
2097                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2098                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2099 #else
2100                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2101                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2102 #endif
2103                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2104 #ifdef USETEXMATRIX
2105                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2106                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2107 #else
2108                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2109                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2110 #endif
2111                 R_Mesh_State(&m);
2112                 GL_ColorMask(0,0,0,1);
2113                 GL_BlendFunc(GL_ONE, GL_ZERO);
2114                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2115                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2116                 GL_LockArrays(0, 0);
2117
2118                 memset(&m, 0, sizeof(m));
2119                 m.pointer_vertex = rsurface_vertex3f;
2120                 m.tex[0] = R_GetTexture(normalmaptexture);
2121                 m.texcombinergb[0] = GL_REPLACE;
2122                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2123                 m.texmatrix[0] = texture->currenttexmatrix;
2124                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2125                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2126                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2127                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2128                 R_Mesh_State(&m);
2129                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2130                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2131                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2132                 GL_LockArrays(0, 0);
2133
2134                 memset(&m, 0, sizeof(m));
2135                 m.pointer_vertex = rsurface_vertex3f;
2136                 m.tex[0] = R_GetTexture(basetexture);
2137                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2138                 m.texmatrix[0] = texture->currenttexmatrix;
2139                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2140                 {
2141                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2142 #ifdef USETEXMATRIX
2143                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2144                         m.texmatrix[1] = r_shadow_entitytolight;
2145 #else
2146                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2147                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2148 #endif
2149                 }
2150                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2151         }
2152         // this final code is shared
2153         R_Mesh_State(&m);
2154         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2155         VectorScale(lightcolorbase, colorscale, color2);
2156         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2157         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2158         {
2159                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2160                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2161         }
2162         GL_LockArrays(0, 0);
2163 }
2164
2165 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
2166 {
2167         int renders;
2168         float color2[3];
2169         rmeshstate_t m;
2170         const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2171         // FIXME: detect blendsquare!
2172         //if (!gl_support_blendsquare)
2173         //      return;
2174         GL_Color(1,1,1,1);
2175         if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2176         {
2177                 // 2/0/0/1/2 3D combine blendsquare path
2178                 memset(&m, 0, sizeof(m));
2179                 m.pointer_vertex = rsurface_vertex3f;
2180                 m.tex[0] = R_GetTexture(normalmaptexture);
2181                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2182                 m.texmatrix[0] = texture->currenttexmatrix;
2183                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2184                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2185                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2186                 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2187                 R_Mesh_State(&m);
2188                 GL_ColorMask(0,0,0,1);
2189                 // this squares the result
2190                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2191                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2192                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2193                 GL_LockArrays(0, 0);
2194
2195                 memset(&m, 0, sizeof(m));
2196                 m.pointer_vertex = rsurface_vertex3f;
2197                 R_Mesh_State(&m);
2198                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2199                 // square alpha in framebuffer a few times to make it shiny
2200                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2201                 // these comments are a test run through this math for intensity 0.5
2202                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2203                 // 0.25 * 0.25 = 0.0625 (this is another pass)
2204                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2205                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2206                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2207                 GL_LockArrays(0, 0);
2208
2209                 memset(&m, 0, sizeof(m));
2210                 m.pointer_vertex = rsurface_vertex3f;
2211                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2212 #ifdef USETEXMATRIX
2213                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2214                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2215 #else
2216                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2217                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2218 #endif
2219                 R_Mesh_State(&m);
2220                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2221                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2222                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2223                 GL_LockArrays(0, 0);
2224
2225                 memset(&m, 0, sizeof(m));
2226                 m.pointer_vertex = rsurface_vertex3f;
2227                 m.tex[0] = R_GetTexture(glosstexture);
2228                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2229                 m.texmatrix[0] = texture->currenttexmatrix;
2230                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2231                 {
2232                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2233 #ifdef USETEXMATRIX
2234                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2235                         m.texmatrix[1] = r_shadow_entitytolight;
2236 #else
2237                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2238                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2239 #endif
2240                 }
2241                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2242         }
2243         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2244         {
2245                 // 2/0/0/2 3D combine blendsquare path
2246                 memset(&m, 0, sizeof(m));
2247                 m.pointer_vertex = rsurface_vertex3f;
2248                 m.tex[0] = R_GetTexture(normalmaptexture);
2249                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2250                 m.texmatrix[0] = texture->currenttexmatrix;
2251                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2252                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2253                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2254                 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2255                 R_Mesh_State(&m);
2256                 GL_ColorMask(0,0,0,1);
2257                 // this squares the result
2258                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2259                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2260                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2261                 GL_LockArrays(0, 0);
2262
2263                 memset(&m, 0, sizeof(m));
2264                 m.pointer_vertex = rsurface_vertex3f;
2265                 R_Mesh_State(&m);
2266                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2267                 // square alpha in framebuffer a few times to make it shiny
2268                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2269                 // these comments are a test run through this math for intensity 0.5
2270                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2271                 // 0.25 * 0.25 = 0.0625 (this is another pass)
2272                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2273                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2274                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2275                 GL_LockArrays(0, 0);
2276
2277                 memset(&m, 0, sizeof(m));
2278                 m.pointer_vertex = rsurface_vertex3f;
2279                 m.tex[0] = R_GetTexture(glosstexture);
2280                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2281                 m.texmatrix[0] = texture->currenttexmatrix;
2282                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2283 #ifdef USETEXMATRIX
2284                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2285                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2286 #else
2287                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2288                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2289 #endif
2290                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2291         }
2292         else
2293         {
2294                 // 2/0/0/2/2 2D combine blendsquare path
2295                 memset(&m, 0, sizeof(m));
2296                 m.pointer_vertex = rsurface_vertex3f;
2297                 m.tex[0] = R_GetTexture(normalmaptexture);
2298                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2299                 m.texmatrix[0] = texture->currenttexmatrix;
2300                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2301                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2302                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2303                 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2304                 R_Mesh_State(&m);
2305                 GL_ColorMask(0,0,0,1);
2306                 // this squares the result
2307                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2308                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2309                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2310                 GL_LockArrays(0, 0);
2311
2312                 memset(&m, 0, sizeof(m));
2313                 m.pointer_vertex = rsurface_vertex3f;
2314                 R_Mesh_State(&m);
2315                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2316                 // square alpha in framebuffer a few times to make it shiny
2317                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2318                 // these comments are a test run through this math for intensity 0.5
2319                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2320                 // 0.25 * 0.25 = 0.0625 (this is another pass)
2321                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2322                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2323                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2324                 GL_LockArrays(0, 0);
2325
2326                 memset(&m, 0, sizeof(m));
2327                 m.pointer_vertex = rsurface_vertex3f;
2328                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2329 #ifdef USETEXMATRIX
2330                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2331                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2332 #else
2333                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2334                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2335 #endif
2336                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2337 #ifdef USETEXMATRIX
2338                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2339                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2340 #else
2341                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2342                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2343 #endif
2344                 R_Mesh_State(&m);
2345                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2346                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2347                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2348                 GL_LockArrays(0, 0);
2349
2350                 memset(&m, 0, sizeof(m));
2351                 m.pointer_vertex = rsurface_vertex3f;
2352                 m.tex[0] = R_GetTexture(glosstexture);
2353                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2354                 m.texmatrix[0] = texture->currenttexmatrix;
2355                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2356                 {
2357                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2358 #ifdef USETEXMATRIX
2359                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2360                         m.texmatrix[1] = r_shadow_entitytolight;
2361 #else
2362                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2363                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2364 #endif
2365                 }
2366                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2367         }
2368         R_Mesh_State(&m);
2369         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2370         VectorScale(lightcolorbase, colorscale, color2);
2371         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2372         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2373         {
2374                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2375                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2376         }
2377         GL_LockArrays(0, 0);
2378 }
2379
2380 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
2381 {
2382         // ARB path (any Geforce, any Radeon)
2383         int surfacelistindex;
2384         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2385         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2386         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2387         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2388         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2389         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2390         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
2391         if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
2392                 return;
2393         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2394         {
2395                 const msurface_t *surface = surfacelist[surfacelistindex];
2396                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2397                 if (!rsurface_svector3f)
2398                 {
2399                         rsurface_svector3f = varray_svector3f;
2400                         rsurface_tvector3f = varray_tvector3f;
2401                         rsurface_normal3f = varray_normal3f;
2402                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2403                 }
2404                 if (doambientbase)
2405                         R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
2406                 if (doambientpants)
2407                         R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
2408                 if (doambientshirt)
2409                         R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
2410                 if (dodiffusebase)
2411                         R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2412                 if (dodiffusepants)
2413                         R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2414                 if (dodiffuseshirt)
2415                         R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2416                 if (dospecular)
2417                         R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
2418         }
2419 }
2420
2421 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
2422 {
2423         int surfacelistindex;
2424         int renders;
2425         float ambientcolor2[3], diffusecolor2[3];
2426         rmeshstate_t m;
2427         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2428         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2429         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2430         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2431         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2432         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2433         //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
2434         // TODO: add direct pants/shirt rendering
2435         if (doambientpants || dodiffusepants)
2436                 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
2437         if (doambientshirt || dodiffuseshirt)
2438                 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
2439         if (!doambientbase && !dodiffusebase)
2440                 return;
2441         VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2);
2442         VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2);
2443         GL_BlendFunc(GL_ONE, GL_ONE);
2444         memset(&m, 0, sizeof(m));
2445         m.tex[0] = R_GetTexture(basetexture);
2446         if (r_textureunits.integer >= 2)
2447         {
2448                 // voodoo2
2449                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2450 #ifdef USETEXMATRIX
2451                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2452 #else
2453                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2454                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2455 #endif
2456                 if (r_textureunits.integer >= 3)
2457                 {
2458                         // Geforce3/Radeon class but not using dot3
2459                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2460 #ifdef USETEXMATRIX
2461                         m.texmatrix[2] = r_shadow_entitytoattenuationz;
2462 #else
2463                         m.pointer_texcoord[2] = varray_texcoord2f[2];
2464                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2465 #endif
2466                 }
2467         }
2468         m.pointer_color = varray_color4f;
2469         R_Mesh_State(&m);
2470         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2471         {
2472                 const msurface_t *surface = surfacelist[surfacelistindex];
2473                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2474                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2475                 if (!rsurface_svector3f)
2476                 {
2477                         rsurface_svector3f = varray_svector3f;
2478                         rsurface_tvector3f = varray_tvector3f;
2479                         rsurface_normal3f = varray_normal3f;
2480                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2481                 }
2482                 // OpenGL 1.1 path (anything)
2483                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2484                 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2485                 if (r_textureunits.integer >= 2)
2486                 {
2487                         // voodoo2 or TNT
2488 #ifdef USETEXMATRIX
2489                         R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2490 #else
2491                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2492 #endif
2493                         if (r_textureunits.integer >= 3)
2494                         {
2495                                 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2496 #ifdef USETEXMATRIX
2497                                 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2498 #else
2499                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2500 #endif
2501                         }
2502                 }
2503                 R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2, 0);
2504                 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2505                 {
2506                         int i;
2507                         float *c;
2508 #if 1
2509                         // due to low fillrate on the cards this vertex lighting path is
2510                         // designed for, we manually cull all triangles that do not
2511                         // contain a lit vertex
2512                         int draw;
2513                         const int *e;
2514                         int newnumtriangles;
2515                         int *newe;
2516                         int newelements[3072];
2517                         draw = false;
2518                         newnumtriangles = 0;
2519                         newe = newelements;
2520                         for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
2521                         {
2522                                 if (newnumtriangles >= 1024)
2523                                 {
2524                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2525                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2526                                         GL_LockArrays(0, 0);
2527                                         newnumtriangles = 0;
2528                                         newe = newelements;
2529                                 }
2530                                 if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
2531                                 {
2532                                         newe[0] = e[0];
2533                                         newe[1] = e[1];
2534                                         newe[2] = e[2];
2535                                         newnumtriangles++;
2536                                         newe += 3;
2537                                         draw = true;
2538                                 }
2539                         }
2540                         if (newnumtriangles >= 1)
2541                         {
2542                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2543                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2544                                 GL_LockArrays(0, 0);
2545                                 draw = true;
2546                         }
2547                         if (!draw)
2548                                 break;
2549 #else
2550                         for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2551                                 if (VectorLength2(c))
2552                                         goto goodpass;
2553                         break;
2554 goodpass:
2555                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2556                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2557                         GL_LockArrays(0, 0);
2558 #endif
2559                         // now reduce the intensity for the next overbright pass
2560                         for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2561                         {
2562                                 c[0] = max(0, c[0] - 1);
2563                                 c[1] = max(0, c[1] - 1);
2564                                 c[2] = max(0, c[2] - 1);
2565                         }
2566                 }
2567         }
2568 }
2569
2570 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist)
2571 {
2572         // FIXME: support MATERIALFLAG_NODEPTHTEST
2573         vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2574         rtexture_t *basetexture;
2575         rtexture_t *glosstexture;
2576         float specularscale;
2577         if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
2578                 qglDisable(GL_CULL_FACE);
2579         else
2580                 qglEnable(GL_CULL_FACE);
2581         glosstexture = r_texture_black;
2582         specularscale = 0;
2583         if (r_shadow_gloss.integer > 0)
2584         {
2585                 if (texture->skin.gloss)
2586                 {
2587                         if (r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2588                         {
2589                                 glosstexture = texture->skin.gloss;
2590                                 specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
2591                         }
2592                 }
2593                 else
2594                 {
2595                         if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2596                         {
2597                                 glosstexture = r_texture_white;
2598                                 specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
2599                         }
2600                 }
2601         }
2602         // calculate colors to render this texture with
2603         lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha;
2604         lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha;
2605         lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha;
2606         if ((VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor)) >= (1.0f / 1048576.0f))
2607         {
2608                 lightcolorpants[0] = r_shadow_rtlight->currentcolor[0] * ent->colormap_pantscolor[0] * texture->currentalpha;
2609                 lightcolorpants[1] = r_shadow_rtlight->currentcolor[1] * ent->colormap_pantscolor[1] * texture->currentalpha;
2610                 lightcolorpants[2] = r_shadow_rtlight->currentcolor[2] * ent->colormap_pantscolor[2] * texture->currentalpha;
2611                 lightcolorshirt[0] = r_shadow_rtlight->currentcolor[0] * ent->colormap_shirtcolor[0] * texture->currentalpha;
2612                 lightcolorshirt[1] = r_shadow_rtlight->currentcolor[1] * ent->colormap_shirtcolor[1] * texture->currentalpha;
2613                 lightcolorshirt[2] = r_shadow_rtlight->currentcolor[2] * ent->colormap_shirtcolor[2] * texture->currentalpha;
2614                 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2615                         return;
2616                 basetexture = texture->skin.base;
2617                 switch (r_shadow_rendermode)
2618                 {
2619                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2620                         R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
2621                         break;
2622                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2623                         R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
2624                         break;
2625                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2626                         R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
2627                         break;
2628                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2629                         R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
2630                         break;
2631                 default:
2632                         Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2633                         break;
2634                 }
2635         }
2636         else
2637         {
2638                 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2639                         return;
2640                 basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
2641                 switch (r_shadow_rendermode)
2642                 {
2643                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2644                         R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
2645                         break;
2646                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2647                         R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
2648                         break;
2649                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2650                         R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
2651                         break;
2652                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2653                         R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
2654                         break;
2655                 default:
2656                         Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2657                         break;
2658                 }
2659         }
2660 }
2661
2662 void R_RTLight_Update(dlight_t *light, int isstatic)
2663 {
2664         int j, k;
2665         float scale;
2666         rtlight_t *rtlight = &light->rtlight;
2667         R_RTLight_Uncompile(rtlight);
2668         memset(rtlight, 0, sizeof(*rtlight));
2669
2670         VectorCopy(light->origin, rtlight->shadoworigin);
2671         VectorCopy(light->color, rtlight->color);
2672         rtlight->radius = light->radius;
2673         //rtlight->cullradius = rtlight->radius;
2674         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2675         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2676         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2677         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2678         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2679         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2680         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2681         rtlight->cubemapname[0] = 0;
2682         if (light->cubemapname[0])
2683                 strcpy(rtlight->cubemapname, light->cubemapname);
2684         else if (light->cubemapnum > 0)
2685                 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2686         rtlight->shadow = light->shadow;
2687         rtlight->corona = light->corona;
2688         rtlight->style = light->style;
2689         rtlight->isstatic = isstatic;
2690         rtlight->coronasizescale = light->coronasizescale;
2691         rtlight->ambientscale = light->ambientscale;
2692         rtlight->diffusescale = light->diffusescale;
2693         rtlight->specularscale = light->specularscale;
2694         rtlight->flags = light->flags;
2695         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2696         // ConcatScale won't work here because this needs to scale rotate and
2697         // translate, not just rotate
2698         scale = 1.0f / rtlight->radius;
2699         for (k = 0;k < 3;k++)
2700                 for (j = 0;j < 4;j++)
2701                         rtlight->matrix_worldtolight.m[k][j] *= scale;
2702
2703         rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2704         rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2705         VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2706         rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2707 }
2708
2709 // compiles rtlight geometry
2710 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2711 void R_RTLight_Compile(rtlight_t *rtlight)
2712 {
2713         int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2714         entity_render_t *ent = r_refdef.worldentity;
2715         model_t *model = r_refdef.worldmodel;
2716         unsigned char *data;
2717
2718         // compile the light
2719         rtlight->compiled = true;
2720         rtlight->static_numleafs = 0;
2721         rtlight->static_numleafpvsbytes = 0;
2722         rtlight->static_leaflist = NULL;
2723         rtlight->static_leafpvs = NULL;
2724         rtlight->static_numsurfaces = 0;
2725         rtlight->static_surfacelist = NULL;
2726         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2727         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2728         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2729         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2730         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2731         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2732
2733         if (model && model->GetLightInfo)
2734         {
2735                 // this variable must be set for the CompileShadowVolume code
2736                 r_shadow_compilingrtlight = rtlight;
2737                 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2738                 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);
2739                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2740                 data = (unsigned char *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2741                 rtlight->static_numleafs = numleafs;
2742                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2743                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2744                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2745                 rtlight->static_numsurfaces = numsurfaces;
2746                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2747                 if (numleafs)
2748                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2749                 if (numleafpvsbytes)
2750                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2751                 if (numsurfaces)
2752                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2753                 if (model->CompileShadowVolume && rtlight->shadow)
2754                         model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2755                 // now we're done compiling the rtlight
2756                 r_shadow_compilingrtlight = NULL;
2757         }
2758
2759
2760         // use smallest available cullradius - box radius or light radius
2761         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2762         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2763
2764         shadowmeshes = 0;
2765         shadowtris = 0;
2766         if (rtlight->static_meshchain_shadow)
2767         {
2768                 shadowmesh_t *mesh;
2769                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2770                 {
2771                         shadowmeshes++;
2772                         shadowtris += mesh->numtriangles;
2773                 }
2774         }
2775
2776         Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2777 }
2778
2779 void R_RTLight_Uncompile(rtlight_t *rtlight)
2780 {
2781         if (rtlight->compiled)
2782         {
2783                 if (rtlight->static_meshchain_shadow)
2784                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2785                 rtlight->static_meshchain_shadow = NULL;
2786                 // these allocations are grouped
2787                 if (rtlight->static_leaflist)
2788                         Mem_Free(rtlight->static_leaflist);
2789                 rtlight->static_numleafs = 0;
2790                 rtlight->static_numleafpvsbytes = 0;
2791                 rtlight->static_leaflist = NULL;
2792                 rtlight->static_leafpvs = NULL;
2793                 rtlight->static_numsurfaces = 0;
2794                 rtlight->static_surfacelist = NULL;
2795                 rtlight->compiled = false;
2796         }
2797 }
2798
2799 void R_Shadow_UncompileWorldLights(void)
2800 {
2801         dlight_t *light;
2802         for (light = r_shadow_worldlightchain;light;light = light->next)
2803                 R_RTLight_Uncompile(&light->rtlight);
2804 }
2805
2806 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2807 {
2808         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2809         vec_t relativeshadowradius;
2810         if (ent == r_refdef.worldentity)
2811         {
2812                 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2813                 {
2814                         shadowmesh_t *mesh;
2815                         R_Mesh_Matrix(&ent->matrix);
2816                         for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2817                         {
2818                                 renderstats.lights_shadowtriangles += mesh->numtriangles;
2819                                 R_Mesh_VertexPointer(mesh->vertex3f);
2820                                 GL_LockArrays(0, mesh->numverts);
2821                                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2822                                 {
2823                                         // decrement stencil if backface is behind depthbuffer
2824                                         qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2825                                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2826                                         R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2827                                         // increment stencil if frontface is behind depthbuffer
2828                                         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2829                                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2830                                 }
2831                                 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2832                                 GL_LockArrays(0, 0);
2833                         }
2834                 }
2835                 else if (numsurfaces)
2836                 {
2837                         R_Mesh_Matrix(&ent->matrix);
2838                         ent->model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
2839                 }
2840         }
2841         else
2842         {
2843                 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2844                 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2845                 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2846                 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2847                 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2848                 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2849                 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2850                 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2851                 R_Mesh_Matrix(&ent->matrix);
2852                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2853         }
2854 }
2855
2856 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2857 {
2858         // set up properties for rendering light onto this entity
2859         Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2860         Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2861         Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2862         Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2863         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2864         R_Mesh_Matrix(&ent->matrix);
2865 }
2866
2867 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2868 {
2869         R_Shadow_SetupEntityLight(ent);
2870         if (ent == r_refdef.worldentity)
2871                 ent->model->DrawLight(ent, numsurfaces, surfacelist);
2872         else
2873                 ent->model->DrawLight(ent, ent->model->nummodelsurfaces, ent->model->surfacelist);
2874 }
2875
2876 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2877 {
2878         int i, usestencil;
2879         float f;
2880         int numleafs, numsurfaces;
2881         int *leaflist, *surfacelist;
2882         unsigned char *leafpvs;
2883         int numlightentities;
2884         int numshadowentities;
2885         entity_render_t *lightentities[MAX_EDICTS];
2886         entity_render_t *shadowentities[MAX_EDICTS];
2887
2888         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2889         // skip lights that are basically invisible (color 0 0 0)
2890         if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2891                 return;
2892
2893         // loading is done before visibility checks because loading should happen
2894         // all at once at the start of a level, not when it stalls gameplay.
2895         // (especially important to benchmarks)
2896         // compile light
2897         if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2898                 R_RTLight_Compile(rtlight);
2899         // load cubemap
2900         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2901
2902         // look up the light style value at this time
2903         f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2904         VectorScale(rtlight->color, f, rtlight->currentcolor);
2905         /*
2906         if (rtlight->selected)
2907         {
2908                 f = 2 + sin(realtime * M_PI * 4.0);
2909                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2910         }
2911         */
2912
2913         // if lightstyle is currently off, don't draw the light
2914         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2915                 return;
2916
2917         // if the light box is offscreen, skip it
2918         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2919                 return;
2920
2921         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2922         {
2923                 // compiled light, world available and can receive realtime lighting
2924                 // retrieve leaf information
2925                 numleafs = rtlight->static_numleafs;
2926                 leaflist = rtlight->static_leaflist;
2927                 leafpvs = rtlight->static_leafpvs;
2928                 numsurfaces = rtlight->static_numsurfaces;
2929                 surfacelist = rtlight->static_surfacelist;
2930         }
2931         else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2932         {
2933                 // dynamic light, world available and can receive realtime lighting
2934                 // calculate lit surfaces and leafs
2935                 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2936                 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2937                 leaflist = r_shadow_buffer_leaflist;
2938                 leafpvs = r_shadow_buffer_leafpvs;
2939                 surfacelist = r_shadow_buffer_surfacelist;
2940                 // if the reduced leaf bounds are offscreen, skip it
2941                 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2942                         return;
2943         }
2944         else
2945         {
2946                 // no world
2947                 numleafs = 0;
2948                 leaflist = NULL;
2949                 leafpvs = NULL;
2950                 numsurfaces = 0;
2951                 surfacelist = NULL;
2952         }
2953         // check if light is illuminating any visible leafs
2954         if (numleafs)
2955         {
2956                 for (i = 0;i < numleafs;i++)
2957                         if (r_worldleafvisible[leaflist[i]])
2958                                 break;
2959                 if (i == numleafs)
2960                         return;
2961         }
2962         // set up a scissor rectangle for this light
2963         if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2964                 return;
2965
2966         // make a list of lit entities and shadow casting entities
2967         numlightentities = 0;
2968         numshadowentities = 0;
2969         // don't count the world unless some surfaces are actually lit
2970         if (numsurfaces)
2971         {
2972                 lightentities[numlightentities++] = r_refdef.worldentity;
2973                 shadowentities[numshadowentities++] = r_refdef.worldentity;
2974         }
2975         // add dynamic entities that are lit by the light
2976         if (r_drawentities.integer)
2977         {
2978                 for (i = 0;i < r_refdef.numentities;i++)
2979                 {
2980                         entity_render_t *ent = r_refdef.entities[i];
2981                         if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2982                          && ent->model
2983                          && !(ent->flags & RENDER_TRANSPARENT)
2984                          && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2985                         {
2986                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2987                                 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2988                                         shadowentities[numshadowentities++] = ent;
2989                                 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2990                                         lightentities[numlightentities++] = ent;
2991                         }
2992                 }
2993         }
2994
2995         // return if there's nothing at all to light
2996         if (!numlightentities)
2997                 return;
2998
2999         // make this the active rtlight for rendering purposes
3000         R_Shadow_RenderMode_ActiveLight(rtlight);
3001         // count this light in the r_speeds
3002         renderstats.lights++;
3003
3004         // draw stencil shadow volumes to mask off pixels that are in shadow
3005         // so that they won't receive lighting
3006         usestencil = false;
3007         if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
3008         {
3009                 usestencil = true;
3010                 R_Shadow_RenderMode_StencilShadowVolumes();
3011                 for (i = 0;i < numshadowentities;i++)
3012                         R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3013         }
3014
3015         // draw lighting in the unmasked areas
3016         if (numlightentities && !visible)
3017         {
3018                 R_Shadow_RenderMode_Lighting(usestencil, false);
3019                 for (i = 0;i < numlightentities;i++)
3020                         R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3021         }
3022
3023         // optionally draw visible shape of the shadow volumes
3024         // for performance analysis by level designers
3025         if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
3026         {
3027                 R_Shadow_RenderMode_VisibleShadowVolumes();
3028                 for (i = 0;i < numshadowentities;i++)
3029                         R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3030         }
3031
3032         // optionally draw the illuminated areas
3033         // for performance analysis by level designers
3034         if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
3035         {
3036                 R_Shadow_RenderMode_VisibleLighting(usestencil, false);
3037                 for (i = 0;i < numlightentities;i++)
3038                         R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3039         }
3040 }
3041
3042 void R_ShadowVolumeLighting(qboolean visible)
3043 {
3044         int lnum, flag;
3045         dlight_t *light;
3046
3047         if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
3048                 R_Shadow_EditLights_Reload_f();
3049
3050         R_Shadow_RenderMode_Begin();
3051
3052         flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3053         if (r_shadow_debuglight.integer >= 0)
3054         {
3055                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3056                         if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
3057                                 R_DrawRTLight(&light->rtlight, visible);
3058         }
3059         else
3060                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3061                         if (light->flags & flag)
3062                                 R_DrawRTLight(&light->rtlight, visible);
3063         if (r_rtdlight)
3064                 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
3065                         R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
3066
3067         R_Shadow_RenderMode_End();
3068 }
3069
3070 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3071 typedef struct suffixinfo_s
3072 {
3073         char *suffix;
3074         qboolean flipx, flipy, flipdiagonal;
3075 }
3076 suffixinfo_t;
3077 static suffixinfo_t suffix[3][6] =
3078 {
3079         {
3080                 {"px",   false, false, false},
3081                 {"nx",   false, false, false},
3082                 {"py",   false, false, false},
3083                 {"ny",   false, false, false},
3084                 {"pz",   false, false, false},
3085                 {"nz",   false, false, false}
3086         },
3087         {
3088                 {"posx", false, false, false},
3089                 {"negx", false, false, false},
3090                 {"posy", false, false, false},
3091                 {"negy", false, false, false},
3092                 {"posz", false, false, false},
3093                 {"negz", false, false, false}
3094         },
3095         {
3096                 {"rt",    true, false,  true},
3097                 {"lf",   false,  true,  true},
3098                 {"ft",    true,  true, false},
3099                 {"bk",   false, false, false},
3100                 {"up",    true, false,  true},
3101                 {"dn",    true, false,  true}
3102         }
3103 };
3104
3105 static int componentorder[4] = {0, 1, 2, 3};
3106
3107 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
3108 {
3109         int i, j, cubemapsize;
3110         unsigned char *cubemappixels, *image_rgba;
3111         rtexture_t *cubemaptexture;
3112         char name[256];
3113         // must start 0 so the first loadimagepixels has no requested width/height
3114         cubemapsize = 0;
3115         cubemappixels = NULL;
3116         cubemaptexture = NULL;
3117         // keep trying different suffix groups (posx, px, rt) until one loads
3118         for (j = 0;j < 3 && !cubemappixels;j++)
3119         {
3120                 // load the 6 images in the suffix group
3121                 for (i = 0;i < 6;i++)
3122                 {
3123                         // generate an image name based on the base and and suffix
3124                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3125                         // load it
3126                         if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
3127                         {
3128                                 // an image loaded, make sure width and height are equal
3129                                 if (image_width == image_height)
3130                                 {
3131                                         // if this is the first image to load successfully, allocate the cubemap memory
3132                                         if (!cubemappixels && image_width >= 1)
3133                                         {
3134                                                 cubemapsize = image_width;
3135                                                 // note this clears to black, so unavailable sides are black
3136                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3137                                         }
3138                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3139                                         if (cubemappixels)
3140                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3141                                 }
3142                                 else
3143                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3144                                 // free the image
3145                                 Mem_Free(image_rgba);
3146                         }
3147                 }
3148         }
3149         // if a cubemap loaded, upload it
3150         if (cubemappixels)
3151         {
3152                 if (!r_shadow_filters_texturepool)
3153                         r_shadow_filters_texturepool = R_AllocTexturePool();
3154                 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
3155                 Mem_Free(cubemappixels);
3156         }
3157         else
3158         {
3159                 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
3160                 for (j = 0;j < 3;j++)
3161                         for (i = 0;i < 6;i++)
3162                                 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3163                 Con_Print(" and was unable to find any of them.\n");
3164         }
3165         return cubemaptexture;
3166 }
3167
3168 rtexture_t *R_Shadow_Cubemap(const char *basename)
3169 {
3170         int i;
3171         for (i = 0;i < numcubemaps;i++)
3172                 if (!strcasecmp(cubemaps[i].basename, basename))
3173                         return cubemaps[i].texture;
3174         if (i >= MAX_CUBEMAPS)
3175                 return r_texture_whitecube;
3176         numcubemaps++;
3177         strcpy(cubemaps[i].basename, basename);
3178         cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3179         if (!cubemaps[i].texture)
3180                 cubemaps[i].texture = r_texture_whitecube;
3181         return cubemaps[i].texture;
3182 }
3183
3184 void R_Shadow_FreeCubemaps(void)
3185 {
3186         numcubemaps = 0;
3187         R_FreeTexturePool(&r_shadow_filters_texturepool);
3188 }
3189
3190 dlight_t *R_Shadow_NewWorldLight(void)
3191 {
3192         dlight_t *light;
3193         light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3194         light->next = r_shadow_worldlightchain;
3195         r_shadow_worldlightchain = light;
3196         return light;
3197 }
3198
3199 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)
3200 {
3201         VectorCopy(origin, light->origin);
3202         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3203         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3204         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3205         light->color[0] = max(color[0], 0);
3206         light->color[1] = max(color[1], 0);
3207         light->color[2] = max(color[2], 0);
3208         light->radius = max(radius, 0);
3209         light->style = style;
3210         if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3211         {
3212                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3213                 light->style = 0;
3214         }
3215         light->shadow = shadowenable;
3216         light->corona = corona;
3217         if (!cubemapname)
3218                 cubemapname = "";
3219         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3220         light->coronasizescale = coronasizescale;
3221         light->ambientscale = ambientscale;
3222         light->diffusescale = diffusescale;
3223         light->specularscale = specularscale;
3224         light->flags = flags;
3225         Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3226
3227         R_RTLight_Update(light, true);
3228 }
3229
3230 void R_Shadow_FreeWorldLight(dlight_t *light)
3231 {
3232         dlight_t **lightpointer;
3233         R_RTLight_Uncompile(&light->rtlight);
3234         for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3235         if (*lightpointer != light)
3236                 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
3237         *lightpointer = light->next;
3238         Mem_Free(light);
3239 }
3240
3241 void R_Shadow_ClearWorldLights(void)
3242 {
3243         while (r_shadow_worldlightchain)
3244                 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3245         r_shadow_selectedlight = NULL;
3246         R_Shadow_FreeCubemaps();
3247 }
3248
3249 void R_Shadow_SelectLight(dlight_t *light)
3250 {
3251         if (r_shadow_selectedlight)
3252                 r_shadow_selectedlight->selected = false;
3253         r_shadow_selectedlight = light;
3254         if (r_shadow_selectedlight)
3255                 r_shadow_selectedlight->selected = true;
3256 }
3257
3258 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3259 {
3260         float scale = r_editlights_cursorgrid.value * 0.5f;
3261         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3262 }
3263
3264 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3265 {
3266         float intensity;
3267         const dlight_t *light = (dlight_t *)ent;
3268         intensity = 0.5;
3269         if (light->selected)
3270                 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3271         if (!light->shadow)
3272                 intensity *= 0.5f;
3273         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[surfacenumber], NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3274 }
3275
3276 void R_Shadow_DrawLightSprites(void)
3277 {
3278         int i;
3279         cachepic_t *pic;
3280         dlight_t *light;
3281
3282         for (i = 0;i < 5;i++)
3283         {
3284                 lighttextures[i] = NULL;
3285                 if ((pic = Draw_CachePic(va("gfx/crosshair%i", i + 1), true)))
3286                         lighttextures[i] = pic->tex;
3287         }
3288
3289         for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3290                 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, i % 5, &light->rtlight);
3291         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
3292 }
3293
3294 void R_Shadow_SelectLightInView(void)
3295 {
3296         float bestrating, rating, temp[3];
3297         dlight_t *best, *light;
3298         best = NULL;
3299         bestrating = 0;
3300         for (light = r_shadow_worldlightchain;light;light = light->next)
3301         {
3302                 VectorSubtract(light->origin, r_vieworigin, temp);
3303                 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3304                 if (rating >= 0.95)
3305                 {
3306                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3307                         if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3308                         {
3309                                 bestrating = rating;
3310                                 best = light;
3311                         }
3312                 }
3313         }
3314         R_Shadow_SelectLight(best);
3315 }
3316
3317 void R_Shadow_LoadWorldLights(void)
3318 {
3319         int n, a, style, shadow, flags;
3320         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3321         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3322         if (r_refdef.worldmodel == NULL)
3323         {
3324                 Con_Print("No map loaded.\n");
3325                 return;
3326         }
3327         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3328         strlcat (name, ".rtlights", sizeof (name));
3329         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3330         if (lightsstring)
3331         {
3332                 s = lightsstring;
3333                 n = 0;
3334                 while (*s)
3335                 {
3336                         t = s;
3337                         /*
3338                         shadow = true;
3339                         for (;COM_Parse(t, true) && strcmp(
3340                         if (COM_Parse(t, true))
3341                         {
3342                                 if (com_token[0] == '!')
3343                                 {
3344                                         shadow = false;
3345                                         origin[0] = atof(com_token+1);
3346                                 }
3347                                 else
3348                                         origin[0] = atof(com_token);
3349                                 if (Com_Parse(t
3350                         }
3351                         */
3352                         t = s;
3353                         while (*s && *s != '\n' && *s != '\r')
3354                                 s++;
3355                         if (!*s)
3356                                 break;
3357                         tempchar = *s;
3358                         shadow = true;
3359                         // check for modifier flags
3360                         if (*t == '!')
3361                         {
3362                                 shadow = false;
3363                                 t++;
3364                         }
3365                         *s = 0;
3366                         a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
3367                         *s = tempchar;
3368                         if (a < 18)
3369                                 flags = LIGHTFLAG_REALTIMEMODE;
3370                         if (a < 17)
3371                                 specularscale = 1;
3372                         if (a < 16)
3373                                 diffusescale = 1;
3374                         if (a < 15)
3375                                 ambientscale = 0;
3376                         if (a < 14)
3377                                 coronasizescale = 0.25f;
3378                         if (a < 13)
3379                                 VectorClear(angles);
3380                         if (a < 10)
3381                                 corona = 0;
3382                         if (a < 9 || !strcmp(cubemapname, "\"\""))
3383                                 cubemapname[0] = 0;
3384                         // remove quotes on cubemapname
3385                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3386                         {
3387                                 cubemapname[strlen(cubemapname)-1] = 0;
3388                                 strcpy(cubemapname, cubemapname + 1);
3389                         }
3390                         if (a < 8)
3391                         {
3392                                 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);
3393                                 break;
3394                         }
3395                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3396                         if (*s == '\r')
3397                                 s++;
3398                         if (*s == '\n')
3399                                 s++;
3400                         n++;
3401                 }
3402                 if (*s)
3403                         Con_Printf("invalid rtlights file \"%s\"\n", name);
3404                 Mem_Free(lightsstring);
3405         }
3406 }
3407
3408 void R_Shadow_SaveWorldLights(void)
3409 {
3410         dlight_t *light;
3411         size_t bufchars, bufmaxchars;
3412         char *buf, *oldbuf;
3413         char name[MAX_QPATH];
3414         char line[MAX_INPUTLINE];
3415         if (!r_shadow_worldlightchain)
3416                 return;
3417         if (r_refdef.worldmodel == NULL)
3418         {
3419                 Con_Print("No map loaded.\n");
3420                 return;
3421         }
3422         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3423         strlcat (name, ".rtlights", sizeof (name));
3424         bufchars = bufmaxchars = 0;
3425         buf = NULL;
3426         for (light = r_shadow_worldlightchain;light;light = light->next)
3427         {
3428                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3429                         sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
3430                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3431                         sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
3432                 else
3433                         sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
3434                 if (bufchars + strlen(line) > bufmaxchars)
3435                 {
3436                         bufmaxchars = bufchars + strlen(line) + 2048;
3437                         oldbuf = buf;
3438                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3439                         if (oldbuf)
3440                         {
3441                                 if (bufchars)
3442                                         memcpy(buf, oldbuf, bufchars);
3443                                 Mem_Free(oldbuf);
3444                         }
3445                 }
3446                 if (strlen(line))
3447                 {
3448                         memcpy(buf + bufchars, line, strlen(line));
3449                         bufchars += strlen(line);
3450                 }
3451         }
3452         if (bufchars)
3453                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3454         if (buf)
3455                 Mem_Free(buf);
3456 }
3457
3458 void R_Shadow_LoadLightsFile(void)
3459 {
3460         int n, a, style;
3461         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3462         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3463         if (r_refdef.worldmodel == NULL)
3464         {
3465                 Con_Print("No map loaded.\n");
3466                 return;
3467         }
3468         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3469         strlcat (name, ".lights", sizeof (name));
3470         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3471         if (lightsstring)
3472         {
3473                 s = lightsstring;
3474                 n = 0;
3475                 while (*s)
3476                 {
3477                         t = s;
3478                         while (*s && *s != '\n' && *s != '\r')
3479                                 s++;
3480                         if (!*s)
3481                                 break;
3482                         tempchar = *s;
3483                         *s = 0;
3484                         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);
3485                         *s = tempchar;
3486                         if (a < 14)
3487                         {
3488                                 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);
3489                                 break;
3490                         }
3491                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3492                         radius = bound(15, radius, 4096);
3493                         VectorScale(color, (2.0f / (8388608.0f)), color);
3494                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3495                         if (*s == '\r')
3496                                 s++;
3497                         if (*s == '\n')
3498                                 s++;
3499                         n++;
3500                 }
3501                 if (*s)
3502                         Con_Printf("invalid lights file \"%s\"\n", name);
3503                 Mem_Free(lightsstring);
3504         }
3505 }
3506
3507 // tyrlite/hmap2 light types in the delay field
3508 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3509
3510 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3511 {
3512         int entnum, style, islight, skin, pflags, effects, type, n;
3513         char *entfiledata;
3514         const char *data;
3515         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3516         char key[256], value[MAX_INPUTLINE];
3517
3518         if (r_refdef.worldmodel == NULL)
3519         {
3520                 Con_Print("No map loaded.\n");
3521                 return;
3522         }
3523         // try to load a .ent file first
3524         FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3525         strlcat (key, ".ent", sizeof (key));
3526         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
3527         // and if that is not found, fall back to the bsp file entity string
3528         if (!data)
3529                 data = r_refdef.worldmodel->brush.entities;
3530         if (!data)
3531                 return;
3532         for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3533         {
3534                 type = LIGHTTYPE_MINUSX;
3535                 origin[0] = origin[1] = origin[2] = 0;
3536                 originhack[0] = originhack[1] = originhack[2] = 0;
3537                 angles[0] = angles[1] = angles[2] = 0;
3538                 color[0] = color[1] = color[2] = 1;
3539                 light[0] = light[1] = light[2] = 1;light[3] = 300;
3540                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3541                 fadescale = 1;
3542                 lightscale = 1;
3543                 style = 0;
3544                 skin = 0;
3545                 pflags = 0;
3546                 effects = 0;
3547                 islight = false;
3548                 while (1)
3549                 {
3550                         if (!COM_ParseToken(&data, false))
3551                                 break; // error
3552                         if (com_token[0] == '}')
3553                                 break; // end of entity
3554                         if (com_token[0] == '_')
3555                                 strcpy(key, com_token + 1);
3556                         else
3557                                 strcpy(key, com_token);
3558                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
3559                                 key[strlen(key)-1] = 0;
3560                         if (!COM_ParseToken(&data, false))
3561                                 break; // error
3562                         strcpy(value, com_token);
3563
3564                         // now that we have the key pair worked out...
3565                         if (!strcmp("light", key))
3566                         {
3567                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3568                                 if (n == 1)
3569                                 {
3570                                         // quake
3571                                         light[0] = vec[0] * (1.0f / 256.0f);
3572                                         light[1] = vec[0] * (1.0f / 256.0f);
3573                                         light[2] = vec[0] * (1.0f / 256.0f);
3574                                         light[3] = vec[0];
3575                                 }
3576                                 else if (n == 4)
3577                                 {
3578                                         // halflife
3579                                         light[0] = vec[0] * (1.0f / 255.0f);
3580                                         light[1] = vec[1] * (1.0f / 255.0f);
3581                                         light[2] = vec[2] * (1.0f / 255.0f);
3582                                         light[3] = vec[3];
3583                                 }
3584                         }
3585                         else if (!strcmp("delay", key))
3586                                 type = atoi(value);
3587                         else if (!strcmp("origin", key))
3588                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3589                         else if (!strcmp("angle", key))
3590                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3591                         else if (!strcmp("angles", key))
3592                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3593                         else if (!strcmp("color", key))
3594                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3595                         else if (!strcmp("wait", key))
3596                                 fadescale = atof(value);
3597                         else if (!strcmp("classname", key))
3598                         {
3599                                 if (!strncmp(value, "light", 5))
3600                                 {
3601                                         islight = true;
3602                                         if (!strcmp(value, "light_fluoro"))
3603                                         {
3604                                                 originhack[0] = 0;
3605                                                 originhack[1] = 0;
3606                                                 originhack[2] = 0;
3607                                                 overridecolor[0] = 1;
3608                                                 overridecolor[1] = 1;
3609                                                 overridecolor[2] = 1;
3610                                         }
3611                                         if (!strcmp(value, "light_fluorospark"))
3612                                         {
3613                                                 originhack[0] = 0;
3614                                                 originhack[1] = 0;
3615                                                 originhack[2] = 0;
3616                                                 overridecolor[0] = 1;
3617                                                 overridecolor[1] = 1;
3618                                                 overridecolor[2] = 1;
3619                                         }
3620                                         if (!strcmp(value, "light_globe"))
3621                                         {
3622                                                 originhack[0] = 0;
3623                                                 originhack[1] = 0;
3624                                                 originhack[2] = 0;
3625                                                 overridecolor[0] = 1;
3626                                                 overridecolor[1] = 0.8;
3627                                                 overridecolor[2] = 0.4;
3628                                         }
3629                                         if (!strcmp(value, "light_flame_large_yellow"))
3630                                         {
3631                                                 originhack[0] = 0;
3632                                                 originhack[1] = 0;
3633                                                 originhack[2] = 0;
3634                                                 overridecolor[0] = 1;
3635                                                 overridecolor[1] = 0.5;
3636                                                 overridecolor[2] = 0.1;
3637                                         }
3638                                         if (!strcmp(value, "light_flame_small_yellow"))
3639                                         {
3640                                                 originhack[0] = 0;
3641                                                 originhack[1] = 0;
3642                                                 originhack[2] = 0;
3643                                                 overridecolor[0] = 1;
3644                                                 overridecolor[1] = 0.5;
3645                                                 overridecolor[2] = 0.1;
3646                                         }
3647                                         if (!strcmp(value, "light_torch_small_white"))
3648                                         {
3649                                                 originhack[0] = 0;
3650                                                 originhack[1] = 0;
3651                                                 originhack[2] = 0;
3652                                                 overridecolor[0] = 1;
3653                                                 overridecolor[1] = 0.5;
3654                                                 overridecolor[2] = 0.1;
3655                                         }
3656                                         if (!strcmp(value, "light_torch_small_walltorch"))
3657                                         {
3658                                                 originhack[0] = 0;
3659                                                 originhack[1] = 0;
3660                                                 originhack[2] = 0;
3661                                                 overridecolor[0] = 1;
3662                                                 overridecolor[1] = 0.5;
3663                                                 overridecolor[2] = 0.1;
3664                                         }
3665                                 }
3666                         }
3667                         else if (!strcmp("style", key))
3668                                 style = atoi(value);
3669                         else if (!strcmp("skin", key))
3670                                 skin = (int)atof(value);
3671                         else if (!strcmp("pflags", key))
3672                                 pflags = (int)atof(value);
3673                         else if (!strcmp("effects", key))
3674                                 effects = (int)atof(value);
3675                         else if (r_refdef.worldmodel->type == mod_brushq3)
3676                         {
3677                                 if (!strcmp("scale", key))
3678                                         lightscale = atof(value);
3679                                 if (!strcmp("fade", key))
3680                                         fadescale = atof(value);
3681                         }
3682                 }
3683                 if (!islight)
3684                         continue;
3685                 if (lightscale <= 0)
3686                         lightscale = 1;
3687                 if (fadescale <= 0)
3688                         fadescale = 1;
3689                 if (color[0] == color[1] && color[0] == color[2])
3690                 {
3691                         color[0] *= overridecolor[0];
3692                         color[1] *= overridecolor[1];
3693                         color[2] *= overridecolor[2];
3694                 }
3695                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3696                 color[0] = color[0] * light[0];
3697                 color[1] = color[1] * light[1];
3698                 color[2] = color[2] * light[2];
3699                 switch (type)
3700                 {
3701                 case LIGHTTYPE_MINUSX:
3702                         break;
3703                 case LIGHTTYPE_RECIPX:
3704                         radius *= 2;
3705                         VectorScale(color, (1.0f / 16.0f), color);
3706                         break;
3707                 case LIGHTTYPE_RECIPXX:
3708                         radius *= 2;
3709                         VectorScale(color, (1.0f / 16.0f), color);
3710                         break;
3711                 default:
3712                 case LIGHTTYPE_NONE:
3713                         break;
3714                 case LIGHTTYPE_SUN:
3715                         break;
3716                 case LIGHTTYPE_MINUSXX:
3717                         break;
3718                 }
3719                 VectorAdd(origin, originhack, origin);
3720                 if (radius >= 1)
3721                         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);
3722         }
3723         if (entfiledata)
3724                 Mem_Free(entfiledata);
3725 }
3726
3727
3728 void R_Shadow_SetCursorLocationForView(void)
3729 {
3730         vec_t dist, push;
3731         vec3_t dest, endpos;
3732         trace_t trace;
3733         VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3734         trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3735         if (trace.fraction < 1)
3736         {
3737                 dist = trace.fraction * r_editlights_cursordistance.value;
3738                 push = r_editlights_cursorpushback.value;
3739                 if (push > dist)
3740                         push = dist;
3741                 push = -push;
3742                 VectorMA(trace.endpos, push, r_viewforward, endpos);
3743                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3744         }
3745         else
3746         {
3747                 VectorClear( endpos );
3748         }
3749         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3750         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3751         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3752 }
3753
3754 void R_Shadow_UpdateWorldLightSelection(void)
3755 {
3756         if (r_editlights.integer)
3757         {
3758                 R_Shadow_SetCursorLocationForView();
3759                 R_Shadow_SelectLightInView();
3760                 R_Shadow_DrawLightSprites();
3761         }
3762         else
3763                 R_Shadow_SelectLight(NULL);
3764 }
3765
3766 void R_Shadow_EditLights_Clear_f(void)
3767 {
3768         R_Shadow_ClearWorldLights();
3769 }
3770
3771 void R_Shadow_EditLights_Reload_f(void)
3772 {
3773         if (!r_refdef.worldmodel)
3774                 return;
3775         strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3776         R_Shadow_ClearWorldLights();
3777         R_Shadow_LoadWorldLights();
3778         if (r_shadow_worldlightchain == NULL)
3779         {
3780                 R_Shadow_LoadLightsFile();
3781                 if (r_shadow_worldlightchain == NULL)
3782                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3783         }
3784 }
3785
3786 void R_Shadow_EditLights_Save_f(void)
3787 {
3788         if (!r_refdef.worldmodel)
3789                 return;
3790         R_Shadow_SaveWorldLights();
3791 }
3792
3793 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3794 {
3795         R_Shadow_ClearWorldLights();
3796         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3797 }
3798
3799 void R_Shadow_EditLights_ImportLightsFile_f(void)
3800 {
3801         R_Shadow_ClearWorldLights();
3802         R_Shadow_LoadLightsFile();
3803 }
3804
3805 void R_Shadow_EditLights_Spawn_f(void)
3806 {
3807         vec3_t color;
3808         if (!r_editlights.integer)
3809         {
3810                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3811                 return;
3812         }
3813         if (Cmd_Argc() != 1)
3814         {
3815                 Con_Print("r_editlights_spawn does not take parameters\n");
3816                 return;
3817         }
3818         color[0] = color[1] = color[2] = 1;
3819         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3820 }
3821
3822 void R_Shadow_EditLights_Edit_f(void)
3823 {
3824         vec3_t origin, angles, color;
3825         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3826         int style, shadows, flags, normalmode, realtimemode;
3827         char cubemapname[MAX_INPUTLINE];
3828         if (!r_editlights.integer)
3829         {
3830                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3831                 return;
3832         }
3833         if (!r_shadow_selectedlight)
3834         {
3835                 Con_Print("No selected light.\n");
3836                 return;
3837         }
3838         VectorCopy(r_shadow_selectedlight->origin, origin);
3839         VectorCopy(r_shadow_selectedlight->angles, angles);
3840         VectorCopy(r_shadow_selectedlight->color, color);
3841         radius = r_shadow_selectedlight->radius;
3842         style = r_shadow_selectedlight->style;
3843         if (r_shadow_selectedlight->cubemapname)
3844                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3845         else
3846                 cubemapname[0] = 0;
3847         shadows = r_shadow_selectedlight->shadow;
3848         corona = r_shadow_selectedlight->corona;
3849         coronasizescale = r_shadow_selectedlight->coronasizescale;
3850         ambientscale = r_shadow_selectedlight->ambientscale;
3851         diffusescale = r_shadow_selectedlight->diffusescale;
3852         specularscale = r_shadow_selectedlight->specularscale;
3853         flags = r_shadow_selectedlight->flags;
3854         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3855         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3856         if (!strcmp(Cmd_Argv(1), "origin"))
3857         {
3858                 if (Cmd_Argc() != 5)
3859                 {
3860                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3861                         return;
3862                 }
3863                 origin[0] = atof(Cmd_Argv(2));
3864                 origin[1] = atof(Cmd_Argv(3));
3865                 origin[2] = atof(Cmd_Argv(4));
3866         }
3867         else if (!strcmp(Cmd_Argv(1), "originx"))
3868         {
3869                 if (Cmd_Argc() != 3)
3870                 {
3871                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3872                         return;
3873                 }
3874                 origin[0] = atof(Cmd_Argv(2));
3875         }
3876         else if (!strcmp(Cmd_Argv(1), "originy"))
3877         {
3878                 if (Cmd_Argc() != 3)
3879                 {
3880                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3881                         return;
3882                 }
3883                 origin[1] = atof(Cmd_Argv(2));
3884         }
3885         else if (!strcmp(Cmd_Argv(1), "originz"))
3886         {
3887                 if (Cmd_Argc() != 3)
3888                 {
3889                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3890                         return;
3891                 }
3892                 origin[2] = atof(Cmd_Argv(2));
3893         }
3894         else if (!strcmp(Cmd_Argv(1), "move"))
3895         {
3896                 if (Cmd_Argc() != 5)
3897                 {
3898                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3899                         return;
3900                 }
3901                 origin[0] += atof(Cmd_Argv(2));
3902                 origin[1] += atof(Cmd_Argv(3));
3903                 origin[2] += atof(Cmd_Argv(4));
3904         }
3905         else if (!strcmp(Cmd_Argv(1), "movex"))
3906         {
3907                 if (Cmd_Argc() != 3)
3908                 {
3909                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3910                         return;
3911                 }
3912                 origin[0] += atof(Cmd_Argv(2));
3913         }
3914         else if (!strcmp(Cmd_Argv(1), "movey"))
3915         {
3916                 if (Cmd_Argc() != 3)
3917                 {
3918                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3919                         return;
3920                 }
3921                 origin[1] += atof(Cmd_Argv(2));
3922         }
3923         else if (!strcmp(Cmd_Argv(1), "movez"))
3924         {
3925                 if (Cmd_Argc() != 3)
3926                 {
3927                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3928                         return;
3929                 }
3930                 origin[2] += atof(Cmd_Argv(2));
3931         }
3932         else if (!strcmp(Cmd_Argv(1), "angles"))
3933         {
3934                 if (Cmd_Argc() != 5)
3935                 {
3936                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3937                         return;
3938                 }
3939                 angles[0] = atof(Cmd_Argv(2));
3940                 angles[1] = atof(Cmd_Argv(3));
3941                 angles[2] = atof(Cmd_Argv(4));
3942         }
3943         else if (!strcmp(Cmd_Argv(1), "anglesx"))
3944         {
3945                 if (Cmd_Argc() != 3)
3946                 {
3947                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3948                         return;
3949                 }
3950                 angles[0] = atof(Cmd_Argv(2));
3951         }
3952         else if (!strcmp(Cmd_Argv(1), "anglesy"))
3953         {
3954                 if (Cmd_Argc() != 3)
3955                 {
3956                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3957                         return;
3958                 }
3959                 angles[1] = atof(Cmd_Argv(2));
3960         }
3961         else if (!strcmp(Cmd_Argv(1), "anglesz"))
3962         {
3963                 if (Cmd_Argc() != 3)
3964                 {
3965                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3966                         return;
3967                 }
3968                 angles[2] = atof(Cmd_Argv(2));
3969         }
3970         else if (!strcmp(Cmd_Argv(1), "color"))
3971         {
3972                 if (Cmd_Argc() != 5)
3973                 {
3974                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3975                         return;
3976                 }
3977                 color[0] = atof(Cmd_Argv(2));
3978                 color[1] = atof(Cmd_Argv(3));
3979                 color[2] = atof(Cmd_Argv(4));
3980         }
3981         else if (!strcmp(Cmd_Argv(1), "radius"))
3982         {
3983                 if (Cmd_Argc() != 3)
3984                 {
3985                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3986                         return;
3987                 }
3988                 radius = atof(Cmd_Argv(2));
3989         }
3990         else if (!strcmp(Cmd_Argv(1), "colorscale"))
3991         {
3992                 if (Cmd_Argc() == 3)
3993                 {
3994                         double scale = atof(Cmd_Argv(2));
3995                         color[0] *= scale;
3996                         color[1] *= scale;
3997                         color[2] *= scale;
3998                 }
3999                 else
4000                 {
4001                         if (Cmd_Argc() != 5)
4002                         {
4003                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
4004                                 return;
4005                         }
4006                         color[0] *= atof(Cmd_Argv(2));
4007                         color[1] *= atof(Cmd_Argv(3));
4008                         color[2] *= atof(Cmd_Argv(4));
4009                 }
4010         }
4011         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
4012         {
4013                 if (Cmd_Argc() != 3)
4014                 {
4015                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4016                         return;
4017                 }
4018                 radius *= atof(Cmd_Argv(2));
4019         }
4020         else if (!strcmp(Cmd_Argv(1), "style"))
4021         {
4022                 if (Cmd_Argc() != 3)
4023                 {
4024                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4025                         return;
4026                 }
4027                 style = atoi(Cmd_Argv(2));
4028         }
4029         else if (!strcmp(Cmd_Argv(1), "cubemap"))
4030         {
4031                 if (Cmd_Argc() > 3)
4032                 {
4033                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4034                         return;
4035                 }
4036                 if (Cmd_Argc() == 3)
4037                         strcpy(cubemapname, Cmd_Argv(2));
4038                 else
4039                         cubemapname[0] = 0;
4040         }
4041         else if (!strcmp(Cmd_Argv(1), "shadows"))
4042         {
4043                 if (Cmd_Argc() != 3)
4044                 {
4045                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4046                         return;
4047                 }
4048                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4049         }
4050         else if (!strcmp(Cmd_Argv(1), "corona"))
4051         {
4052                 if (Cmd_Argc() != 3)
4053                 {
4054                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4055                         return;
4056                 }
4057                 corona = atof(Cmd_Argv(2));
4058         }
4059         else if (!strcmp(Cmd_Argv(1), "coronasize"))
4060         {
4061                 if (Cmd_Argc() != 3)
4062                 {
4063                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4064                         return;
4065                 }
4066                 coronasizescale = atof(Cmd_Argv(2));
4067         }
4068         else if (!strcmp(Cmd_Argv(1), "ambient"))
4069         {
4070                 if (Cmd_Argc() != 3)
4071                 {
4072                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4073                         return;
4074                 }
4075                 ambientscale = atof(Cmd_Argv(2));
4076         }
4077         else if (!strcmp(Cmd_Argv(1), "diffuse"))
4078         {
4079                 if (Cmd_Argc() != 3)
4080                 {
4081                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4082                         return;
4083                 }
4084                 diffusescale = atof(Cmd_Argv(2));
4085         }
4086         else if (!strcmp(Cmd_Argv(1), "specular"))
4087         {
4088                 if (Cmd_Argc() != 3)
4089                 {
4090                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4091                         return;
4092                 }
4093                 specularscale = atof(Cmd_Argv(2));
4094         }
4095         else if (!strcmp(Cmd_Argv(1), "normalmode"))
4096         {
4097                 if (Cmd_Argc() != 3)
4098                 {
4099                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4100                         return;
4101                 }
4102                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4103         }
4104         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
4105         {
4106                 if (Cmd_Argc() != 3)
4107                 {
4108                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4109                         return;
4110                 }
4111                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4112         }
4113         else
4114         {
4115                 Con_Print("usage: r_editlights_edit [property] [value]\n");
4116                 Con_Print("Selected light's properties:\n");
4117                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
4118                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
4119                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
4120                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
4121                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
4122                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
4123                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
4124                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
4125                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
4126                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
4127                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
4128                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
4129                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
4130                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
4131                 return;
4132         }
4133         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
4134         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4135 }
4136
4137 void R_Shadow_EditLights_EditAll_f(void)
4138 {
4139         dlight_t *light;
4140
4141         if (!r_editlights.integer)
4142         {
4143                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
4144                 return;
4145         }
4146
4147         for (light = r_shadow_worldlightchain;light;light = light->next)
4148         {
4149                 R_Shadow_SelectLight(light);
4150                 R_Shadow_EditLights_Edit_f();
4151         }
4152 }
4153
4154 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4155 {
4156         int lightnumber, lightcount;
4157         dlight_t *light;
4158         float x, y;
4159         char temp[256];
4160         if (!r_editlights.integer)
4161                 return;
4162         x = 0;
4163         y = con_vislines;
4164         lightnumber = -1;
4165         lightcount = 0;
4166         for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
4167                 if (light == r_shadow_selectedlight)
4168                         lightnumber = lightcount;
4169         sprintf(temp, "Cursor  %f %f %f  Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4170         if (r_shadow_selectedlight == NULL)
4171                 return;
4172         sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4173         sprintf(temp, "Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4174         sprintf(temp, "Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4175         sprintf(temp, "Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4176         sprintf(temp, "Radius       : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4177         sprintf(temp, "Corona       : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4178         sprintf(temp, "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4179         sprintf(temp, "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4180         sprintf(temp, "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4181         sprintf(temp, "CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4182         sprintf(temp, "Ambient      : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4183         sprintf(temp, "Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4184         sprintf(temp, "Specular     : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4185         sprintf(temp, "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4186         sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4187 }
4188
4189 void R_Shadow_EditLights_ToggleShadow_f(void)
4190 {
4191         if (!r_editlights.integer)
4192         {
4193                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4194                 return;
4195         }
4196         if (!r_shadow_selectedlight)
4197         {
4198                 Con_Print("No selected light.\n");
4199                 return;
4200         }
4201         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);
4202 }
4203
4204 void R_Shadow_EditLights_ToggleCorona_f(void)
4205 {
4206         if (!r_editlights.integer)
4207         {
4208                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4209                 return;
4210         }
4211         if (!r_shadow_selectedlight)
4212         {
4213                 Con_Print("No selected light.\n");
4214                 return;
4215         }
4216         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);
4217 }
4218
4219 void R_Shadow_EditLights_Remove_f(void)
4220 {
4221         if (!r_editlights.integer)
4222         {
4223                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
4224                 return;
4225         }
4226         if (!r_shadow_selectedlight)
4227         {
4228                 Con_Print("No selected light.\n");
4229                 return;
4230         }
4231         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4232         r_shadow_selectedlight = NULL;
4233 }
4234
4235 void R_Shadow_EditLights_Help_f(void)
4236 {
4237         Con_Print(
4238 "Documentation on r_editlights system:\n"
4239 "Settings:\n"
4240 "r_editlights : enable/disable editing mode\n"
4241 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4242 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4243 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4244 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4245 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4246 "Commands:\n"
4247 "r_editlights_help : this help\n"
4248 "r_editlights_clear : remove all lights\n"
4249 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4250 "r_editlights_save : save to .rtlights file\n"
4251 "r_editlights_spawn : create a light with default settings\n"
4252 "r_editlights_edit command : edit selected light - more documentation below\n"
4253 "r_editlights_remove : remove selected light\n"
4254 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4255 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4256 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4257 "Edit commands:\n"
4258 "origin x y z : set light location\n"
4259 "originx x: set x component of light location\n"
4260 "originy y: set y component of light location\n"
4261 "originz z: set z component of light location\n"
4262 "move x y z : adjust light location\n"
4263 "movex x: adjust x component of light location\n"
4264 "movey y: adjust y component of light location\n"
4265 "movez z: adjust z component of light location\n"
4266 "angles x y z : set light angles\n"
4267 "anglesx x: set x component of light angles\n"
4268 "anglesy y: set y component of light angles\n"
4269 "anglesz z: set z component of light angles\n"
4270 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4271 "radius radius : set radius (size) of light\n"
4272 "colorscale grey : multiply color of light (1 does nothing)\n"
4273 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4274 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4275 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4276 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4277 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4278 "shadows 1/0 : turn on/off shadows\n"
4279 "corona n : set corona intensity\n"
4280 "coronasize n : set corona size (0-1)\n"
4281 "ambient n : set ambient intensity (0-1)\n"
4282 "diffuse n : set diffuse intensity (0-1)\n"
4283 "specular n : set specular intensity (0-1)\n"
4284 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4285 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4286 "<nothing> : print light properties to console\n"
4287         );
4288 }
4289
4290 void R_Shadow_EditLights_CopyInfo_f(void)
4291 {
4292         if (!r_editlights.integer)
4293         {
4294                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
4295                 return;
4296         }
4297         if (!r_shadow_selectedlight)
4298         {
4299                 Con_Print("No selected light.\n");
4300                 return;
4301         }
4302         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4303         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4304         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4305         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4306         if (r_shadow_selectedlight->cubemapname)
4307                 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4308         else
4309                 r_shadow_bufferlight.cubemapname[0] = 0;
4310         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4311         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4312         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4313         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4314         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4315         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4316         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4317 }
4318
4319 void R_Shadow_EditLights_PasteInfo_f(void)
4320 {
4321         if (!r_editlights.integer)
4322         {
4323                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
4324                 return;
4325         }
4326         if (!r_shadow_selectedlight)
4327         {
4328                 Con_Print("No selected light.\n");
4329                 return;
4330         }
4331         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);
4332 }
4333
4334 void R_Shadow_EditLights_Init(void)
4335 {
4336         Cvar_RegisterVariable(&r_editlights);
4337         Cvar_RegisterVariable(&r_editlights_cursordistance);
4338         Cvar_RegisterVariable(&r_editlights_cursorpushback);
4339         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4340         Cvar_RegisterVariable(&r_editlights_cursorgrid);
4341         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4342         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
4343         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
4344         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)");
4345         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
4346         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
4347         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
4348         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)");
4349         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
4350         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
4351         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
4352         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
4353         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
4354         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
4355         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)");
4356 }
4357