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added r_shadow_shadowmapping_useshadowsampler cvar for performance
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1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142 #include "dpsoftrast.h"
143
144 #ifdef SUPPORTD3D
145 #include <d3d9.h>
146 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
147 #endif
148
149 static void R_Shadow_EditLights_Init(void);
150
151 typedef enum r_shadow_rendermode_e
152 {
153         R_SHADOW_RENDERMODE_NONE,
154         R_SHADOW_RENDERMODE_ZPASS_STENCIL,
155         R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
156         R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
157         R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
158         R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
159         R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
160         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
161         R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
162         R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
163         R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
164         R_SHADOW_RENDERMODE_LIGHT_GLSL,
165         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
166         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
167         R_SHADOW_RENDERMODE_SHADOWMAP2D
168 }
169 r_shadow_rendermode_t;
170
171 typedef enum r_shadow_shadowmode_e
172 {
173     R_SHADOW_SHADOWMODE_STENCIL,
174     R_SHADOW_SHADOWMODE_SHADOWMAP2D
175 }
176 r_shadow_shadowmode_t;
177
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmap2d;
183 qboolean r_shadow_usingshadowmaportho;
184 int r_shadow_shadowmapside;
185 float r_shadow_shadowmap_texturescale[2];
186 float r_shadow_shadowmap_parameters[4];
187 #if 0
188 int r_shadow_drawbuffer;
189 int r_shadow_readbuffer;
190 #endif
191 int r_shadow_cullface_front, r_shadow_cullface_back;
192 GLuint r_shadow_fbo2d;
193 r_shadow_shadowmode_t r_shadow_shadowmode;
194 int r_shadow_shadowmapfilterquality;
195 int r_shadow_shadowmapdepthbits;
196 int r_shadow_shadowmapmaxsize;
197 qboolean r_shadow_shadowmapvsdct;
198 qboolean r_shadow_shadowmapsampler;
199 qboolean r_shadow_shadowmapshadowsampler;
200 int r_shadow_shadowmappcf;
201 int r_shadow_shadowmapborder;
202 matrix4x4_t r_shadow_shadowmapmatrix;
203 int r_shadow_lightscissor[4];
204 qboolean r_shadow_usingdeferredprepass;
205
206 int maxshadowtriangles;
207 int *shadowelements;
208
209 int maxshadowvertices;
210 float *shadowvertex3f;
211
212 int maxshadowmark;
213 int numshadowmark;
214 int *shadowmark;
215 int *shadowmarklist;
216 int shadowmarkcount;
217
218 int maxshadowsides;
219 int numshadowsides;
220 unsigned char *shadowsides;
221 int *shadowsideslist;
222
223 int maxvertexupdate;
224 int *vertexupdate;
225 int *vertexremap;
226 int vertexupdatenum;
227
228 int r_shadow_buffer_numleafpvsbytes;
229 unsigned char *r_shadow_buffer_visitingleafpvs;
230 unsigned char *r_shadow_buffer_leafpvs;
231 int *r_shadow_buffer_leaflist;
232
233 int r_shadow_buffer_numsurfacepvsbytes;
234 unsigned char *r_shadow_buffer_surfacepvs;
235 int *r_shadow_buffer_surfacelist;
236 unsigned char *r_shadow_buffer_surfacesides;
237
238 int r_shadow_buffer_numshadowtrispvsbytes;
239 unsigned char *r_shadow_buffer_shadowtrispvs;
240 int r_shadow_buffer_numlighttrispvsbytes;
241 unsigned char *r_shadow_buffer_lighttrispvs;
242
243 rtexturepool_t *r_shadow_texturepool;
244 rtexture_t *r_shadow_attenuationgradienttexture;
245 rtexture_t *r_shadow_attenuation2dtexture;
246 rtexture_t *r_shadow_attenuation3dtexture;
247 skinframe_t *r_shadow_lightcorona;
248 rtexture_t *r_shadow_shadowmap2ddepthbuffer;
249 rtexture_t *r_shadow_shadowmap2ddepthtexture;
250 rtexture_t *r_shadow_shadowmapvsdcttexture;
251 int r_shadow_shadowmapsize; // changes for each light based on distance
252 int r_shadow_shadowmaplod; // changes for each light based on distance
253
254 GLuint r_shadow_prepassgeometryfbo;
255 GLuint r_shadow_prepasslightingdiffusespecularfbo;
256 GLuint r_shadow_prepasslightingdiffusefbo;
257 int r_shadow_prepass_width;
258 int r_shadow_prepass_height;
259 rtexture_t *r_shadow_prepassgeometrydepthbuffer;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
263
264 // keep track of the provided framebuffer info
265 static int r_shadow_fb_fbo;
266 static rtexture_t *r_shadow_fb_depthtexture;
267 static rtexture_t *r_shadow_fb_colortexture;
268
269 // lights are reloaded when this changes
270 char r_shadow_mapname[MAX_QPATH];
271
272 // used only for light filters (cubemaps)
273 rtexturepool_t *r_shadow_filters_texturepool;
274
275 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"};
276 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"};
277 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
278 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
279 cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
280 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
281 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)"};
282 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
283 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
284 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
285 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
286 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
287 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
289 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
290 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
291 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
292 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
293 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
294 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
295 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
296 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
297 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)"};
298 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"};
299 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
300 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
301 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"};
302 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
303 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
304 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)"};
305 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
306 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
307 cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
308 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
309 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
310 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
311 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
312 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
313 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
314 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
315 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
316 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
317 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
318 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
319 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
320 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
321 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
322 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
323 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
324 cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
325 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
326 cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
327 cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
328 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
329 cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
330 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
331 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "4", "particles stop at this fraction of light radius (can be more than 1)"};
332 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"};
333 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
334 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
335 cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
336 cvar_t r_shadow_bouncegrid_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_spacing", "64", "unit size of bouncegrid pixel"};
337 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
338 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
339 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
340 cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
341 cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"};
342 cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
343 cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
344 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
345 cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
346 cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
347 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
348 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
349 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
350 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
351 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
352 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
353 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
354 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
355 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
356 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
357 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
358 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
359
360 typedef struct r_shadow_bouncegrid_settings_s
361 {
362         qboolean staticmode;
363         qboolean bounceanglediffuse;
364         qboolean directionalshading;
365         qboolean includedirectlighting;
366         float dlightparticlemultiplier;
367         qboolean hitmodels;
368         float lightradiusscale;
369         int maxbounce;
370         float particlebounceintensity;
371         float particleintensity;
372         int photons;
373         float spacing[3];
374         int stablerandom;
375 }
376 r_shadow_bouncegrid_settings_t;
377
378 r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
379 rtexture_t *r_shadow_bouncegridtexture;
380 matrix4x4_t r_shadow_bouncegridmatrix;
381 vec_t r_shadow_bouncegridintensity;
382 qboolean r_shadow_bouncegriddirectional;
383 static double r_shadow_bouncegridtime;
384 static int r_shadow_bouncegridresolution[3];
385 static int r_shadow_bouncegridnumpixels;
386 static unsigned char *r_shadow_bouncegridpixels;
387 static float *r_shadow_bouncegridhighpixels;
388
389 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
390 #define ATTENTABLESIZE 256
391 // 1D gradient, 2D circle and 3D sphere attenuation textures
392 #define ATTEN1DSIZE 32
393 #define ATTEN2DSIZE 64
394 #define ATTEN3DSIZE 32
395
396 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
397 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
398 static float r_shadow_attentable[ATTENTABLESIZE+1];
399
400 rtlight_t *r_shadow_compilingrtlight;
401 static memexpandablearray_t r_shadow_worldlightsarray;
402 dlight_t *r_shadow_selectedlight;
403 dlight_t r_shadow_bufferlight;
404 vec3_t r_editlights_cursorlocation;
405 qboolean r_editlights_lockcursor;
406
407 extern int con_vislines;
408
409 void R_Shadow_UncompileWorldLights(void);
410 void R_Shadow_ClearWorldLights(void);
411 void R_Shadow_SaveWorldLights(void);
412 void R_Shadow_LoadWorldLights(void);
413 void R_Shadow_LoadLightsFile(void);
414 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
415 void R_Shadow_EditLights_Reload_f(void);
416 void R_Shadow_ValidateCvars(void);
417 static void R_Shadow_MakeTextures(void);
418
419 #define EDLIGHTSPRSIZE                  8
420 skinframe_t *r_editlights_sprcursor;
421 skinframe_t *r_editlights_sprlight;
422 skinframe_t *r_editlights_sprnoshadowlight;
423 skinframe_t *r_editlights_sprcubemaplight;
424 skinframe_t *r_editlights_sprcubemapnoshadowlight;
425 skinframe_t *r_editlights_sprselection;
426
427 static void R_Shadow_SetShadowMode(void)
428 {
429         r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
430         r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
431         r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
432         r_shadow_shadowmapshadowsampler = r_shadow_shadowmapping_useshadowsampler.integer != 0;
433         r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
434         r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
435         r_shadow_shadowmaplod = -1;
436         r_shadow_shadowmapsize = 0;
437         r_shadow_shadowmapsampler = false;
438         r_shadow_shadowmappcf = 0;
439         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
440         if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
441         {
442                 switch(vid.renderpath)
443                 {
444                 case RENDERPATH_GL20:
445                         if(r_shadow_shadowmapfilterquality < 0)
446                         {
447                                 if (!r_fb.usedepthtextures)
448                                         r_shadow_shadowmappcf = 1;
449                                 else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
450                                         r_shadow_shadowmappcf = 1;
451                                 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) 
452                                 {
453                                         r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
454                                         r_shadow_shadowmappcf = 1;
455                                 }
456                                 else if(strstr(gl_vendor, "ATI")) 
457                                         r_shadow_shadowmappcf = 1;
458                                 else 
459                                         r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
460                         }
461                         else 
462                         {
463                                 switch (r_shadow_shadowmapfilterquality)
464                                 {
465                                 case 1:
466                                         r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
467                                         break;
468                                 case 2:
469                                         r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
470                                         r_shadow_shadowmappcf = 1;
471                                         break;
472                                 case 3:
473                                         r_shadow_shadowmappcf = 1;
474                                         break;
475                                 case 4:
476                                         r_shadow_shadowmappcf = 2;
477                                         break;
478                                 }
479                         }
480                         if (!r_fb.usedepthtextures)
481                                 r_shadow_shadowmapsampler = false;
482                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
483                         break;
484                 case RENDERPATH_D3D9:
485                 case RENDERPATH_D3D10:
486                 case RENDERPATH_D3D11:
487                 case RENDERPATH_SOFT:
488                         r_shadow_shadowmapsampler = false;
489                         r_shadow_shadowmappcf = 1;
490                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
491                         break;
492                 case RENDERPATH_GL11:
493                 case RENDERPATH_GL13:
494                 case RENDERPATH_GLES1:
495                 case RENDERPATH_GLES2:
496                         break;
497                 }
498         }
499 }
500
501 qboolean R_Shadow_ShadowMappingEnabled(void)
502 {
503         switch (r_shadow_shadowmode)
504         {
505         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
506                 return true;
507         default:
508                 return false;
509         }
510 }
511
512 static void R_Shadow_FreeShadowMaps(void)
513 {
514         R_Shadow_SetShadowMode();
515
516         R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
517
518         r_shadow_fbo2d = 0;
519
520         if (r_shadow_shadowmap2ddepthtexture)
521                 R_FreeTexture(r_shadow_shadowmap2ddepthtexture);
522         r_shadow_shadowmap2ddepthtexture = NULL;
523
524         if (r_shadow_shadowmap2ddepthbuffer)
525                 R_FreeTexture(r_shadow_shadowmap2ddepthbuffer);
526         r_shadow_shadowmap2ddepthbuffer = NULL;
527
528         if (r_shadow_shadowmapvsdcttexture)
529                 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
530         r_shadow_shadowmapvsdcttexture = NULL;
531 }
532
533 static void r_shadow_start(void)
534 {
535         // allocate vertex processing arrays
536         r_shadow_bouncegridpixels = NULL;
537         r_shadow_bouncegridhighpixels = NULL;
538         r_shadow_bouncegridnumpixels = 0;
539         r_shadow_bouncegridtexture = NULL;
540         r_shadow_bouncegriddirectional = false;
541         r_shadow_attenuationgradienttexture = NULL;
542         r_shadow_attenuation2dtexture = NULL;
543         r_shadow_attenuation3dtexture = NULL;
544         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
545         r_shadow_shadowmap2ddepthtexture = NULL;
546         r_shadow_shadowmap2ddepthbuffer = NULL;
547         r_shadow_shadowmapvsdcttexture = NULL;
548         r_shadow_shadowmapmaxsize = 0;
549         r_shadow_shadowmapsize = 0;
550         r_shadow_shadowmaplod = 0;
551         r_shadow_shadowmapfilterquality = -1;
552         r_shadow_shadowmapdepthbits = 0;
553         r_shadow_shadowmapvsdct = false;
554         r_shadow_shadowmapsampler = false;
555         r_shadow_shadowmappcf = 0;
556         r_shadow_fbo2d = 0;
557
558         R_Shadow_FreeShadowMaps();
559
560         r_shadow_texturepool = NULL;
561         r_shadow_filters_texturepool = NULL;
562         R_Shadow_ValidateCvars();
563         R_Shadow_MakeTextures();
564         maxshadowtriangles = 0;
565         shadowelements = NULL;
566         maxshadowvertices = 0;
567         shadowvertex3f = NULL;
568         maxvertexupdate = 0;
569         vertexupdate = NULL;
570         vertexremap = NULL;
571         vertexupdatenum = 0;
572         maxshadowmark = 0;
573         numshadowmark = 0;
574         shadowmark = NULL;
575         shadowmarklist = NULL;
576         shadowmarkcount = 0;
577         maxshadowsides = 0;
578         numshadowsides = 0;
579         shadowsides = NULL;
580         shadowsideslist = NULL;
581         r_shadow_buffer_numleafpvsbytes = 0;
582         r_shadow_buffer_visitingleafpvs = NULL;
583         r_shadow_buffer_leafpvs = NULL;
584         r_shadow_buffer_leaflist = NULL;
585         r_shadow_buffer_numsurfacepvsbytes = 0;
586         r_shadow_buffer_surfacepvs = NULL;
587         r_shadow_buffer_surfacelist = NULL;
588         r_shadow_buffer_surfacesides = NULL;
589         r_shadow_buffer_numshadowtrispvsbytes = 0;
590         r_shadow_buffer_shadowtrispvs = NULL;
591         r_shadow_buffer_numlighttrispvsbytes = 0;
592         r_shadow_buffer_lighttrispvs = NULL;
593
594         r_shadow_usingdeferredprepass = false;
595         r_shadow_prepass_width = r_shadow_prepass_height = 0;
596 }
597
598 static void R_Shadow_FreeDeferred(void);
599 static void r_shadow_shutdown(void)
600 {
601         CHECKGLERROR
602         R_Shadow_UncompileWorldLights();
603
604         R_Shadow_FreeShadowMaps();
605
606         r_shadow_usingdeferredprepass = false;
607         if (r_shadow_prepass_width)
608                 R_Shadow_FreeDeferred();
609         r_shadow_prepass_width = r_shadow_prepass_height = 0;
610
611         CHECKGLERROR
612         r_shadow_bouncegridtexture = NULL;
613         r_shadow_bouncegridpixels = NULL;
614         r_shadow_bouncegridhighpixels = NULL;
615         r_shadow_bouncegridnumpixels = 0;
616         r_shadow_bouncegriddirectional = false;
617         r_shadow_attenuationgradienttexture = NULL;
618         r_shadow_attenuation2dtexture = NULL;
619         r_shadow_attenuation3dtexture = NULL;
620         R_FreeTexturePool(&r_shadow_texturepool);
621         R_FreeTexturePool(&r_shadow_filters_texturepool);
622         maxshadowtriangles = 0;
623         if (shadowelements)
624                 Mem_Free(shadowelements);
625         shadowelements = NULL;
626         if (shadowvertex3f)
627                 Mem_Free(shadowvertex3f);
628         shadowvertex3f = NULL;
629         maxvertexupdate = 0;
630         if (vertexupdate)
631                 Mem_Free(vertexupdate);
632         vertexupdate = NULL;
633         if (vertexremap)
634                 Mem_Free(vertexremap);
635         vertexremap = NULL;
636         vertexupdatenum = 0;
637         maxshadowmark = 0;
638         numshadowmark = 0;
639         if (shadowmark)
640                 Mem_Free(shadowmark);
641         shadowmark = NULL;
642         if (shadowmarklist)
643                 Mem_Free(shadowmarklist);
644         shadowmarklist = NULL;
645         shadowmarkcount = 0;
646         maxshadowsides = 0;
647         numshadowsides = 0;
648         if (shadowsides)
649                 Mem_Free(shadowsides);
650         shadowsides = NULL;
651         if (shadowsideslist)
652                 Mem_Free(shadowsideslist);
653         shadowsideslist = NULL;
654         r_shadow_buffer_numleafpvsbytes = 0;
655         if (r_shadow_buffer_visitingleafpvs)
656                 Mem_Free(r_shadow_buffer_visitingleafpvs);
657         r_shadow_buffer_visitingleafpvs = NULL;
658         if (r_shadow_buffer_leafpvs)
659                 Mem_Free(r_shadow_buffer_leafpvs);
660         r_shadow_buffer_leafpvs = NULL;
661         if (r_shadow_buffer_leaflist)
662                 Mem_Free(r_shadow_buffer_leaflist);
663         r_shadow_buffer_leaflist = NULL;
664         r_shadow_buffer_numsurfacepvsbytes = 0;
665         if (r_shadow_buffer_surfacepvs)
666                 Mem_Free(r_shadow_buffer_surfacepvs);
667         r_shadow_buffer_surfacepvs = NULL;
668         if (r_shadow_buffer_surfacelist)
669                 Mem_Free(r_shadow_buffer_surfacelist);
670         r_shadow_buffer_surfacelist = NULL;
671         if (r_shadow_buffer_surfacesides)
672                 Mem_Free(r_shadow_buffer_surfacesides);
673         r_shadow_buffer_surfacesides = NULL;
674         r_shadow_buffer_numshadowtrispvsbytes = 0;
675         if (r_shadow_buffer_shadowtrispvs)
676                 Mem_Free(r_shadow_buffer_shadowtrispvs);
677         r_shadow_buffer_numlighttrispvsbytes = 0;
678         if (r_shadow_buffer_lighttrispvs)
679                 Mem_Free(r_shadow_buffer_lighttrispvs);
680 }
681
682 static void r_shadow_newmap(void)
683 {
684         if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
685         if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
686         if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
687         if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
688         if (r_editlights_sprnoshadowlight)        R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
689         if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
690         if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
691         if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
692         if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
693                 R_Shadow_EditLights_Reload_f();
694 }
695
696 void R_Shadow_Init(void)
697 {
698         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
699         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
700         Cvar_RegisterVariable(&r_shadow_usebihculling);
701         Cvar_RegisterVariable(&r_shadow_usenormalmap);
702         Cvar_RegisterVariable(&r_shadow_debuglight);
703         Cvar_RegisterVariable(&r_shadow_deferred);
704         Cvar_RegisterVariable(&r_shadow_gloss);
705         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
706         Cvar_RegisterVariable(&r_shadow_glossintensity);
707         Cvar_RegisterVariable(&r_shadow_glossexponent);
708         Cvar_RegisterVariable(&r_shadow_gloss2exponent);
709         Cvar_RegisterVariable(&r_shadow_glossexact);
710         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
711         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
712         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
713         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
714         Cvar_RegisterVariable(&r_shadow_projectdistance);
715         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
716         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
717         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
718         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
719         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
720         Cvar_RegisterVariable(&r_shadow_realtime_world);
721         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
722         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
723         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
724         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
725         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
726         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
727         Cvar_RegisterVariable(&r_shadow_scissor);
728         Cvar_RegisterVariable(&r_shadow_shadowmapping);
729         Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
730         Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
731         Cvar_RegisterVariable(&r_shadow_shadowmapping_useshadowsampler);
732         Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
733         Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
734         Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
735         Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
736 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
737 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
738         Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
739         Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
740         Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
741         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
742         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
743         Cvar_RegisterVariable(&r_shadow_sortsurfaces);
744         Cvar_RegisterVariable(&r_shadow_polygonfactor);
745         Cvar_RegisterVariable(&r_shadow_polygonoffset);
746         Cvar_RegisterVariable(&r_shadow_texture3d);
747         Cvar_RegisterVariable(&r_shadow_bouncegrid);
748         Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
749         Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
750         Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
751         Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
752         Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
753         Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
754         Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
755         Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
756         Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
757         Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
758         Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
759         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacing);
760         Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
761         Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
762         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
763         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_lightradiusscale);
764         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxbounce);
765         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
766         Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
767         Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
768         Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
769         Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
770         Cvar_RegisterVariable(&r_coronas);
771         Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
772         Cvar_RegisterVariable(&r_coronas_occlusionquery);
773         Cvar_RegisterVariable(&gl_flashblend);
774         Cvar_RegisterVariable(&gl_ext_separatestencil);
775         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
776         R_Shadow_EditLights_Init();
777         Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
778         maxshadowtriangles = 0;
779         shadowelements = NULL;
780         maxshadowvertices = 0;
781         shadowvertex3f = NULL;
782         maxvertexupdate = 0;
783         vertexupdate = NULL;
784         vertexremap = NULL;
785         vertexupdatenum = 0;
786         maxshadowmark = 0;
787         numshadowmark = 0;
788         shadowmark = NULL;
789         shadowmarklist = NULL;
790         shadowmarkcount = 0;
791         maxshadowsides = 0;
792         numshadowsides = 0;
793         shadowsides = NULL;
794         shadowsideslist = NULL;
795         r_shadow_buffer_numleafpvsbytes = 0;
796         r_shadow_buffer_visitingleafpvs = NULL;
797         r_shadow_buffer_leafpvs = NULL;
798         r_shadow_buffer_leaflist = NULL;
799         r_shadow_buffer_numsurfacepvsbytes = 0;
800         r_shadow_buffer_surfacepvs = NULL;
801         r_shadow_buffer_surfacelist = NULL;
802         r_shadow_buffer_surfacesides = NULL;
803         r_shadow_buffer_shadowtrispvs = NULL;
804         r_shadow_buffer_lighttrispvs = NULL;
805         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
806 }
807
808 matrix4x4_t matrix_attenuationxyz =
809 {
810         {
811                 {0.5, 0.0, 0.0, 0.5},
812                 {0.0, 0.5, 0.0, 0.5},
813                 {0.0, 0.0, 0.5, 0.5},
814                 {0.0, 0.0, 0.0, 1.0}
815         }
816 };
817
818 matrix4x4_t matrix_attenuationz =
819 {
820         {
821                 {0.0, 0.0, 0.5, 0.5},
822                 {0.0, 0.0, 0.0, 0.5},
823                 {0.0, 0.0, 0.0, 0.5},
824                 {0.0, 0.0, 0.0, 1.0}
825         }
826 };
827
828 static void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
829 {
830         numvertices = ((numvertices + 255) & ~255) * vertscale;
831         numtriangles = ((numtriangles + 255) & ~255) * triscale;
832         // make sure shadowelements is big enough for this volume
833         if (maxshadowtriangles < numtriangles)
834         {
835                 maxshadowtriangles = numtriangles;
836                 if (shadowelements)
837                         Mem_Free(shadowelements);
838                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
839         }
840         // make sure shadowvertex3f is big enough for this volume
841         if (maxshadowvertices < numvertices)
842         {
843                 maxshadowvertices = numvertices;
844                 if (shadowvertex3f)
845                         Mem_Free(shadowvertex3f);
846                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
847         }
848 }
849
850 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
851 {
852         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
853         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
854         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
855         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
856         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
857         {
858                 if (r_shadow_buffer_visitingleafpvs)
859                         Mem_Free(r_shadow_buffer_visitingleafpvs);
860                 if (r_shadow_buffer_leafpvs)
861                         Mem_Free(r_shadow_buffer_leafpvs);
862                 if (r_shadow_buffer_leaflist)
863                         Mem_Free(r_shadow_buffer_leaflist);
864                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
865                 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
866                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
867                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
868         }
869         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
870         {
871                 if (r_shadow_buffer_surfacepvs)
872                         Mem_Free(r_shadow_buffer_surfacepvs);
873                 if (r_shadow_buffer_surfacelist)
874                         Mem_Free(r_shadow_buffer_surfacelist);
875                 if (r_shadow_buffer_surfacesides)
876                         Mem_Free(r_shadow_buffer_surfacesides);
877                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
878                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
879                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
880                 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
881         }
882         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
883         {
884                 if (r_shadow_buffer_shadowtrispvs)
885                         Mem_Free(r_shadow_buffer_shadowtrispvs);
886                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
887                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
888         }
889         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
890         {
891                 if (r_shadow_buffer_lighttrispvs)
892                         Mem_Free(r_shadow_buffer_lighttrispvs);
893                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
894                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
895         }
896 }
897
898 void R_Shadow_PrepareShadowMark(int numtris)
899 {
900         // make sure shadowmark is big enough for this volume
901         if (maxshadowmark < numtris)
902         {
903                 maxshadowmark = numtris;
904                 if (shadowmark)
905                         Mem_Free(shadowmark);
906                 if (shadowmarklist)
907                         Mem_Free(shadowmarklist);
908                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
909                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
910                 shadowmarkcount = 0;
911         }
912         shadowmarkcount++;
913         // if shadowmarkcount wrapped we clear the array and adjust accordingly
914         if (shadowmarkcount == 0)
915         {
916                 shadowmarkcount = 1;
917                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
918         }
919         numshadowmark = 0;
920 }
921
922 void R_Shadow_PrepareShadowSides(int numtris)
923 {
924     if (maxshadowsides < numtris)
925     {
926         maxshadowsides = numtris;
927         if (shadowsides)
928                         Mem_Free(shadowsides);
929                 if (shadowsideslist)
930                         Mem_Free(shadowsideslist);
931                 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
932                 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
933         }
934         numshadowsides = 0;
935 }
936
937 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
938 {
939         int i, j;
940         int outtriangles = 0, outvertices = 0;
941         const int *element;
942         const float *vertex;
943         float ratio, direction[3], projectvector[3];
944
945         if (projectdirection)
946                 VectorScale(projectdirection, projectdistance, projectvector);
947         else
948                 VectorClear(projectvector);
949
950         // create the vertices
951         if (projectdirection)
952         {
953                 for (i = 0;i < numshadowmarktris;i++)
954                 {
955                         element = inelement3i + shadowmarktris[i] * 3;
956                         for (j = 0;j < 3;j++)
957                         {
958                                 if (vertexupdate[element[j]] != vertexupdatenum)
959                                 {
960                                         vertexupdate[element[j]] = vertexupdatenum;
961                                         vertexremap[element[j]] = outvertices;
962                                         vertex = invertex3f + element[j] * 3;
963                                         // project one copy of the vertex according to projectvector
964                                         VectorCopy(vertex, outvertex3f);
965                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
966                                         outvertex3f += 6;
967                                         outvertices += 2;
968                                 }
969                         }
970                 }
971         }
972         else
973         {
974                 for (i = 0;i < numshadowmarktris;i++)
975                 {
976                         element = inelement3i + shadowmarktris[i] * 3;
977                         for (j = 0;j < 3;j++)
978                         {
979                                 if (vertexupdate[element[j]] != vertexupdatenum)
980                                 {
981                                         vertexupdate[element[j]] = vertexupdatenum;
982                                         vertexremap[element[j]] = outvertices;
983                                         vertex = invertex3f + element[j] * 3;
984                                         // project one copy of the vertex to the sphere radius of the light
985                                         // (FIXME: would projecting it to the light box be better?)
986                                         VectorSubtract(vertex, projectorigin, direction);
987                                         ratio = projectdistance / VectorLength(direction);
988                                         VectorCopy(vertex, outvertex3f);
989                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
990                                         outvertex3f += 6;
991                                         outvertices += 2;
992                                 }
993                         }
994                 }
995         }
996
997         if (r_shadow_frontsidecasting.integer)
998         {
999                 for (i = 0;i < numshadowmarktris;i++)
1000                 {
1001                         int remappedelement[3];
1002                         int markindex;
1003                         const int *neighbortriangle;
1004
1005                         markindex = shadowmarktris[i] * 3;
1006                         element = inelement3i + markindex;
1007                         neighbortriangle = inneighbor3i + markindex;
1008                         // output the front and back triangles
1009                         outelement3i[0] = vertexremap[element[0]];
1010                         outelement3i[1] = vertexremap[element[1]];
1011                         outelement3i[2] = vertexremap[element[2]];
1012                         outelement3i[3] = vertexremap[element[2]] + 1;
1013                         outelement3i[4] = vertexremap[element[1]] + 1;
1014                         outelement3i[5] = vertexremap[element[0]] + 1;
1015
1016                         outelement3i += 6;
1017                         outtriangles += 2;
1018                         // output the sides (facing outward from this triangle)
1019                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1020                         {
1021                                 remappedelement[0] = vertexremap[element[0]];
1022                                 remappedelement[1] = vertexremap[element[1]];
1023                                 outelement3i[0] = remappedelement[1];
1024                                 outelement3i[1] = remappedelement[0];
1025                                 outelement3i[2] = remappedelement[0] + 1;
1026                                 outelement3i[3] = remappedelement[1];
1027                                 outelement3i[4] = remappedelement[0] + 1;
1028                                 outelement3i[5] = remappedelement[1] + 1;
1029
1030                                 outelement3i += 6;
1031                                 outtriangles += 2;
1032                         }
1033                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1034                         {
1035                                 remappedelement[1] = vertexremap[element[1]];
1036                                 remappedelement[2] = vertexremap[element[2]];
1037                                 outelement3i[0] = remappedelement[2];
1038                                 outelement3i[1] = remappedelement[1];
1039                                 outelement3i[2] = remappedelement[1] + 1;
1040                                 outelement3i[3] = remappedelement[2];
1041                                 outelement3i[4] = remappedelement[1] + 1;
1042                                 outelement3i[5] = remappedelement[2] + 1;
1043
1044                                 outelement3i += 6;
1045                                 outtriangles += 2;
1046                         }
1047                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1048                         {
1049                                 remappedelement[0] = vertexremap[element[0]];
1050                                 remappedelement[2] = vertexremap[element[2]];
1051                                 outelement3i[0] = remappedelement[0];
1052                                 outelement3i[1] = remappedelement[2];
1053                                 outelement3i[2] = remappedelement[2] + 1;
1054                                 outelement3i[3] = remappedelement[0];
1055                                 outelement3i[4] = remappedelement[2] + 1;
1056                                 outelement3i[5] = remappedelement[0] + 1;
1057
1058                                 outelement3i += 6;
1059                                 outtriangles += 2;
1060                         }
1061                 }
1062         }
1063         else
1064         {
1065                 for (i = 0;i < numshadowmarktris;i++)
1066                 {
1067                         int remappedelement[3];
1068                         int markindex;
1069                         const int *neighbortriangle;
1070
1071                         markindex = shadowmarktris[i] * 3;
1072                         element = inelement3i + markindex;
1073                         neighbortriangle = inneighbor3i + markindex;
1074                         // output the front and back triangles
1075                         outelement3i[0] = vertexremap[element[2]];
1076                         outelement3i[1] = vertexremap[element[1]];
1077                         outelement3i[2] = vertexremap[element[0]];
1078                         outelement3i[3] = vertexremap[element[0]] + 1;
1079                         outelement3i[4] = vertexremap[element[1]] + 1;
1080                         outelement3i[5] = vertexremap[element[2]] + 1;
1081
1082                         outelement3i += 6;
1083                         outtriangles += 2;
1084                         // output the sides (facing outward from this triangle)
1085                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1086                         {
1087                                 remappedelement[0] = vertexremap[element[0]];
1088                                 remappedelement[1] = vertexremap[element[1]];
1089                                 outelement3i[0] = remappedelement[0];
1090                                 outelement3i[1] = remappedelement[1];
1091                                 outelement3i[2] = remappedelement[1] + 1;
1092                                 outelement3i[3] = remappedelement[0];
1093                                 outelement3i[4] = remappedelement[1] + 1;
1094                                 outelement3i[5] = remappedelement[0] + 1;
1095
1096                                 outelement3i += 6;
1097                                 outtriangles += 2;
1098                         }
1099                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1100                         {
1101                                 remappedelement[1] = vertexremap[element[1]];
1102                                 remappedelement[2] = vertexremap[element[2]];
1103                                 outelement3i[0] = remappedelement[1];
1104                                 outelement3i[1] = remappedelement[2];
1105                                 outelement3i[2] = remappedelement[2] + 1;
1106                                 outelement3i[3] = remappedelement[1];
1107                                 outelement3i[4] = remappedelement[2] + 1;
1108                                 outelement3i[5] = remappedelement[1] + 1;
1109
1110                                 outelement3i += 6;
1111                                 outtriangles += 2;
1112                         }
1113                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1114                         {
1115                                 remappedelement[0] = vertexremap[element[0]];
1116                                 remappedelement[2] = vertexremap[element[2]];
1117                                 outelement3i[0] = remappedelement[2];
1118                                 outelement3i[1] = remappedelement[0];
1119                                 outelement3i[2] = remappedelement[0] + 1;
1120                                 outelement3i[3] = remappedelement[2];
1121                                 outelement3i[4] = remappedelement[0] + 1;
1122                                 outelement3i[5] = remappedelement[2] + 1;
1123
1124                                 outelement3i += 6;
1125                                 outtriangles += 2;
1126                         }
1127                 }
1128         }
1129         if (outnumvertices)
1130                 *outnumvertices = outvertices;
1131         return outtriangles;
1132 }
1133
1134 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1135 {
1136         int i, j, k;
1137         int outtriangles = 0, outvertices = 0;
1138         const int *element;
1139         const float *vertex;
1140         float ratio, direction[3], projectvector[3];
1141         qboolean side[4];
1142
1143         if (projectdirection)
1144                 VectorScale(projectdirection, projectdistance, projectvector);
1145         else
1146                 VectorClear(projectvector);
1147
1148         for (i = 0;i < numshadowmarktris;i++)
1149         {
1150                 int remappedelement[3];
1151                 int markindex;
1152                 const int *neighbortriangle;
1153
1154                 markindex = shadowmarktris[i] * 3;
1155                 neighbortriangle = inneighbor3i + markindex;
1156                 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1157                 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1158                 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1159                 if (side[0] + side[1] + side[2] == 0)
1160                         continue;
1161
1162                 side[3] = side[0];
1163                 element = inelement3i + markindex;
1164
1165                 // create the vertices
1166                 for (j = 0;j < 3;j++)
1167                 {
1168                         if (side[j] + side[j+1] == 0)
1169                                 continue;
1170                         k = element[j];
1171                         if (vertexupdate[k] != vertexupdatenum)
1172                         {
1173                                 vertexupdate[k] = vertexupdatenum;
1174                                 vertexremap[k] = outvertices;
1175                                 vertex = invertex3f + k * 3;
1176                                 VectorCopy(vertex, outvertex3f);
1177                                 if (projectdirection)
1178                                 {
1179                                         // project one copy of the vertex according to projectvector
1180                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
1181                                 }
1182                                 else
1183                                 {
1184                                         // project one copy of the vertex to the sphere radius of the light
1185                                         // (FIXME: would projecting it to the light box be better?)
1186                                         VectorSubtract(vertex, projectorigin, direction);
1187                                         ratio = projectdistance / VectorLength(direction);
1188                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1189                                 }
1190                                 outvertex3f += 6;
1191                                 outvertices += 2;
1192                         }
1193                 }
1194
1195                 // output the sides (facing outward from this triangle)
1196                 if (!side[0])
1197                 {
1198                         remappedelement[0] = vertexremap[element[0]];
1199                         remappedelement[1] = vertexremap[element[1]];
1200                         outelement3i[0] = remappedelement[1];
1201                         outelement3i[1] = remappedelement[0];
1202                         outelement3i[2] = remappedelement[0] + 1;
1203                         outelement3i[3] = remappedelement[1];
1204                         outelement3i[4] = remappedelement[0] + 1;
1205                         outelement3i[5] = remappedelement[1] + 1;
1206
1207                         outelement3i += 6;
1208                         outtriangles += 2;
1209                 }
1210                 if (!side[1])
1211                 {
1212                         remappedelement[1] = vertexremap[element[1]];
1213                         remappedelement[2] = vertexremap[element[2]];
1214                         outelement3i[0] = remappedelement[2];
1215                         outelement3i[1] = remappedelement[1];
1216                         outelement3i[2] = remappedelement[1] + 1;
1217                         outelement3i[3] = remappedelement[2];
1218                         outelement3i[4] = remappedelement[1] + 1;
1219                         outelement3i[5] = remappedelement[2] + 1;
1220
1221                         outelement3i += 6;
1222                         outtriangles += 2;
1223                 }
1224                 if (!side[2])
1225                 {
1226                         remappedelement[0] = vertexremap[element[0]];
1227                         remappedelement[2] = vertexremap[element[2]];
1228                         outelement3i[0] = remappedelement[0];
1229                         outelement3i[1] = remappedelement[2];
1230                         outelement3i[2] = remappedelement[2] + 1;
1231                         outelement3i[3] = remappedelement[0];
1232                         outelement3i[4] = remappedelement[2] + 1;
1233                         outelement3i[5] = remappedelement[0] + 1;
1234
1235                         outelement3i += 6;
1236                         outtriangles += 2;
1237                 }
1238         }
1239         if (outnumvertices)
1240                 *outnumvertices = outvertices;
1241         return outtriangles;
1242 }
1243
1244 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1245 {
1246         int t, tend;
1247         const int *e;
1248         const float *v[3];
1249         float normal[3];
1250         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1251                 return;
1252         tend = firsttriangle + numtris;
1253         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1254         {
1255                 // surface box entirely inside light box, no box cull
1256                 if (projectdirection)
1257                 {
1258                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1259                         {
1260                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1261                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1262                                         shadowmarklist[numshadowmark++] = t;
1263                         }
1264                 }
1265                 else
1266                 {
1267                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1268                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1269                                         shadowmarklist[numshadowmark++] = t;
1270                 }
1271         }
1272         else
1273         {
1274                 // surface box not entirely inside light box, cull each triangle
1275                 if (projectdirection)
1276                 {
1277                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1278                         {
1279                                 v[0] = invertex3f + e[0] * 3;
1280                                 v[1] = invertex3f + e[1] * 3;
1281                                 v[2] = invertex3f + e[2] * 3;
1282                                 TriangleNormal(v[0], v[1], v[2], normal);
1283                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1284                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1285                                         shadowmarklist[numshadowmark++] = t;
1286                         }
1287                 }
1288                 else
1289                 {
1290                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1291                         {
1292                                 v[0] = invertex3f + e[0] * 3;
1293                                 v[1] = invertex3f + e[1] * 3;
1294                                 v[2] = invertex3f + e[2] * 3;
1295                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1296                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1297                                         shadowmarklist[numshadowmark++] = t;
1298                         }
1299                 }
1300         }
1301 }
1302
1303 static qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1304 {
1305 #if 1
1306         return false;
1307 #else
1308         if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1309                 return false;
1310         // check if the shadow volume intersects the near plane
1311         //
1312         // a ray between the eye and light origin may intersect the caster,
1313         // indicating that the shadow may touch the eye location, however we must
1314         // test the near plane (a polygon), not merely the eye location, so it is
1315         // easiest to enlarge the caster bounding shape slightly for this.
1316         // TODO
1317         return true;
1318 #endif
1319 }
1320
1321 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1322 {
1323         int i, tris, outverts;
1324         if (projectdistance < 0.1)
1325         {
1326                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1327                 return;
1328         }
1329         if (!numverts || !nummarktris)
1330                 return;
1331         // make sure shadowelements is big enough for this volume
1332         if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1333                 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1334
1335         if (maxvertexupdate < numverts)
1336         {
1337                 maxvertexupdate = numverts;
1338                 if (vertexupdate)
1339                         Mem_Free(vertexupdate);
1340                 if (vertexremap)
1341                         Mem_Free(vertexremap);
1342                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1343                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1344                 vertexupdatenum = 0;
1345         }
1346         vertexupdatenum++;
1347         if (vertexupdatenum == 0)
1348         {
1349                 vertexupdatenum = 1;
1350                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1351                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1352         }
1353
1354         for (i = 0;i < nummarktris;i++)
1355                 shadowmark[marktris[i]] = shadowmarkcount;
1356
1357         if (r_shadow_compilingrtlight)
1358         {
1359                 // if we're compiling an rtlight, capture the mesh
1360                 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1361                 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1362                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1363                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1364         }
1365         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1366         {
1367                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1368                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1369                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1370         }
1371         else
1372         {
1373                 // decide which type of shadow to generate and set stencil mode
1374                 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1375                 // generate the sides or a solid volume, depending on type
1376                 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1377                         tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1378                 else
1379                         tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1380                 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1381                 r_refdef.stats.lights_shadowtriangles += tris;
1382                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1383                 {
1384                         // increment stencil if frontface is infront of depthbuffer
1385                         GL_CullFace(r_refdef.view.cullface_front);
1386                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1387                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1388                         // decrement stencil if backface is infront of depthbuffer
1389                         GL_CullFace(r_refdef.view.cullface_back);
1390                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1391                 }
1392                 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1393                 {
1394                         // decrement stencil if backface is behind depthbuffer
1395                         GL_CullFace(r_refdef.view.cullface_front);
1396                         R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1397                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1398                         // increment stencil if frontface is behind depthbuffer
1399                         GL_CullFace(r_refdef.view.cullface_back);
1400                         R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1401                 }
1402                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1403                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1404         }
1405 }
1406
1407 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1408 {
1409     // p1, p2, p3 are in the cubemap's local coordinate system
1410     // bias = border/(size - border)
1411         int mask = 0x3F;
1412
1413     float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1414           dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1415           dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1416         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1417         mask &= (3<<4)
1418                         | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1419                         | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1420                         | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1421     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1422         mask &= (3<<4)
1423             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1424             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))            
1425             | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1426
1427     dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1428     dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1429     dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1430     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1431         mask &= (3<<0)
1432             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1433             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))            
1434             | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1435     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1436         mask &= (3<<0)
1437             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1438             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1439             | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1440
1441     dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1442     dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1443     dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1444     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1445         mask &= (3<<2)
1446             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1447             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1448             | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1449     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1450         mask &= (3<<2)
1451             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1452             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1453             | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1454
1455         return mask;
1456 }
1457
1458 static int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1459 {
1460         vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1461         float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1462         int mask = 0x3F;
1463
1464         VectorSubtract(maxs, mins, radius);
1465     VectorScale(radius, 0.5f, radius);
1466     VectorAdd(mins, radius, center);
1467     Matrix4x4_Transform(worldtolight, center, lightcenter);
1468         Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1469         VectorSubtract(lightcenter, lightradius, pmin);
1470         VectorAdd(lightcenter, lightradius, pmax);
1471
1472     dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1473     dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1474     if(ap1 > bias*an1 && ap2 > bias*an2)
1475         mask &= (3<<4)
1476             | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1477             | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1478     if(an1 > bias*ap1 && an2 > bias*ap2)
1479         mask &= (3<<4)
1480             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1481             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1482
1483     dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1484     dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1485     if(ap1 > bias*an1 && ap2 > bias*an2)
1486         mask &= (3<<0)
1487             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1488             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1489     if(an1 > bias*ap1 && an2 > bias*ap2)
1490         mask &= (3<<0)
1491             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1492             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1493
1494     dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1495     dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1496     if(ap1 > bias*an1 && ap2 > bias*an2)
1497         mask &= (3<<2)
1498             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1499             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1500     if(an1 > bias*ap1 && an2 > bias*ap2)
1501         mask &= (3<<2)
1502             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1503             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1504
1505     return mask;
1506 }
1507
1508 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1509
1510 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1511 {
1512     // p is in the cubemap's local coordinate system
1513     // bias = border/(size - border)
1514     float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1515     float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1516     float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1517     int mask = 0x3F;
1518     if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1519     if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1520     if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1521     if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1522     if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1523     if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1524     return mask;
1525 }
1526
1527 static int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1528 {
1529         int i;
1530         vec3_t p, n;
1531         int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1532         float scale = (size - 2*border)/size, len;
1533         float bias = border / (float)(size - border), dp, dn, ap, an;
1534         // check if cone enclosing side would cross frustum plane 
1535         scale = 2 / (scale*scale + 2);
1536         for (i = 0;i < 5;i++)
1537         {
1538                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1539                         continue;
1540                 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1541                 len = scale*VectorLength2(n);
1542                 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1543                 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1544                 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1545         }
1546         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1547         {
1548         Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1549         len = scale*VectorLength(n);
1550                 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1551                 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1552                 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1553         }
1554         // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1555         // check if frustum corners/origin cross plane sides
1556 #if 1
1557     // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1558     Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1559     dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1560     masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1561     masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1562     dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1563     masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1564     masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1565     dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1566     masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1567     masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1568     for (i = 0;i < 4;i++)
1569     {
1570         Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1571         VectorSubtract(n, p, n);
1572         dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1573         if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1574         if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1575         dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1576         if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1577         if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1578         dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1579         if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1580         if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1581     }
1582 #else
1583     // finite version, assumes corners are a finite distance from origin dependent on far plane
1584         for (i = 0;i < 5;i++)
1585         {
1586                 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1587                 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1588                 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1589                 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1590                 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1591                 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1592                 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1593                 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1594                 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1595                 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1596         }
1597 #endif
1598         return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1599 }
1600
1601 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1602 {
1603         int t, tend;
1604         const int *e;
1605         const float *v[3];
1606         float normal[3];
1607         vec3_t p[3];
1608         float bias;
1609         int mask, surfacemask = 0;
1610         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1611                 return 0;
1612         bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1613         tend = firsttriangle + numtris;
1614         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1615         {
1616                 // surface box entirely inside light box, no box cull
1617                 if (projectdirection)
1618                 {
1619                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1620                         {
1621                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1622                                 TriangleNormal(v[0], v[1], v[2], normal);
1623                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1624                                 {
1625                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1626                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1627                                         surfacemask |= mask;
1628                                         if(totals)
1629                                         {
1630                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1631                                                 shadowsides[numshadowsides] = mask;
1632                                                 shadowsideslist[numshadowsides++] = t;
1633                                         }
1634                                 }
1635                         }
1636                 }
1637                 else
1638                 {
1639                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1640                         {
1641                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1642                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1643                                 {
1644                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1645                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1646                                         surfacemask |= mask;
1647                                         if(totals)
1648                                         {
1649                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1650                                                 shadowsides[numshadowsides] = mask;
1651                                                 shadowsideslist[numshadowsides++] = t;
1652                                         }
1653                                 }
1654                         }
1655                 }
1656         }
1657         else
1658         {
1659                 // surface box not entirely inside light box, cull each triangle
1660                 if (projectdirection)
1661                 {
1662                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1663                         {
1664                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1665                                 TriangleNormal(v[0], v[1], v[2], normal);
1666                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1667                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1668                                 {
1669                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1670                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1671                                         surfacemask |= mask;
1672                                         if(totals)
1673                                         {
1674                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1675                                                 shadowsides[numshadowsides] = mask;
1676                                                 shadowsideslist[numshadowsides++] = t;
1677                                         }
1678                                 }
1679                         }
1680                 }
1681                 else
1682                 {
1683                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1684                         {
1685                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1686                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1687                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1688                                 {
1689                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1690                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1691                                         surfacemask |= mask;
1692                                         if(totals)
1693                                         {
1694                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1695                                                 shadowsides[numshadowsides] = mask;
1696                                                 shadowsideslist[numshadowsides++] = t;
1697                                         }
1698                                 }
1699                         }
1700                 }
1701         }
1702         return surfacemask;
1703 }
1704
1705 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1706 {
1707         int i, j, outtriangles = 0;
1708         int *outelement3i[6];
1709         if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1710                 return;
1711         outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1712         // make sure shadowelements is big enough for this mesh
1713         if (maxshadowtriangles < outtriangles)
1714                 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1715
1716         // compute the offset and size of the separate index lists for each cubemap side
1717         outtriangles = 0;
1718         for (i = 0;i < 6;i++)
1719         {
1720                 outelement3i[i] = shadowelements + outtriangles * 3;
1721                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1722                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1723                 outtriangles += sidetotals[i];
1724         }
1725
1726         // gather up the (sparse) triangles into separate index lists for each cubemap side
1727         for (i = 0;i < numsidetris;i++)
1728         {
1729                 const int *element = elements + sidetris[i] * 3;
1730                 for (j = 0;j < 6;j++)
1731                 {
1732                         if (sides[i] & (1 << j))
1733                         {
1734                                 outelement3i[j][0] = element[0];
1735                                 outelement3i[j][1] = element[1];
1736                                 outelement3i[j][2] = element[2];
1737                                 outelement3i[j] += 3;
1738                         }
1739                 }
1740         }
1741                         
1742         Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1743 }
1744
1745 static void R_Shadow_MakeTextures_MakeCorona(void)
1746 {
1747         float dx, dy;
1748         int x, y, a;
1749         unsigned char pixels[32][32][4];
1750         for (y = 0;y < 32;y++)
1751         {
1752                 dy = (y - 15.5f) * (1.0f / 16.0f);
1753                 for (x = 0;x < 32;x++)
1754                 {
1755                         dx = (x - 15.5f) * (1.0f / 16.0f);
1756                         a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1757                         a = bound(0, a, 255);
1758                         pixels[y][x][0] = a;
1759                         pixels[y][x][1] = a;
1760                         pixels[y][x][2] = a;
1761                         pixels[y][x][3] = 255;
1762                 }
1763         }
1764         r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
1765 }
1766
1767 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1768 {
1769         float dist = sqrt(x*x+y*y+z*z);
1770         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1771         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1772         return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1773 }
1774
1775 static void R_Shadow_MakeTextures(void)
1776 {
1777         int x, y, z;
1778         float intensity, dist;
1779         unsigned int *data;
1780         R_Shadow_FreeShadowMaps();
1781         R_FreeTexturePool(&r_shadow_texturepool);
1782         r_shadow_texturepool = R_AllocTexturePool();
1783         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1784         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1785         data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1786         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1787         for (x = 0;x <= ATTENTABLESIZE;x++)
1788         {
1789                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1790                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1791                 r_shadow_attentable[x] = bound(0, intensity, 1);
1792         }
1793         // 1D gradient texture
1794         for (x = 0;x < ATTEN1DSIZE;x++)
1795                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1796         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1797         // 2D circle texture
1798         for (y = 0;y < ATTEN2DSIZE;y++)
1799                 for (x = 0;x < ATTEN2DSIZE;x++)
1800                         data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1801         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1802         // 3D sphere texture
1803         if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1804         {
1805                 for (z = 0;z < ATTEN3DSIZE;z++)
1806                         for (y = 0;y < ATTEN3DSIZE;y++)
1807                                 for (x = 0;x < ATTEN3DSIZE;x++)
1808                                         data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1809                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1810         }
1811         else
1812                 r_shadow_attenuation3dtexture = NULL;
1813         Mem_Free(data);
1814
1815         R_Shadow_MakeTextures_MakeCorona();
1816
1817         // Editor light sprites
1818         r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1819         "................"
1820         ".3............3."
1821         "..5...2332...5.."
1822         "...7.3....3.7..."
1823         "....7......7...."
1824         "...3.7....7.3..."
1825         "..2...7..7...2.."
1826         "..3..........3.."
1827         "..3..........3.."
1828         "..2...7..7...2.."
1829         "...3.7....7.3..."
1830         "....7......7...."
1831         "...7.3....3.7..."
1832         "..5...2332...5.."
1833         ".3............3."
1834         "................"
1835         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1836         r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1837         "................"
1838         "................"
1839         "......1111......"
1840         "....11233211...."
1841         "...1234554321..."
1842         "...1356776531..."
1843         "..124677776421.."
1844         "..135777777531.."
1845         "..135777777531.."
1846         "..124677776421.."
1847         "...1356776531..."
1848         "...1234554321..."
1849         "....11233211...."
1850         "......1111......"
1851         "................"
1852         "................"
1853         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1854         r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1855         "................"
1856         "................"
1857         "......1111......"
1858         "....11233211...."
1859         "...1234554321..."
1860         "...1356226531..."
1861         "..12462..26421.."
1862         "..1352....2531.."
1863         "..1352....2531.."
1864         "..12462..26421.."
1865         "...1356226531..."
1866         "...1234554321..."
1867         "....11233211...."
1868         "......1111......"
1869         "................"
1870         "................"
1871         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1872         r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1873         "................"
1874         "................"
1875         "......2772......"
1876         "....27755772...."
1877         "..277533335772.."
1878         "..753333333357.."
1879         "..777533335777.."
1880         "..735775577537.."
1881         "..733357753337.."
1882         "..733337733337.."
1883         "..753337733357.."
1884         "..277537735772.."
1885         "....27777772...."
1886         "......2772......"
1887         "................"
1888         "................"
1889         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1890         r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1891         "................"
1892         "................"
1893         "......2772......"
1894         "....27722772...."
1895         "..2772....2772.."
1896         "..72........27.."
1897         "..7772....2777.."
1898         "..7.27722772.7.."
1899         "..7...2772...7.."
1900         "..7....77....7.."
1901         "..72...77...27.."
1902         "..2772.77.2772.."
1903         "....27777772...."
1904         "......2772......"
1905         "................"
1906         "................"
1907         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1908         r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1909         "................"
1910         ".777752..257777."
1911         ".742........247."
1912         ".72..........27."
1913         ".7............7."
1914         ".5............5."
1915         ".2............2."
1916         "................"
1917         "................"
1918         ".2............2."
1919         ".5............5."
1920         ".7............7."
1921         ".72..........27."
1922         ".742........247."
1923         ".777752..257777."
1924         "................"
1925         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1926 }
1927
1928 void R_Shadow_ValidateCvars(void)
1929 {
1930         if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1931                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1932         if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1933                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1934         if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1935                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1936 }
1937
1938 void R_Shadow_RenderMode_Begin(void)
1939 {
1940 #if 0
1941         GLint drawbuffer;
1942         GLint readbuffer;
1943 #endif
1944         R_Shadow_ValidateCvars();
1945
1946         if (!r_shadow_attenuation2dtexture
1947          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1948          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1949          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1950                 R_Shadow_MakeTextures();
1951
1952         CHECKGLERROR
1953         R_Mesh_ResetTextureState();
1954         GL_BlendFunc(GL_ONE, GL_ZERO);
1955         GL_DepthRange(0, 1);
1956         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1957         GL_DepthTest(true);
1958         GL_DepthMask(false);
1959         GL_Color(0, 0, 0, 1);
1960         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1961         
1962         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1963
1964         if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1965         {
1966                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1967                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1968         }
1969         else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1970         {
1971                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1972                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1973         }
1974         else
1975         {
1976                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1977                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1978         }
1979
1980         switch(vid.renderpath)
1981         {
1982         case RENDERPATH_GL20:
1983         case RENDERPATH_D3D9:
1984         case RENDERPATH_D3D10:
1985         case RENDERPATH_D3D11:
1986         case RENDERPATH_SOFT:
1987         case RENDERPATH_GLES2:
1988                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1989                 break;
1990         case RENDERPATH_GL11:
1991         case RENDERPATH_GL13:
1992         case RENDERPATH_GLES1:
1993                 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1994                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1995                 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1996                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1997                 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1998                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1999                 else
2000                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
2001                 break;
2002         }
2003
2004         CHECKGLERROR
2005 #if 0
2006         qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
2007         qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
2008         r_shadow_drawbuffer = drawbuffer;
2009         r_shadow_readbuffer = readbuffer;
2010 #endif
2011         r_shadow_cullface_front = r_refdef.view.cullface_front;
2012         r_shadow_cullface_back = r_refdef.view.cullface_back;
2013 }
2014
2015 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
2016 {
2017         rsurface.rtlight = rtlight;
2018 }
2019
2020 void R_Shadow_RenderMode_Reset(void)
2021 {
2022         R_Mesh_ResetTextureState();
2023         R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
2024         R_SetViewport(&r_refdef.view.viewport);
2025         GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
2026         GL_DepthRange(0, 1);
2027         GL_DepthTest(true);
2028         GL_DepthMask(false);
2029         GL_DepthFunc(GL_LEQUAL);
2030         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2031         r_refdef.view.cullface_front = r_shadow_cullface_front;
2032         r_refdef.view.cullface_back = r_shadow_cullface_back;
2033         GL_CullFace(r_refdef.view.cullface_back);
2034         GL_Color(1, 1, 1, 1);
2035         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2036         GL_BlendFunc(GL_ONE, GL_ZERO);
2037         R_SetupShader_Generic_NoTexture(false, false);
2038         r_shadow_usingshadowmap2d = false;
2039         r_shadow_usingshadowmaportho = false;
2040         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2041 }
2042
2043 void R_Shadow_ClearStencil(void)
2044 {
2045         GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2046         r_refdef.stats.lights_clears++;
2047 }
2048
2049 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2050 {
2051         r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2052         if (r_shadow_rendermode == mode)
2053                 return;
2054         R_Shadow_RenderMode_Reset();
2055         GL_DepthFunc(GL_LESS);
2056         GL_ColorMask(0, 0, 0, 0);
2057         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2058         GL_CullFace(GL_NONE);
2059         R_SetupShader_DepthOrShadow(false, false);
2060         r_shadow_rendermode = mode;
2061         switch(mode)
2062         {
2063         default:
2064                 break;
2065         case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2066         case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2067                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2068                 break;
2069         case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2070         case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2071                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2072                 break;
2073         }
2074 }
2075
2076 static void R_Shadow_MakeVSDCT(void)
2077 {
2078         // maps to a 2x3 texture rectangle with normalized coordinates
2079         // +-
2080         // XX
2081         // YY
2082         // ZZ
2083         // stores abs(dir.xy), offset.xy/2.5
2084         unsigned char data[4*6] =
2085         {
2086                 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2087                 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2088                 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2089                 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2090                 0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2091                 0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2092         };
2093         r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2094 }
2095
2096 static void R_Shadow_MakeShadowMap(int side, int size)
2097 {
2098         switch (r_shadow_shadowmode)
2099         {
2100         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2101                 if (r_shadow_shadowmap2ddepthtexture) return;
2102                 if (r_fb.usedepthtextures)
2103                 {
2104                         r_shadow_shadowmap2ddepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP24_COMP : TEXTYPE_SHADOWMAP24_RAW) : (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP16_COMP : TEXTYPE_SHADOWMAP16_RAW), false);
2105                         r_shadow_shadowmap2ddepthbuffer = NULL;
2106                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
2107                 }
2108                 else
2109                 {
2110                         r_shadow_shadowmap2ddepthtexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2111                         r_shadow_shadowmap2ddepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? TEXTYPE_DEPTHBUFFER24 : TEXTYPE_DEPTHBUFFER16);
2112                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
2113                 }
2114                 break;
2115         default:
2116                 return;
2117         }
2118 }
2119
2120 static void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2121 {
2122         float nearclip, farclip, bias;
2123         r_viewport_t viewport;
2124         int flipped;
2125         GLuint fbo2d = 0;
2126         float clearcolor[4];
2127         nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2128         farclip = 1.0f;
2129         bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2130         r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2131         r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2132         r_shadow_shadowmapside = side;
2133         r_shadow_shadowmapsize = size;
2134
2135         r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2136         r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2137         R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2138         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2139
2140         // complex unrolled cube approach (more flexible)
2141         if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2142                 R_Shadow_MakeVSDCT();
2143         if (!r_shadow_shadowmap2ddepthtexture)
2144                 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2145         fbo2d = r_shadow_fbo2d;
2146         r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture);
2147         r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture);
2148         r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2149
2150         R_Mesh_ResetTextureState();
2151         R_Shadow_RenderMode_Reset();
2152         if (r_shadow_shadowmap2ddepthbuffer)
2153                 R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
2154         else
2155                 R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
2156         R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL);
2157         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2158         GL_DepthMask(true);
2159         GL_DepthTest(true);
2160
2161 init_done:
2162         R_SetViewport(&viewport);
2163         flipped = (side & 1) ^ (side >> 2);
2164         r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2165         r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2166         if (r_shadow_shadowmap2ddepthbuffer)
2167         {
2168                 // completely different meaning than in depthtexture approach
2169                 r_shadow_shadowmap_parameters[1] = 0;
2170                 r_shadow_shadowmap_parameters[3] = -bias;
2171         }
2172         Vector4Set(clearcolor, 1,1,1,1);
2173         if (r_shadow_shadowmap2ddepthbuffer)
2174                 GL_ColorMask(1,1,1,1);
2175         else
2176                 GL_ColorMask(0,0,0,0);
2177         switch(vid.renderpath)
2178         {
2179         case RENDERPATH_GL11:
2180         case RENDERPATH_GL13:
2181         case RENDERPATH_GL20:
2182         case RENDERPATH_SOFT:
2183         case RENDERPATH_GLES1:
2184         case RENDERPATH_GLES2:
2185                 GL_CullFace(r_refdef.view.cullface_back);
2186                 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2187                 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2188                 {
2189                         // get tightest scissor rectangle that encloses all viewports in the clear mask
2190                         int x1 = clear & 0x15 ? 0 : size;
2191                         int x2 = clear & 0x2A ? 2 * size : size;
2192                         int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2193                         int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2194                         GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2195                         if (clear)
2196                         {
2197                                 if (r_shadow_shadowmap2ddepthbuffer)
2198                                         GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2199                                 else
2200                                         GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2201                         }
2202                 }
2203                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2204                 break;
2205         case RENDERPATH_D3D9:
2206         case RENDERPATH_D3D10:
2207         case RENDERPATH_D3D11:
2208                 // we invert the cull mode because we flip the projection matrix
2209                 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2210                 GL_CullFace(r_refdef.view.cullface_front);
2211                 // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
2212                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2213                 if (clear)
2214                 {
2215                         if (r_shadow_shadowmap2ddepthbuffer)
2216                                 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2217                         else
2218                                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2219                 }
2220                 break;
2221         }
2222 }
2223
2224 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2225 {
2226         R_Mesh_ResetTextureState();
2227         if (transparent)
2228         {
2229                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2230                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2231                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2232                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2233         }
2234         R_Shadow_RenderMode_Reset();
2235         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2236         if (!transparent)
2237                 GL_DepthFunc(GL_EQUAL);
2238         // do global setup needed for the chosen lighting mode
2239         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2240                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2241         r_shadow_usingshadowmap2d = shadowmapping;
2242         r_shadow_rendermode = r_shadow_lightingrendermode;
2243         // only draw light where this geometry was already rendered AND the
2244         // stencil is 128 (values other than this mean shadow)
2245         if (stenciltest)
2246                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2247         else
2248                 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2249 }
2250
2251 static const unsigned short bboxelements[36] =
2252 {
2253         5, 1, 3, 5, 3, 7,
2254         6, 2, 0, 6, 0, 4,
2255         7, 3, 2, 7, 2, 6,
2256         4, 0, 1, 4, 1, 5,
2257         4, 5, 7, 4, 7, 6,
2258         1, 0, 2, 1, 2, 3,
2259 };
2260
2261 static const float bboxpoints[8][3] =
2262 {
2263         {-1,-1,-1},
2264         { 1,-1,-1},
2265         {-1, 1,-1},
2266         { 1, 1,-1},
2267         {-1,-1, 1},
2268         { 1,-1, 1},
2269         {-1, 1, 1},
2270         { 1, 1, 1},
2271 };
2272
2273 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2274 {
2275         int i;
2276         float vertex3f[8*3];
2277         const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2278 // do global setup needed for the chosen lighting mode
2279         R_Shadow_RenderMode_Reset();
2280         r_shadow_rendermode = r_shadow_lightingrendermode;
2281         R_EntityMatrix(&identitymatrix);
2282         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2283         // only draw light where this geometry was already rendered AND the
2284         // stencil is 128 (values other than this mean shadow)
2285         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2286         if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
2287                 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2288         else
2289                 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
2290
2291         r_shadow_usingshadowmap2d = shadowmapping;
2292
2293         // render the lighting
2294         R_SetupShader_DeferredLight(rsurface.rtlight);
2295         for (i = 0;i < 8;i++)
2296                 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2297         GL_ColorMask(1,1,1,1);
2298         GL_DepthMask(false);
2299         GL_DepthRange(0, 1);
2300         GL_PolygonOffset(0, 0);
2301         GL_DepthTest(true);
2302         GL_DepthFunc(GL_GREATER);
2303         GL_CullFace(r_refdef.view.cullface_back);
2304         R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
2305         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2306 }
2307
2308 void R_Shadow_UpdateBounceGridTexture(void)
2309 {
2310 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2311         dlight_t *light;
2312         int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2313         int bouncecount;
2314         int hitsupercontentsmask;
2315         int maxbounce;
2316         int numpixels;
2317         int resolution[3];
2318         int shootparticles;
2319         int shotparticles;
2320         int photoncount;
2321         int tex[3];
2322         trace_t cliptrace;
2323         //trace_t cliptrace2;
2324         //trace_t cliptrace3;
2325         unsigned char *pixel;
2326         unsigned char *pixels;
2327         float *highpixel;
2328         float *highpixels;
2329         unsigned int lightindex;
2330         unsigned int range;
2331         unsigned int range1;
2332         unsigned int range2;
2333         unsigned int seed = (unsigned int)(realtime * 1000.0f);
2334         vec3_t shotcolor;
2335         vec3_t baseshotcolor;
2336         vec3_t surfcolor;
2337         vec3_t clipend;
2338         vec3_t clipstart;
2339         vec3_t clipdiff;
2340         vec3_t ispacing;
2341         vec3_t maxs;
2342         vec3_t mins;
2343         vec3_t size;
2344         vec3_t spacing;
2345         vec3_t lightcolor;
2346         vec3_t steppos;
2347         vec3_t stepdelta;
2348         vec3_t cullmins, cullmaxs;
2349         vec_t radius;
2350         vec_t s;
2351         vec_t lightintensity;
2352         vec_t photonscaling;
2353         vec_t photonresidual;
2354         float m[16];
2355         float texlerp[2][3];
2356         float splatcolor[32];
2357         float pixelweight[8];
2358         float w;
2359         int c[4];
2360         int pixelindex[8];
2361         int corner;
2362         int pixelsperband;
2363         int pixelband;
2364         int pixelbands;
2365         int numsteps;
2366         int step;
2367         int x, y, z;
2368         rtlight_t *rtlight;
2369         r_shadow_bouncegrid_settings_t settings;
2370         qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
2371         qboolean allowdirectionalshading = false;
2372         switch(vid.renderpath)
2373         {
2374         case RENDERPATH_GL20:
2375                 allowdirectionalshading = true;
2376                 if (!vid.support.ext_texture_3d)
2377                         return;
2378                 break;
2379         case RENDERPATH_GLES2:
2380                 // for performance reasons, do not use directional shading on GLES devices
2381                 if (!vid.support.ext_texture_3d)
2382                         return;
2383                 break;
2384                 // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
2385         case RENDERPATH_GL11:
2386         case RENDERPATH_GL13:
2387         case RENDERPATH_GLES1:
2388         case RENDERPATH_SOFT:
2389         case RENDERPATH_D3D9:
2390         case RENDERPATH_D3D10:
2391         case RENDERPATH_D3D11:
2392                 return;
2393         }
2394
2395         r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2396
2397         // see if there are really any lights to render...
2398         if (enable && r_shadow_bouncegrid_static.integer)
2399         {
2400                 enable = false;
2401                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2402                 for (lightindex = 0;lightindex < range;lightindex++)
2403                 {
2404                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2405                         if (!light || !(light->flags & flag))
2406                                 continue;
2407                         rtlight = &light->rtlight;
2408                         // when static, we skip styled lights because they tend to change...
2409                         if (rtlight->style > 0)
2410                                 continue;
2411                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
2412                         if (!VectorLength2(lightcolor))
2413                                 continue;
2414                         enable = true;
2415                         break;
2416                 }
2417         }
2418
2419         if (!enable)
2420         {
2421                 if (r_shadow_bouncegridtexture)
2422                 {
2423                         R_FreeTexture(r_shadow_bouncegridtexture);
2424                         r_shadow_bouncegridtexture = NULL;
2425                 }
2426                 if (r_shadow_bouncegridpixels)
2427                         Mem_Free(r_shadow_bouncegridpixels);
2428                 r_shadow_bouncegridpixels = NULL;
2429                 if (r_shadow_bouncegridhighpixels)
2430                         Mem_Free(r_shadow_bouncegridhighpixels);
2431                 r_shadow_bouncegridhighpixels = NULL;
2432                 r_shadow_bouncegridnumpixels = 0;
2433                 r_shadow_bouncegriddirectional = false;
2434                 return;
2435         }
2436
2437         // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
2438         memset(&settings, 0, sizeof(settings));
2439         settings.staticmode                    = r_shadow_bouncegrid_static.integer != 0;
2440         settings.bounceanglediffuse            = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
2441         settings.directionalshading            = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
2442         settings.dlightparticlemultiplier      = r_shadow_bouncegrid_dlightparticlemultiplier.value;
2443         settings.hitmodels                     = r_shadow_bouncegrid_hitmodels.integer != 0;
2444         settings.includedirectlighting         = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2;
2445         settings.lightradiusscale              = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_lightradiusscale.value);
2446         settings.maxbounce                     = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_maxbounce.integer);
2447         settings.particlebounceintensity       = r_shadow_bouncegrid_particlebounceintensity.value;
2448         settings.particleintensity             = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings.directionalshading ? 4.0f : 1.0f) / (r_shadow_bouncegrid_spacing.value * r_shadow_bouncegrid_spacing.value);
2449         settings.photons                       = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
2450         settings.spacing[0]                    = r_shadow_bouncegrid_spacing.value;
2451         settings.spacing[1]                    = r_shadow_bouncegrid_spacing.value;
2452         settings.spacing[2]                    = r_shadow_bouncegrid_spacing.value;
2453         settings.stablerandom                  = r_shadow_bouncegrid_stablerandom.integer;
2454
2455         // bound the values for sanity
2456         settings.photons = bound(1, settings.photons, 1048576);
2457         settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
2458         settings.maxbounce = bound(0, settings.maxbounce, 16);
2459         settings.spacing[0] = bound(1, settings.spacing[0], 512);
2460         settings.spacing[1] = bound(1, settings.spacing[1], 512);
2461         settings.spacing[2] = bound(1, settings.spacing[2], 512);
2462
2463         // get the spacing values
2464         spacing[0] = settings.spacing[0];
2465         spacing[1] = settings.spacing[1];
2466         spacing[2] = settings.spacing[2];
2467         ispacing[0] = 1.0f / spacing[0];
2468         ispacing[1] = 1.0f / spacing[1];
2469         ispacing[2] = 1.0f / spacing[2];
2470
2471         // calculate texture size enclosing entire world bounds at the spacing
2472         VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2473         VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2474         VectorSubtract(maxs, mins, size);
2475         // now we can calculate the resolution we want
2476         c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2477         c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2478         c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2479         // figure out the exact texture size (honoring power of 2 if required)
2480         c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2481         c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2482         c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2483         if (vid.support.arb_texture_non_power_of_two)
2484         {
2485                 resolution[0] = c[0];
2486                 resolution[1] = c[1];
2487                 resolution[2] = c[2];
2488         }
2489         else
2490         {
2491                 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2492                 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2493                 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2494         }
2495         size[0] = spacing[0] * resolution[0];
2496         size[1] = spacing[1] * resolution[1];
2497         size[2] = spacing[2] * resolution[2];
2498
2499         // if dynamic we may or may not want to use the world bounds
2500         // if the dynamic size is smaller than the world bounds, use it instead
2501         if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
2502         {
2503                 // we know the resolution we want
2504                 c[0] = r_shadow_bouncegrid_x.integer;
2505                 c[1] = r_shadow_bouncegrid_y.integer;
2506                 c[2] = r_shadow_bouncegrid_z.integer;
2507                 // now we can calculate the texture size (power of 2 if required)
2508                 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2509                 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2510                 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2511                 if (vid.support.arb_texture_non_power_of_two)
2512                 {
2513                         resolution[0] = c[0];
2514                         resolution[1] = c[1];
2515                         resolution[2] = c[2];
2516                 }
2517                 else
2518                 {
2519                         for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2520                         for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2521                         for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2522                 }
2523                 size[0] = spacing[0] * resolution[0];
2524                 size[1] = spacing[1] * resolution[1];
2525                 size[2] = spacing[2] * resolution[2];
2526                 // center the rendering on the view
2527                 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2528                 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2529                 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2530         }
2531
2532         // recalculate the maxs in case the resolution was not satisfactory
2533         VectorAdd(mins, size, maxs);
2534
2535         // if all the settings seem identical to the previous update, return
2536         if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
2537                 return;
2538
2539         // store the new settings
2540         r_shadow_bouncegridsettings = settings;
2541
2542         pixelbands = settings.directionalshading ? 8 : 1;
2543         pixelsperband = resolution[0]*resolution[1]*resolution[2];
2544         numpixels = pixelsperband*pixelbands;
2545
2546         // we're going to update the bouncegrid, update the matrix...
2547         memset(m, 0, sizeof(m));
2548         m[0] = 1.0f / size[0];
2549         m[3] = -mins[0] * m[0];
2550         m[5] = 1.0f / size[1];
2551         m[7] = -mins[1] * m[5];
2552         m[10] = 1.0f / size[2];
2553         m[11] = -mins[2] * m[10];
2554         m[15] = 1.0f;
2555         Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2556         // reallocate pixels for this update if needed...
2557         if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2558         {
2559                 if (r_shadow_bouncegridtexture)
2560                 {
2561                         R_FreeTexture(r_shadow_bouncegridtexture);
2562                         r_shadow_bouncegridtexture = NULL;
2563                 }
2564                 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2565                 r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
2566         }
2567         r_shadow_bouncegridnumpixels = numpixels;
2568         pixels = r_shadow_bouncegridpixels;
2569         highpixels = r_shadow_bouncegridhighpixels;
2570         x = pixelsperband*4;
2571         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2572         {
2573                 if (pixelband == 1)
2574                         memset(pixels + pixelband * x, 128, x);
2575                 else
2576                         memset(pixels + pixelband * x, 0, x);
2577         }
2578         memset(highpixels, 0, numpixels * sizeof(float[4]));
2579         // figure out what we want to interact with
2580         if (settings.hitmodels)
2581                 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
2582         else
2583                 hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
2584         maxbounce = settings.maxbounce;
2585         // clear variables that produce warnings otherwise
2586         memset(splatcolor, 0, sizeof(splatcolor));
2587         // iterate world rtlights
2588         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2589         range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
2590         range2 = range + range1;
2591         photoncount = 0;
2592         for (lightindex = 0;lightindex < range2;lightindex++)
2593         {
2594                 if (lightindex < range)
2595                 {
2596                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2597                         if (!light)
2598                                 continue;
2599                         rtlight = &light->rtlight;
2600                         VectorClear(rtlight->photoncolor);
2601                         rtlight->photons = 0;
2602                         if (!(light->flags & flag))
2603                                 continue;
2604                         if (settings.staticmode)
2605                         {
2606                                 // when static, we skip styled lights because they tend to change...
2607                                 if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2)
2608                                         continue;
2609                         }
2610                 }
2611                 else
2612                 {
2613                         rtlight = r_refdef.scene.lights[lightindex - range];
2614                         VectorClear(rtlight->photoncolor);
2615                         rtlight->photons = 0;
2616                 }
2617                 // draw only visible lights (major speedup)
2618                 radius = rtlight->radius * settings.lightradiusscale;
2619                 cullmins[0] = rtlight->shadoworigin[0] - radius;
2620                 cullmins[1] = rtlight->shadoworigin[1] - radius;
2621                 cullmins[2] = rtlight->shadoworigin[2] - radius;
2622                 cullmaxs[0] = rtlight->shadoworigin[0] + radius;
2623                 cullmaxs[1] = rtlight->shadoworigin[1] + radius;
2624                 cullmaxs[2] = rtlight->shadoworigin[2] + radius;
2625                 if (R_CullBox(cullmins, cullmaxs))
2626                         continue;
2627                 if (r_refdef.scene.worldmodel
2628                  && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
2629                  && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
2630                         continue;
2631                 w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2632                 if (w * VectorLength2(rtlight->color) == 0.0f)
2633                         continue;
2634                 w *= (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1);
2635                 VectorScale(rtlight->color, w, rtlight->photoncolor);
2636                 //if (!VectorLength2(rtlight->photoncolor))
2637                 //      continue;
2638                 // shoot particles from this light
2639                 // use a calculation for the number of particles that will not
2640                 // vary with lightstyle, otherwise we get randomized particle
2641                 // distribution, the seeded random is only consistent for a
2642                 // consistent number of particles on this light...
2643                 s = rtlight->radius;
2644                 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2645                 if (lightindex >= range)
2646                         lightintensity *= settings.dlightparticlemultiplier;
2647                 rtlight->photons = max(0.0f, lightintensity * s * s);
2648                 photoncount += rtlight->photons;
2649         }
2650         photonscaling = (float)settings.photons / max(1, photoncount);
2651         photonresidual = 0.0f;
2652         for (lightindex = 0;lightindex < range2;lightindex++)
2653         {
2654                 if (lightindex < range)
2655                 {
2656                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2657                         if (!light)
2658                                 continue;
2659                         rtlight = &light->rtlight;
2660                 }
2661                 else
2662                         rtlight = r_refdef.scene.lights[lightindex - range];
2663                 // skip a light with no photons
2664                 if (rtlight->photons == 0.0f)
2665                         continue;
2666                 // skip a light with no photon color)
2667                 if (VectorLength2(rtlight->photoncolor) == 0.0f)
2668                         continue;
2669                 photonresidual += rtlight->photons * photonscaling;
2670                 shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2671                 if (!shootparticles)
2672                         continue;
2673                 photonresidual -= shootparticles;
2674                 radius = rtlight->radius * settings.lightradiusscale;
2675                 s = settings.particleintensity / shootparticles;
2676                 VectorScale(rtlight->photoncolor, s, baseshotcolor);
2677                 r_refdef.stats.bouncegrid_lights++;
2678                 r_refdef.stats.bouncegrid_particles += shootparticles;
2679                 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2680                 {
2681                         if (settings.stablerandom > 0)
2682                                 seed = lightindex * 11937 + shotparticles;
2683                         VectorCopy(baseshotcolor, shotcolor);
2684                         VectorCopy(rtlight->shadoworigin, clipstart);
2685                         if (settings.stablerandom < 0)
2686                                 VectorRandom(clipend);
2687                         else
2688                                 VectorCheeseRandom(clipend);
2689                         VectorMA(clipstart, radius, clipend, clipend);
2690                         for (bouncecount = 0;;bouncecount++)
2691                         {
2692                                 r_refdef.stats.bouncegrid_traces++;
2693                                 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2694                                 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2695                                 if (settings.staticmode)
2696                                 {
2697                                         // static mode fires a LOT of rays but none of them are identical, so they are not cached
2698                                         cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, true, false, NULL, true, true);
2699                                 }
2700                                 else
2701                                 {
2702                                         // dynamic mode fires many rays and most will match the cache from the previous frame
2703                                         cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask);
2704                                 }
2705                                 if (bouncecount > 0 || settings.includedirectlighting)
2706                                 {
2707                                         // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
2708                                         // accumulate average shotcolor
2709                                         w = VectorLength(shotcolor);
2710                                         splatcolor[ 0] = shotcolor[0];
2711                                         splatcolor[ 1] = shotcolor[1];
2712                                         splatcolor[ 2] = shotcolor[2];
2713                                         splatcolor[ 3] = 0.0f;
2714                                         if (pixelbands > 1)
2715                                         {
2716                                                 VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
2717                                                 VectorNormalize(clipdiff);
2718                                                 // store bentnormal in case the shader has a use for it
2719                                                 splatcolor[ 4] = clipdiff[0] * w;
2720                                                 splatcolor[ 5] = clipdiff[1] * w;
2721                                                 splatcolor[ 6] = clipdiff[2] * w;
2722                                                 splatcolor[ 7] = w;
2723                                                 // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z)
2724                                                 splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]);
2725                                                 splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]);
2726                                                 splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]);
2727                                                 splatcolor[11] = 0.0f;
2728                                                 splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]);
2729                                                 splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]);
2730                                                 splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]);
2731                                                 splatcolor[15] = 0.0f;
2732                                                 splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]);
2733                                                 splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]);
2734                                                 splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]);
2735                                                 splatcolor[19] = 0.0f;
2736                                                 splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]);
2737                                                 splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]);
2738                                                 splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]);
2739                                                 splatcolor[23] = 0.0f;
2740                                                 splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]);
2741                                                 splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]);
2742                                                 splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]);
2743                                                 splatcolor[27] = 0.0f;
2744                                                 splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]);
2745                                                 splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]);
2746                                                 splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]);
2747                                                 splatcolor[31] = 0.0f;
2748                                         }
2749                                         // calculate the number of steps we need to traverse this distance
2750                                         VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
2751                                         numsteps = (int)(VectorLength(stepdelta) * ispacing[0]);
2752                                         numsteps = bound(1, numsteps, 1024);
2753                                         w = 1.0f / numsteps;
2754                                         VectorScale(stepdelta, w, stepdelta);
2755                                         VectorMA(clipstart, 0.5f, stepdelta, steppos);
2756                                         for (step = 0;step < numsteps;step++)
2757                                         {
2758                                                 r_refdef.stats.bouncegrid_splats++;
2759                                                 // figure out which texture pixel this is in
2760                                                 texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]) - 0.5f;
2761                                                 texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]) - 0.5f;
2762                                                 texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]) - 0.5f;
2763                                                 tex[0] = (int)floor(texlerp[1][0]);
2764                                                 tex[1] = (int)floor(texlerp[1][1]);
2765                                                 tex[2] = (int)floor(texlerp[1][2]);
2766                                                 if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2)
2767                                                 {
2768                                                         // it is within bounds...  do the real work now
2769                                                         // calculate the lerp factors
2770                                                         texlerp[1][0] -= tex[0];
2771                                                         texlerp[1][1] -= tex[1];
2772                                                         texlerp[1][2] -= tex[2];
2773                                                         texlerp[0][0] = 1.0f - texlerp[1][0];
2774                                                         texlerp[0][1] = 1.0f - texlerp[1][1];
2775                                                         texlerp[0][2] = 1.0f - texlerp[1][2];
2776                                                         // calculate individual pixel indexes and weights
2777                                                         pixelindex[0] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
2778                                                         pixelindex[1] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
2779                                                         pixelindex[2] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
2780                                                         pixelindex[3] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]);
2781                                                         pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
2782                                                         pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]);
2783                                                         pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]);
2784                                                         pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]);
2785                                                         // update the 8 pixels...
2786                                                         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2787                                                         {
2788                                                                 for (corner = 0;corner < 8;corner++)
2789                                                                 {
2790                                                                         // calculate address for pixel
2791                                                                         w = pixelweight[corner];
2792                                                                         pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2793                                                                         highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2794                                                                         // add to the high precision pixel color
2795                                                                         highpixel[0] += (splatcolor[pixelband*4+0]*w);
2796                                                                         highpixel[1] += (splatcolor[pixelband*4+1]*w);
2797                                                                         highpixel[2] += (splatcolor[pixelband*4+2]*w);
2798                                                                         highpixel[3] += (splatcolor[pixelband*4+3]*w);
2799                                                                         // flag the low precision pixel as needing to be updated
2800                                                                         pixel[3] = 255;
2801                                                                         // advance to next band of coefficients
2802                                                                         //pixel += pixelsperband*4;
2803                                                                         //highpixel += pixelsperband*4;
2804                                                                 }
2805                                                         }
2806                                                 }
2807                                                 VectorAdd(steppos, stepdelta, steppos);
2808                                         }
2809                                 }
2810                                 if (cliptrace.fraction >= 1.0f)
2811                                         break;
2812                                 r_refdef.stats.bouncegrid_hits++;
2813                                 if (bouncecount >= maxbounce)
2814                                         break;
2815                                 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2816                                 // also clamp the resulting color to never add energy, even if the user requests extreme values
2817                                 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2818                                         VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2819                                 else
2820                                         VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2821                                 VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
2822                                 surfcolor[0] = min(surfcolor[0], 1.0f);
2823                                 surfcolor[1] = min(surfcolor[1], 1.0f);
2824                                 surfcolor[2] = min(surfcolor[2], 1.0f);
2825                                 VectorMultiply(shotcolor, surfcolor, shotcolor);
2826                                 if (VectorLength2(baseshotcolor) == 0.0f)
2827                                         break;
2828                                 r_refdef.stats.bouncegrid_bounces++;
2829                                 if (settings.bounceanglediffuse)
2830                                 {
2831                                         // random direction, primarily along plane normal
2832                                         s = VectorDistance(cliptrace.endpos, clipend);
2833                                         if (settings.stablerandom < 0)
2834                                                 VectorRandom(clipend);
2835                                         else
2836                                                 VectorCheeseRandom(clipend);
2837                                         VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2838                                         VectorNormalize(clipend);
2839                                         VectorScale(clipend, s, clipend);
2840                                 }
2841                                 else
2842                                 {
2843                                         // reflect the remaining portion of the line across plane normal
2844                                         VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2845                                         VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2846                                 }
2847                                 // calculate the new line start and end
2848                                 VectorCopy(cliptrace.endpos, clipstart);
2849                                 VectorAdd(clipstart, clipend, clipend);
2850                         }
2851                 }
2852         }
2853         // generate pixels array from highpixels array
2854         // skip first and last columns, rows, and layers as these are blank
2855         // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
2856         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2857         {
2858                 for (z = 1;z < resolution[2]-1;z++)
2859                 {
2860                         for (y = 1;y < resolution[1]-1;y++)
2861                         {
2862                                 for (x = 1, pixelindex[0] = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4)
2863                                 {
2864                                         // only convert pixels that were hit by photons
2865                                         if (pixel[3] == 255)
2866                                         {
2867                                                 // normalize the bentnormal...
2868                                                 if (pixelband == 1)
2869                                                 {
2870                                                         VectorNormalize(highpixel);
2871                                                         c[0] = (int)(highpixel[0]*128.0f+128.0f);
2872                                                         c[1] = (int)(highpixel[1]*128.0f+128.0f);
2873                                                         c[2] = (int)(highpixel[2]*128.0f+128.0f);
2874                                                         c[3] = (int)(highpixel[3]*128.0f+128.0f);
2875                                                 }
2876                                                 else
2877                                                 {
2878                                                         c[0] = (int)(highpixel[0]*256.0f);
2879                                                         c[1] = (int)(highpixel[1]*256.0f);
2880                                                         c[2] = (int)(highpixel[2]*256.0f);
2881                                                         c[3] = (int)(highpixel[3]*256.0f);
2882                                                 }
2883                                                 pixel[2] = (unsigned char)bound(0, c[0], 255);
2884                                                 pixel[1] = (unsigned char)bound(0, c[1], 255);
2885                                                 pixel[0] = (unsigned char)bound(0, c[2], 255);
2886                                                 pixel[3] = (unsigned char)bound(0, c[3], 255);
2887                                         }
2888                                 }
2889                         }
2890                 }
2891         }
2892         if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2] && r_shadow_bouncegriddirectional == settings.directionalshading)
2893                 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
2894         else
2895         {
2896                 VectorCopy(resolution, r_shadow_bouncegridresolution);
2897                 r_shadow_bouncegriddirectional = settings.directionalshading;
2898                 if (r_shadow_bouncegridtexture)
2899                         R_FreeTexture(r_shadow_bouncegridtexture);
2900                 r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
2901         }
2902         r_shadow_bouncegridtime = realtime;
2903 }
2904
2905 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2906 {
2907         R_Shadow_RenderMode_Reset();
2908         GL_BlendFunc(GL_ONE, GL_ONE);
2909         GL_DepthRange(0, 1);
2910         GL_DepthTest(r_showshadowvolumes.integer < 2);
2911         GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2912         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2913         GL_CullFace(GL_NONE);
2914         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2915 }
2916
2917 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2918 {
2919         R_Shadow_RenderMode_Reset();
2920         GL_BlendFunc(GL_ONE, GL_ONE);
2921         GL_DepthRange(0, 1);
2922         GL_DepthTest(r_showlighting.integer < 2);
2923         GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2924         if (!transparent)
2925                 GL_DepthFunc(GL_EQUAL);
2926         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2927         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2928 }
2929
2930 void R_Shadow_RenderMode_End(void)
2931 {
2932         R_Shadow_RenderMode_Reset();
2933         R_Shadow_RenderMode_ActiveLight(NULL);
2934         GL_DepthMask(true);
2935         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2936         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2937 }
2938
2939 int bboxedges[12][2] =
2940 {
2941         // top
2942         {0, 1}, // +X
2943         {0, 2}, // +Y
2944         {1, 3}, // Y, +X
2945         {2, 3}, // X, +Y
2946         // bottom
2947         {4, 5}, // +X
2948         {4, 6}, // +Y
2949         {5, 7}, // Y, +X
2950         {6, 7}, // X, +Y
2951         // verticals
2952         {0, 4}, // +Z
2953         {1, 5}, // X, +Z
2954         {2, 6}, // Y, +Z
2955         {3, 7}, // XY, +Z
2956 };
2957
2958 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2959 {
2960         if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer)
2961         {
2962                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2963                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2964                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2965                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2966                 return false;
2967         }
2968         if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2969                 return true; // invisible
2970         if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2971         || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2972         || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2973         || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2974                 r_refdef.stats.lights_scissored++;
2975         return false;
2976 }
2977
2978 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2979 {
2980         int i;
2981         const float *vertex3f;
2982         const float *normal3f;
2983         float *color4f;
2984         float dist, dot, distintensity, shadeintensity, v[3], n[3];
2985         switch (r_shadow_rendermode)
2986         {
2987         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2988         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2989                 if (VectorLength2(diffusecolor) > 0)
2990                 {
2991                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
2992                         {
2993                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2994                                 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2995                                 if ((dot = DotProduct(n, v)) < 0)
2996                                 {
2997                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2998                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2999                                 }
3000                                 else
3001                                         VectorCopy(ambientcolor, color4f);
3002                                 if (r_refdef.fogenabled)
3003                                 {
3004                                         float f;
3005                                         f = RSurf_FogVertex(vertex3f);
3006                                         VectorScale(color4f, f, color4f);
3007                                 }
3008                                 color4f[3] = 1;
3009                         }
3010                 }
3011                 else
3012                 {
3013                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3014                         {
3015                                 VectorCopy(ambientcolor, color4f);
3016                                 if (r_refdef.fogenabled)
3017                                 {
3018                                         float f;
3019                                         Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3020                                         f = RSurf_FogVertex(vertex3f);
3021                                         VectorScale(color4f + 4*i, f, color4f);
3022                                 }
3023                                 color4f[3] = 1;
3024                         }
3025                 }
3026                 break;
3027         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3028                 if (VectorLength2(diffusecolor) > 0)
3029                 {
3030                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3031                         {
3032                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3033                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3034                                 {
3035                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3036                                         if ((dot = DotProduct(n, v)) < 0)
3037                                         {
3038                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3039                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3040                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3041                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3042                                         }
3043                                         else
3044                                         {
3045                                                 color4f[0] = ambientcolor[0] * distintensity;
3046                                                 color4f[1] = ambientcolor[1] * distintensity;
3047                                                 color4f[2] = ambientcolor[2] * distintensity;
3048                                         }
3049                                         if (r_refdef.fogenabled)
3050                                         {
3051                                                 float f;
3052                                                 f = RSurf_FogVertex(vertex3f);
3053                                                 VectorScale(color4f, f, color4f);
3054                                         }
3055                                 }
3056                                 else
3057                                         VectorClear(color4f);
3058                                 color4f[3] = 1;
3059                         }
3060                 }
3061                 else
3062                 {
3063                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3064                         {
3065                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3066                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3067                                 {
3068                                         color4f[0] = ambientcolor[0] * distintensity;
3069                                         color4f[1] = ambientcolor[1] * distintensity;
3070                                         color4f[2] = ambientcolor[2] * distintensity;
3071                                         if (r_refdef.fogenabled)
3072                                         {
3073                                                 float f;
3074                                                 f = RSurf_FogVertex(vertex3f);
3075                                                 VectorScale(color4f, f, color4f);
3076                                         }
3077                                 }
3078                                 else
3079                                         VectorClear(color4f);
3080                                 color4f[3] = 1;
3081                         }
3082                 }
3083                 break;
3084         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3085                 if (VectorLength2(diffusecolor) > 0)
3086                 {
3087                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3088                         {
3089                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3090                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3091                                 {
3092                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3093                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3094                                         if ((dot = DotProduct(n, v)) < 0)
3095                                         {
3096                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3097                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3098                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3099                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3100                                         }
3101                                         else
3102                                         {
3103                                                 color4f[0] = ambientcolor[0] * distintensity;
3104                                                 color4f[1] = ambientcolor[1] * distintensity;
3105                                                 color4f[2] = ambientcolor[2] * distintensity;
3106                                         }
3107                                         if (r_refdef.fogenabled)
3108                                         {
3109                                                 float f;
3110                                                 f = RSurf_FogVertex(vertex3f);
3111                                                 VectorScale(color4f, f, color4f);
3112                                         }
3113                                 }
3114                                 else
3115                                         VectorClear(color4f);
3116                                 color4f[3] = 1;
3117                         }
3118                 }
3119                 else
3120                 {
3121                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3122                         {
3123                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3124                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3125                                 {
3126                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3127                                         color4f[0] = ambientcolor[0] * distintensity;
3128                                         color4f[1] = ambientcolor[1] * distintensity;
3129                                         color4f[2] = ambientcolor[2] * distintensity;
3130                                         if (r_refdef.fogenabled)
3131                                         {
3132                                                 float f;
3133                                                 f = RSurf_FogVertex(vertex3f);
3134                                                 VectorScale(color4f, f, color4f);
3135                                         }
3136                                 }
3137                                 else
3138                                         VectorClear(color4f);
3139                                 color4f[3] = 1;
3140                         }
3141                 }
3142                 break;
3143         default:
3144                 break;
3145         }
3146 }
3147
3148 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3149 {
3150         // used to display how many times a surface is lit for level design purposes
3151         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3152         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
3153         RSurf_DrawBatch();
3154 }
3155
3156 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
3157 {
3158         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
3159         R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
3160         RSurf_DrawBatch();
3161 }
3162
3163 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3164 {
3165         int renders;
3166         int i;
3167         int stop;
3168         int newfirstvertex;
3169         int newlastvertex;
3170         int newnumtriangles;
3171         int *newe;
3172         const int *e;
3173         float *c;
3174         int maxtriangles = 1024;
3175         int newelements[1024*3];
3176         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
3177         for (renders = 0;renders < 4;renders++)
3178         {
3179                 stop = true;
3180                 newfirstvertex = 0;
3181                 newlastvertex = 0;
3182                 newnumtriangles = 0;
3183                 newe = newelements;
3184                 // due to low fillrate on the cards this vertex lighting path is
3185                 // designed for, we manually cull all triangles that do not
3186                 // contain a lit vertex
3187                 // this builds batches of triangles from multiple surfaces and
3188                 // renders them at once
3189                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3190                 {
3191                         if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
3192                         {
3193                                 if (newnumtriangles)
3194                                 {
3195                                         newfirstvertex = min(newfirstvertex, e[0]);
3196                                         newlastvertex  = max(newlastvertex, e[0]);
3197                                 }
3198                                 else
3199                                 {
3200                                         newfirstvertex = e[0];
3201                                         newlastvertex = e[0];
3202                                 }
3203                                 newfirstvertex = min(newfirstvertex, e[1]);
3204                                 newlastvertex  = max(newlastvertex, e[1]);
3205                                 newfirstvertex = min(newfirstvertex, e[2]);
3206                                 newlastvertex  = max(newlastvertex, e[2]);
3207                                 newe[0] = e[0];
3208                                 newe[1] = e[1];
3209                                 newe[2] = e[2];
3210                                 newnumtriangles++;
3211                                 newe += 3;
3212                                 if (newnumtriangles >= maxtriangles)
3213                                 {
3214                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3215                                         newnumtriangles = 0;
3216                                         newe = newelements;
3217                                         stop = false;
3218                                 }
3219                         }
3220                 }
3221                 if (newnumtriangles >= 1)
3222                 {
3223                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3224                         stop = false;
3225                 }
3226                 // if we couldn't find any lit triangles, exit early
3227                 if (stop)
3228                         break;
3229                 // now reduce the intensity for the next overbright pass
3230                 // we have to clamp to 0 here incase the drivers have improper
3231                 // handling of negative colors
3232                 // (some old drivers even have improper handling of >1 color)
3233                 stop = true;
3234                 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3235                 {
3236                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3237                         {
3238                                 c[0] = max(0, c[0] - 1);
3239                                 c[1] = max(0, c[1] - 1);
3240                                 c[2] = max(0, c[2] - 1);
3241                                 stop = false;
3242                         }
3243                         else
3244                                 VectorClear(c);
3245                 }
3246                 // another check...
3247                 if (stop)
3248                         break;
3249         }
3250 }
3251
3252 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
3253 {
3254         // OpenGL 1.1 path (anything)
3255         float ambientcolorbase[3], diffusecolorbase[3];
3256         float ambientcolorpants[3], diffusecolorpants[3];
3257         float ambientcolorshirt[3], diffusecolorshirt[3];
3258         const float *surfacecolor = rsurface.texture->dlightcolor;
3259         const float *surfacepants = rsurface.colormap_pantscolor;
3260         const float *surfaceshirt = rsurface.colormap_shirtcolor;
3261         rtexture_t *basetexture = rsurface.texture->basetexture;
3262         rtexture_t *pantstexture = rsurface.texture->pantstexture;
3263         rtexture_t *shirttexture = rsurface.texture->shirttexture;
3264         qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
3265         qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
3266         ambientscale *= 2 * r_refdef.view.colorscale;
3267         diffusescale *= 2 * r_refdef.view.colorscale;
3268         ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
3269         diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
3270         ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
3271         diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
3272         ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
3273         diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
3274         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3275         rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
3276         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3277         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
3278         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
3279         R_Mesh_TexBind(0, basetexture);
3280         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
3281         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
3282         switch(r_shadow_rendermode)
3283         {
3284         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3285                 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
3286                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3287                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3288                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3289                 break;
3290         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3291                 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
3292                 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
3293                 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
3294                 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3295                 // fall through
3296         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3297                 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
3298                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3299                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3300                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3301                 break;
3302         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3303                 break;
3304         default:
3305                 break;
3306         }
3307         //R_Mesh_TexBind(0, basetexture);
3308         R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3309         if (dopants)
3310         {
3311                 R_Mesh_TexBind(0, pantstexture);
3312                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3313         }
3314         if (doshirt)
3315         {
3316                 R_Mesh_TexBind(0, shirttexture);
3317                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3318         }
3319 }
3320
3321 extern cvar_t gl_lightmaps;
3322 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3323 {
3324         float ambientscale, diffusescale, specularscale;
3325         qboolean negated;
3326         float lightcolor[3];
3327         VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3328         ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient;
3329         diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient);
3330         specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3331         if (!r_shadow_usenormalmap.integer)
3332         {
3333                 ambientscale += 1.0f * diffusescale;
3334                 diffusescale = 0;
3335                 specularscale = 0;
3336         }
3337         if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3338                 return;
3339         negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3340         if(negated)
3341         {
3342                 VectorNegate(lightcolor, lightcolor);
3343                 GL_BlendEquationSubtract(true);
3344         }
3345         RSurf_SetupDepthAndCulling();
3346         switch (r_shadow_rendermode)
3347         {
3348         case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3349                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3350                 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3351                 break;
3352         case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3353                 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3354                 break;
3355         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3356         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3357         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3358         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3359                 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3360                 break;
3361         default:
3362                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3363                 break;
3364         }
3365         if(negated)
3366                 GL_BlendEquationSubtract(false);
3367 }
3368
3369 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
3370 {
3371         matrix4x4_t tempmatrix = *matrix;
3372         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3373
3374         // if this light has been compiled before, free the associated data
3375         R_RTLight_Uncompile(rtlight);
3376
3377         // clear it completely to avoid any lingering data
3378         memset(rtlight, 0, sizeof(*rtlight));
3379
3380         // copy the properties
3381         rtlight->matrix_lighttoworld = tempmatrix;
3382         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3383         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3384         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3385         VectorCopy(color, rtlight->color);
3386         rtlight->cubemapname[0] = 0;
3387         if (cubemapname && cubemapname[0])
3388                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3389         rtlight->shadow = shadow;
3390         rtlight->corona = corona;
3391         rtlight->style = style;
3392         rtlight->isstatic = isstatic;
3393         rtlight->coronasizescale = coronasizescale;
3394         rtlight->ambientscale = ambientscale;
3395         rtlight->diffusescale = diffusescale;
3396         rtlight->specularscale = specularscale;
3397         rtlight->flags = flags;
3398
3399         // compute derived data
3400         //rtlight->cullradius = rtlight->radius;
3401         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3402         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3403         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3404         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3405         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3406         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3407         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3408 }
3409
3410 // compiles rtlight geometry
3411 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3412 void R_RTLight_Compile(rtlight_t *rtlight)
3413 {
3414         int i;
3415         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3416         int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3417         entity_render_t *ent = r_refdef.scene.worldentity;
3418         dp_model_t *model = r_refdef.scene.worldmodel;
3419         unsigned char *data;
3420         shadowmesh_t *mesh;
3421
3422         // compile the light
3423         rtlight->compiled = true;
3424         rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3425         rtlight->static_numleafs = 0;
3426         rtlight->static_numleafpvsbytes = 0;
3427         rtlight->static_leaflist = NULL;
3428         rtlight->static_leafpvs = NULL;
3429         rtlight->static_numsurfaces = 0;
3430         rtlight->static_surfacelist = NULL;
3431         rtlight->static_shadowmap_receivers = 0x3F;
3432         rtlight->static_shadowmap_casters = 0x3F;
3433         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3434         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3435         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3436         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3437         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3438         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3439
3440         if (model && model->GetLightInfo)
3441         {
3442                 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3443                 r_shadow_compilingrtlight = rtlight;
3444                 R_FrameData_SetMark();
3445                 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
3446                 R_FrameData_ReturnToMark();
3447                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3448                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3449                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3450                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3451                 rtlight->static_numsurfaces = numsurfaces;
3452                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3453                 rtlight->static_numleafs = numleafs;
3454                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3455                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3456                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3457                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3458                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3459                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3460                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3461                 if (rtlight->static_numsurfaces)
3462                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3463                 if (rtlight->static_numleafs)
3464                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3465                 if (rtlight->static_numleafpvsbytes)
3466                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3467                 if (rtlight->static_numshadowtrispvsbytes)
3468                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3469                 if (rtlight->static_numlighttrispvsbytes)
3470                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3471                 R_FrameData_SetMark();
3472                 switch (rtlight->shadowmode)
3473                 {
3474                 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3475                         if (model->CompileShadowMap && rtlight->shadow)
3476                                 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3477                         break;
3478                 default:
3479                         if (model->CompileShadowVolume && rtlight->shadow)
3480                                 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3481                         break;
3482                 }
3483                 R_FrameData_ReturnToMark();
3484                 // now we're done compiling the rtlight
3485                 r_shadow_compilingrtlight = NULL;
3486         }
3487
3488
3489         // use smallest available cullradius - box radius or light radius
3490         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3491         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3492
3493         shadowzpasstris = 0;
3494         if (rtlight->static_meshchain_shadow_zpass)
3495                 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3496                         shadowzpasstris += mesh->numtriangles;
3497
3498         shadowzfailtris = 0;
3499         if (rtlight->static_meshchain_shadow_zfail)
3500                 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3501                         shadowzfailtris += mesh->numtriangles;
3502
3503         lighttris = 0;
3504         if (rtlight->static_numlighttrispvsbytes)
3505                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3506                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3507                                 lighttris++;
3508
3509         shadowtris = 0;
3510         if (rtlight->static_numlighttrispvsbytes)
3511                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3512                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3513                                 shadowtris++;
3514
3515         if (developer_extra.integer)
3516                 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
3517 }
3518
3519 void R_RTLight_Uncompile(rtlight_t *rtlight)
3520 {
3521         if (rtlight->compiled)
3522         {
3523                 if (rtlight->static_meshchain_shadow_zpass)
3524                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3525                 rtlight->static_meshchain_shadow_zpass = NULL;
3526                 if (rtlight->static_meshchain_shadow_zfail)
3527                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3528                 rtlight->static_meshchain_shadow_zfail = NULL;
3529                 if (rtlight->static_meshchain_shadow_shadowmap)
3530                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3531                 rtlight->static_meshchain_shadow_shadowmap = NULL;
3532                 // these allocations are grouped
3533                 if (rtlight->static_surfacelist)
3534                         Mem_Free(rtlight->static_surfacelist);
3535                 rtlight->static_numleafs = 0;
3536                 rtlight->static_numleafpvsbytes = 0;
3537                 rtlight->static_leaflist = NULL;
3538                 rtlight->static_leafpvs = NULL;
3539                 rtlight->static_numsurfaces = 0;
3540                 rtlight->static_surfacelist = NULL;
3541                 rtlight->static_numshadowtrispvsbytes = 0;
3542                 rtlight->static_shadowtrispvs = NULL;
3543                 rtlight->static_numlighttrispvsbytes = 0;
3544                 rtlight->static_lighttrispvs = NULL;
3545                 rtlight->compiled = false;
3546         }
3547 }
3548
3549 void R_Shadow_UncompileWorldLights(void)
3550 {
3551         size_t lightindex;
3552         dlight_t *light;
3553         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3554         for (lightindex = 0;lightindex < range;lightindex++)
3555         {
3556                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3557                 if (!light)
3558                         continue;
3559                 R_RTLight_Uncompile(&light->rtlight);
3560         }
3561 }
3562
3563 static void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3564 {
3565         int i, j;
3566         mplane_t plane;
3567         // reset the count of frustum planes
3568         // see rtlight->cached_frustumplanes definition for how much this array
3569         // can hold
3570         rtlight->cached_numfrustumplanes = 0;
3571
3572         if (r_trippy.integer)
3573                 return;
3574
3575         // haven't implemented a culling path for ortho rendering
3576         if (!r_refdef.view.useperspective)
3577         {
3578                 // check if the light is on screen and copy the 4 planes if it is
3579                 for (i = 0;i < 4;i++)
3580                         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3581                                 break;
3582                 if (i == 4)
3583                         for (i = 0;i < 4;i++)
3584                                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3585                 return;
3586         }
3587
3588 #if 1
3589         // generate a deformed frustum that includes the light origin, this is
3590         // used to cull shadow casting surfaces that can not possibly cast a
3591         // shadow onto the visible light-receiving surfaces, which can be a
3592         // performance gain
3593         //
3594         // if the light origin is onscreen the result will be 4 planes exactly
3595         // if the light origin is offscreen on only one axis the result will
3596         // be exactly 5 planes (split-side case)
3597         // if the light origin is offscreen on two axes the result will be
3598         // exactly 4 planes (stretched corner case)
3599         for (i = 0;i < 4;i++)
3600         {
3601                 // quickly reject standard frustum planes that put the light
3602                 // origin outside the frustum
3603                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3604                         continue;
3605                 // copy the plane
3606                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3607         }
3608         // if all the standard frustum planes were accepted, the light is onscreen
3609         // otherwise we need to generate some more planes below...
3610         if (rtlight->cached_numfrustumplanes < 4)
3611         {
3612                 // at least one of the stock frustum planes failed, so we need to
3613                 // create one or two custom planes to enclose the light origin
3614                 for (i = 0;i < 4;i++)
3615                 {
3616                         // create a plane using the view origin and light origin, and a
3617                         // single point from the frustum corner set
3618                         TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3619                         VectorNormalize(plane.normal);
3620                         plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3621                         // see if this plane is backwards and flip it if so
3622                         for (j = 0;j < 4;j++)
3623                                 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3624                                         break;
3625                         if (j < 4)
3626                         {
3627                                 VectorNegate(plane.normal, plane.normal);
3628                                 plane.dist *= -1;
3629                                 // flipped plane, test again to see if it is now valid
3630                                 for (j = 0;j < 4;j++)
3631                                         if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3632                                                 break;
3633                                 // if the plane is still not valid, then it is dividing the
3634                                 // frustum and has to be rejected
3635                                 if (j < 4)
3636                                         continue;
3637                         }
3638                         // we have created a valid plane, compute extra info
3639                         PlaneClassify(&plane);
3640                         // copy the plane
3641                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3642 #if 1
3643                         // if we've found 5 frustum planes then we have constructed a
3644                         // proper split-side case and do not need to keep searching for
3645                         // planes to enclose the light origin
3646                         if (rtlight->cached_numfrustumplanes == 5)
3647                                 break;
3648 #endif
3649                 }
3650         }
3651 #endif
3652
3653 #if 0
3654         for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3655         {
3656                 plane = rtlight->cached_frustumplanes[i];
3657                 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
3658         }
3659 #endif
3660
3661 #if 0
3662         // now add the light-space box planes if the light box is rotated, as any
3663         // caster outside the oriented light box is irrelevant (even if it passed
3664         // the worldspace light box, which is axial)
3665         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3666         {
3667                 for (i = 0;i < 6;i++)
3668                 {
3669                         vec3_t v;
3670                         VectorClear(v);
3671                         v[i >> 1] = (i & 1) ? -1 : 1;
3672                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3673                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3674                         plane.dist = VectorNormalizeLength(plane.normal);
3675                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3676                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3677                 }
3678         }
3679 #endif
3680
3681 #if 0
3682         // add the world-space reduced box planes
3683         for (i = 0;i < 6;i++)
3684         {
3685                 VectorClear(plane.normal);
3686                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3687                 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3688                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3689         }
3690 #endif
3691
3692 #if 0
3693         {
3694         int j, oldnum;
3695         vec3_t points[8];
3696         vec_t bestdist;
3697         // reduce all plane distances to tightly fit the rtlight cull box, which
3698         // is in worldspace
3699         VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3700         VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3701         VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3702         VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3703         VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3704         VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3705         VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3706         VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3707         oldnum = rtlight->cached_numfrustumplanes;
3708         rtlight->cached_numfrustumplanes = 0;
3709         for (j = 0;j < oldnum;j++)
3710         {
3711                 // find the nearest point on the box to this plane
3712                 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3713                 for (i = 1;i < 8;i++)
3714                 {
3715                         dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3716                         if (bestdist > dist)
3717                                 bestdist = dist;
3718                 }
3719                 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
3720                 // if the nearest point is near or behind the plane, we want this
3721                 // plane, otherwise the plane is useless as it won't cull anything
3722                 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3723                 {
3724                         PlaneClassify(&rtlight->cached_frustumplanes[j]);
3725                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3726                 }
3727         }
3728         }
3729 #endif
3730 }
3731
3732 static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3733 {
3734         shadowmesh_t *mesh;
3735
3736         RSurf_ActiveWorldEntity();
3737
3738         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3739         {
3740                 CHECKGLERROR
3741                 GL_CullFace(GL_NONE);
3742                 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3743                 for (;mesh;mesh = mesh->next)
3744                 {
3745                         if (!mesh->sidetotals[r_shadow_shadowmapside])
3746                                 continue;
3747                         r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3748                         if (mesh->vertex3fbuffer)
3749                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3750                         else
3751                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3752                         R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3753                 }
3754                 CHECKGLERROR
3755         }
3756         else if (r_refdef.scene.worldentity->model)
3757                 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3758
3759         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3760 }
3761
3762 static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3763 {
3764         qboolean zpass = false;
3765         shadowmesh_t *mesh;
3766         int t, tend;
3767         int surfacelistindex;
3768         msurface_t *surface;
3769
3770         // if triangle neighbors are disabled, shadowvolumes are disabled
3771         if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3772                 return;
3773
3774         RSurf_ActiveWorldEntity();
3775
3776         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3777         {
3778                 CHECKGLERROR
3779                 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3780                 {
3781                         zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3782                         R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3783                 }
3784                 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3785                 for (;mesh;mesh = mesh->next)
3786                 {
3787                         r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3788                         if (mesh->vertex3fbuffer)
3789                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3790                         else
3791                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3792                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3793                         {
3794                                 // increment stencil if frontface is infront of depthbuffer
3795                                 GL_CullFace(r_refdef.view.cullface_back);
3796                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3797                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3798                                 // decrement stencil if backface is infront of depthbuffer
3799                                 GL_CullFace(r_refdef.view.cullface_front);
3800                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3801                         }
3802                         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3803                         {
3804                                 // decrement stencil if backface is behind depthbuffer
3805                                 GL_CullFace(r_refdef.view.cullface_front);
3806                                 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3807                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3808                                 // increment stencil if frontface is behind depthbuffer
3809                                 GL_CullFace(r_refdef.view.cullface_back);
3810                                 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3811                         }
3812                         R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3813                 }
3814                 CHECKGLERROR
3815         }
3816         else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3817         {
3818                 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3819                 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3820                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3821                 {
3822                         surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3823                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3824                                 if (CHECKPVSBIT(trispvs, t))
3825                                         shadowmarklist[numshadowmark++] = t;
3826                 }
3827                 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3828         }
3829         else if (numsurfaces)
3830         {
3831                 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3832         }
3833
3834         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3835 }
3836
3837 static void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3838 {
3839         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3840         vec_t relativeshadowradius;
3841         RSurf_ActiveModelEntity(ent, false, false, false);
3842         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3843         // we need to re-init the shader for each entity because the matrix changed
3844         relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3845         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3846         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3847         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3848         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3849         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3850         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3851         switch (r_shadow_rendermode)
3852         {
3853         case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3854                 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3855                 break;
3856         default:
3857                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3858                 break;
3859         }
3860         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3861 }
3862
3863 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3864 {
3865         // set up properties for rendering light onto this entity
3866         RSurf_ActiveModelEntity(ent, true, true, false);
3867         Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3868         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3869         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3870         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3871 }
3872
3873 static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3874 {
3875         if (!r_refdef.scene.worldmodel->DrawLight)
3876                 return;
3877
3878         // set up properties for rendering light onto this entity
3879         RSurf_ActiveWorldEntity();
3880         rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3881         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3882         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3883         VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3884
3885         r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3886
3887         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3888 }
3889
3890 static void R_Shadow_DrawEntityLight(entity_render_t *ent)
3891 {
3892         dp_model_t *model = ent->model;
3893         if (!model->DrawLight)
3894                 return;
3895
3896         R_Shadow_SetupEntityLight(ent);
3897
3898         model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3899
3900         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3901 }
3902
3903 static void R_Shadow_PrepareLight(rtlight_t *rtlight)
3904 {
3905         int i;
3906         float f;
3907         int numleafs, numsurfaces;
3908         int *leaflist, *surfacelist;
3909         unsigned char *leafpvs;
3910         unsigned char *shadowtrispvs;
3911         unsigned char *lighttrispvs;
3912         //unsigned char *surfacesides;
3913         int numlightentities;
3914         int numlightentities_noselfshadow;
3915         int numshadowentities;
3916         int numshadowentities_noselfshadow;
3917         static entity_render_t *lightentities[MAX_EDICTS];
3918         static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3919         static entity_render_t *shadowentities[MAX_EDICTS];
3920         static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3921         qboolean nolight;
3922
3923         rtlight->draw = false;
3924
3925         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3926         // skip lights that are basically invisible (color 0 0 0)
3927         nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3928
3929         // loading is done before visibility checks because loading should happen
3930         // all at once at the start of a level, not when it stalls gameplay.
3931         // (especially important to benchmarks)
3932         // compile light
3933         if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3934         {
3935                 if (rtlight->compiled)
3936                         R_RTLight_Uncompile(rtlight);
3937                 R_RTLight_Compile(rtlight);
3938         }
3939
3940         // load cubemap
3941         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3942
3943         // look up the light style value at this time
3944         f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3945         VectorScale(rtlight->color, f, rtlight->currentcolor);
3946         /*
3947         if (rtlight->selected)
3948         {
3949                 f = 2 + sin(realtime * M_PI * 4.0);
3950                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3951         }
3952         */
3953
3954         // if lightstyle is currently off, don't draw the light
3955         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3956                 return;
3957
3958         // skip processing on corona-only lights
3959         if (nolight)
3960                 return;
3961
3962         // if the light box is offscreen, skip it
3963         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3964                 return;
3965
3966         VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3967         VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3968
3969         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3970
3971         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3972         {
3973                 // compiled light, world available and can receive realtime lighting
3974                 // retrieve leaf information
3975                 numleafs = rtlight->static_numleafs;
3976                 leaflist = rtlight->static_leaflist;
3977                 leafpvs = rtlight->static_leafpvs;
3978                 numsurfaces = rtlight->static_numsurfaces;
3979                 surfacelist = rtlight->static_surfacelist;
3980                 //surfacesides = NULL;
3981                 shadowtrispvs = rtlight->static_shadowtrispvs;
3982                 lighttrispvs = rtlight->static_lighttrispvs;
3983         }
3984         else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3985         {
3986                 // dynamic light, world available and can receive realtime lighting
3987                 // calculate lit surfaces and leafs
3988                 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
3989                 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3990                 leaflist = r_shadow_buffer_leaflist;
3991                 leafpvs = r_shadow_buffer_leafpvs;
3992                 surfacelist = r_shadow_buffer_surfacelist;
3993                 //surfacesides = r_shadow_buffer_surfacesides;
3994                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3995                 lighttrispvs = r_shadow_buffer_lighttrispvs;
3996                 // if the reduced leaf bounds are offscreen, skip it
3997                 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3998                         return;
3999         }
4000         else
4001         {
4002                 // no world
4003                 numleafs = 0;
4004                 leaflist = NULL;
4005                 leafpvs = NULL;
4006                 numsurfaces = 0;
4007                 surfacelist = NULL;
4008                 //surfacesides = NULL;
4009                 shadowtrispvs = NULL;
4010                 lighttrispvs = NULL;
4011         }
4012         // check if light is illuminating any visible leafs
4013         if (numleafs)
4014         {
4015                 for (i = 0;i < numleafs;i++)
4016                         if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4017                                 break;
4018                 if (i == numleafs)
4019                         return;
4020         }
4021
4022         // make a list of lit entities and shadow casting entities
4023         numlightentities = 0;
4024         numlightentities_noselfshadow = 0;
4025         numshadowentities = 0;
4026         numshadowentities_noselfshadow = 0;
4027
4028         // add dynamic entities that are lit by the light
4029         for (i = 0;i < r_refdef.scene.numentities;i++)
4030         {
4031                 dp_model_t *model;
4032                 entity_render_t *ent = r_refdef.scene.entities[i];
4033                 vec3_t org;
4034                 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4035                         continue;
4036                 // skip the object entirely if it is not within the valid
4037                 // shadow-casting region (which includes the lit region)
4038                 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4039                         continue;
4040                 if (!(model = ent->model))
4041                         continue;
4042                 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4043                 {
4044                         // this entity wants to receive light, is visible, and is
4045                         // inside the light box
4046                         // TODO: check if the surfaces in the model can receive light
4047                         // so now check if it's in a leaf seen by the light
4048                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
4049                                 continue;
4050                         if (ent->flags & RENDER_NOSELFSHADOW)
4051                                 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4052                         else
4053                                 lightentities[numlightentities++] = ent;
4054                         // since it is lit, it probably also casts a shadow...
4055                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
4056                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4057                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4058                         {
4059                                 // note: exterior models without the RENDER_NOSELFSHADOW
4060                                 // flag still create a RENDER_NOSELFSHADOW shadow but
4061                                 // are lit normally, this means that they are
4062                                 // self-shadowing but do not shadow other
4063                                 // RENDER_NOSELFSHADOW entities such as the gun
4064                                 // (very weird, but keeps the player shadow off the gun)
4065                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4066                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4067                                 else
4068                                         shadowentities[numshadowentities++] = ent;
4069                         }
4070                 }
4071                 else if (ent->flags & RENDER_SHADOW)
4072                 {
4073                         // this entity is not receiving light, but may still need to
4074                         // cast a shadow...
4075                         // TODO: check if the surfaces in the model can cast shadow
4076                         // now check if it is in a leaf seen by the light
4077                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
4078                                 continue;
4079                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
4080                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4081                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4082                         {
4083                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4084                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4085                                 else
4086                                         shadowentities[numshadowentities++] = ent;
4087                         }
4088                 }
4089         }
4090
4091         // return if there's nothing at all to light
4092         if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4093                 return;
4094
4095         // count this light in the r_speeds
4096         r_refdef.stats.lights++;
4097
4098         // flag it as worth drawing later
4099         rtlight->draw = true;
4100
4101         // cache all the animated entities that cast a shadow but are not visible
4102         for (i = 0;i < numshadowentities;i++)
4103                 if (!shadowentities[i]->animcache_vertex3f)
4104                         R_AnimCache_GetEntity(shadowentities[i], false, false);
4105         for (i = 0;i < numshadowentities_noselfshadow;i++)
4106                 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
4107                         R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4108
4109         // allocate some temporary memory for rendering this light later in the frame
4110         // reusable buffers need to be copied, static data can be used as-is
4111         rtlight->cached_numlightentities               = numlightentities;
4112         rtlight->cached_numlightentities_noselfshadow  = numlightentities_noselfshadow;
4113         rtlight->cached_numshadowentities              = numshadowentities;
4114         rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4115         rtlight->cached_numsurfaces                    = numsurfaces;
4116         rtlight->cached_lightentities                  = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4117         rtlight->cached_lightentities_noselfshadow     = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4118         rtlight->cached_shadowentities                 = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4119         rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4120         if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4121         {
4122                 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4123                 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4124                 rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4125                 rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4126                 rtlight->cached_surfacelist                    =              (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4127         }
4128         else
4129         {
4130                 // compiled light data
4131                 rtlight->cached_shadowtrispvs = shadowtrispvs;
4132                 rtlight->cached_lighttrispvs = lighttrispvs;
4133                 rtlight->cached_surfacelist = surfacelist;
4134         }
4135 }
4136
4137 static void R_Shadow_DrawLight(rtlight_t *rtlight)
4138 {
4139         int i;
4140         int numsurfaces;
4141         unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4142         int numlightentities;
4143         int numlightentities_noselfshadow;
4144         int numshadowentities;
4145         int numshadowentities_noselfshadow;
4146         entity_render_t **lightentities;
4147         entity_render_t **lightentities_noselfshadow;
4148         entity_render_t **shadowentities;
4149         entity_render_t **shadowentities_noselfshadow;
4150         int *surfacelist;
4151         static unsigned char entitysides[MAX_EDICTS];
4152         static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4153         vec3_t nearestpoint;
4154         vec_t distance;
4155         qboolean castshadows;
4156         int lodlinear;
4157
4158         // check if we cached this light this frame (meaning it is worth drawing)
4159         if (!rtlight->draw)
4160                 return;
4161
4162         numlightentities = rtlight->cached_numlightentities;
4163         numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4164         numshadowentities = rtlight->cached_numshadowentities;
4165         numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4166         numsurfaces = rtlight->cached_numsurfaces;
4167         lightentities = rtlight->cached_lightentities;
4168         lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4169         shadowentities = rtlight->cached_shadowentities;
4170         shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4171         shadowtrispvs = rtlight->cached_shadowtrispvs;
4172         lighttrispvs = rtlight->cached_lighttrispvs;
4173         surfacelist = rtlight->cached_surfacelist;
4174
4175         // set up a scissor rectangle for this light
4176         if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4177                 return;
4178
4179         // don't let sound skip if going slow
4180         if (r_refdef.scene.extraupdate)
4181                 S_ExtraUpdate ();
4182
4183         // make this the active rtlight for rendering purposes
4184         R_Shadow_RenderMode_ActiveLight(rtlight);
4185
4186         if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4187         {
4188                 // optionally draw visible shape of the shadow volumes
4189                 // for performance analysis by level designers
4190                 R_Shadow_RenderMode_VisibleShadowVolumes();
4191                 if (numsurfaces)
4192                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4193                 for (i = 0;i < numshadowentities;i++)
4194                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4195                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4196                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4197                 R_Shadow_RenderMode_VisibleLighting(false, false);
4198         }
4199
4200         if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4201         {
4202                 // optionally draw the illuminated areas
4203                 // for performance analysis by level designers
4204                 R_Shadow_RenderMode_VisibleLighting(false, false);
4205                 if (numsurfaces)
4206                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4207                 for (i = 0;i < numlightentities;i++)
4208                         R_Shadow_DrawEntityLight(lightentities[i]);
4209                 for (i = 0;i < numlightentities_noselfshadow;i++)
4210                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4211         }
4212
4213         castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4214
4215         nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4216         nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4217         nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4218         distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4219
4220         lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4221         //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4222         lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4223
4224         if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4225         {
4226                 float borderbias;
4227                 int side;
4228                 int size;
4229                 int castermask = 0;
4230                 int receivermask = 0;
4231                 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4232                 Matrix4x4_Abs(&radiustolight);
4233
4234                 r_shadow_shadowmaplod = 0;
4235                 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4236                         if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4237                                 r_shadow_shadowmaplod = i;
4238
4239                 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4240                         
4241                 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4242
4243                 surfacesides = NULL;
4244                 if (numsurfaces)
4245                 {
4246                         if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4247                         {
4248                                 castermask = rtlight->static_shadowmap_casters;
4249                                 receivermask = rtlight->static_shadowmap_receivers;
4250                         }
4251                         else
4252                         {
4253                                 surfacesides = r_shadow_buffer_surfacesides;
4254                                 for(i = 0;i < numsurfaces;i++)
4255                                 {
4256                                         msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4257                                         surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);           
4258                                         castermask |= surfacesides[i];
4259                                         receivermask |= surfacesides[i];
4260                                 }
4261                         }
4262                 }
4263                 if (receivermask < 0x3F) 
4264                 {
4265                         for (i = 0;i < numlightentities;i++)
4266                                 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4267                         if (receivermask < 0x3F)
4268                                 for(i = 0; i < numlightentities_noselfshadow;i++)
4269                                         receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4270                 }
4271
4272                 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4273
4274                 if (receivermask)
4275                 {
4276                         for (i = 0;i < numshadowentities;i++)
4277                                 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4278                         for (i = 0;i < numshadowentities_noselfshadow;i++)
4279                                 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
4280                 }
4281
4282                 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4283
4284                 // render shadow casters into 6 sided depth texture
4285                 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4286                 {
4287                         R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4288                         if (! (castermask & (1 << side))) continue;
4289                         if (numsurfaces)
4290                                 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4291                         for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4292                                 R_Shadow_DrawEntityShadow(shadowentities[i]);
4293                 }
4294
4295                 if (numlightentities_noselfshadow)
4296                 {
4297                         // render lighting using the depth texture as shadowmap
4298                         // draw lighting in the unmasked areas
4299                         R_Shadow_RenderMode_Lighting(false, false, true);
4300                         for (i = 0;i < numlightentities_noselfshadow;i++)
4301                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4302                 }
4303
4304                 // render shadow casters into 6 sided depth texture
4305                 if (numshadowentities_noselfshadow)
4306                 {
4307                         for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4308                         {
4309                                 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4310                                 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4311                                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4312                         }
4313                 }
4314
4315                 // render lighting using the depth texture as shadowmap
4316                 // draw lighting in the unmasked areas
4317                 R_Shadow_RenderMode_Lighting(false, false, true);
4318                 // draw lighting in the unmasked areas
4319                 if (numsurfaces)
4320                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4321                 for (i = 0;i < numlightentities;i++)
4322                         R_Shadow_DrawEntityLight(lightentities[i]);
4323         }
4324         else if (castshadows && vid.stencil)
4325         {
4326                 // draw stencil shadow volumes to mask off pixels that are in shadow
4327                 // so that they won't receive lighting
4328                 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4329                 R_Shadow_ClearStencil();
4330
4331                 if (numsurfaces)
4332                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4333                 for (i = 0;i < numshadowentities;i++)
4334                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4335
4336                 // draw lighting in the unmasked areas
4337                 R_Shadow_RenderMode_Lighting(true, false, false);
4338                 for (i = 0;i < numlightentities_noselfshadow;i++)
4339                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4340
4341                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4342                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4343
4344                 // draw lighting in the unmasked areas
4345                 R_Shadow_RenderMode_Lighting(true, false, false);
4346                 if (numsurfaces)
4347                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4348                 for (i = 0;i < numlightentities;i++)
4349                         R_Shadow_DrawEntityLight(lightentities[i]);
4350         }
4351         else
4352         {
4353                 // draw lighting in the unmasked areas
4354                 R_Shadow_RenderMode_Lighting(false, false, false);
4355                 if (numsurfaces)
4356                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4357                 for (i = 0;i < numlightentities;i++)
4358                         R_Shadow_DrawEntityLight(lightentities[i]);
4359                 for (i = 0;i < numlightentities_noselfshadow;i++)
4360                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4361         }
4362
4363         if (r_shadow_usingdeferredprepass)
4364         {
4365                 // when rendering deferred lighting, we simply rasterize the box
4366                 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4367                         R_Shadow_RenderMode_DrawDeferredLight(false, true);
4368                 else if (castshadows && vid.stencil)
4369                         R_Shadow_RenderMode_DrawDeferredLight(true, false);
4370                 else
4371                         R_Shadow_RenderMode_DrawDeferredLight(false, false);
4372         }
4373 }
4374
4375 static void R_Shadow_FreeDeferred(void)
4376 {
4377         R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4378         r_shadow_prepassgeometryfbo = 0;
4379
4380         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4381         r_shadow_prepasslightingdiffusespecularfbo = 0;
4382
4383         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4384         r_shadow_prepasslightingdiffusefbo = 0;
4385
4386         if (r_shadow_prepassgeometrydepthbuffer)
4387                 R_FreeTexture(r_shadow_prepassgeometrydepthbuffer);
4388         r_shadow_prepassgeometrydepthbuffer = NULL;
4389
4390         if (r_shadow_prepassgeometrynormalmaptexture)
4391                 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4392         r_shadow_prepassgeometrynormalmaptexture = NULL;
4393
4394         if (r_shadow_prepasslightingdiffusetexture)
4395                 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4396         r_shadow_prepasslightingdiffusetexture = NULL;
4397
4398         if (r_shadow_prepasslightingspeculartexture)
4399                 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4400         r_shadow_prepasslightingspeculartexture = NULL;
4401 }
4402
4403 void R_Shadow_DrawPrepass(void)
4404 {
4405         int i;
4406         int flag;
4407         int lnum;
4408         size_t lightindex;
4409         dlight_t *light;
4410         size_t range;
4411         entity_render_t *ent;
4412         float clearcolor[4];
4413
4414         R_Mesh_ResetTextureState();
4415         GL_DepthMask(true);
4416         GL_ColorMask(1,1,1,1);
4417         GL_BlendFunc(GL_ONE, GL_ZERO);
4418         GL_Color(1,1,1,1);
4419         GL_DepthTest(true);
4420         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4421         Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4422         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4423         if (r_timereport_active)
4424                 R_TimeReport("prepasscleargeom");
4425
4426         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4427                 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4428         if (r_timereport_active)
4429                 R_TimeReport("prepassworld");
4430
4431         for (i = 0;i < r_refdef.scene.numentities;i++)
4432         {
4433                 if (!r_refdef.viewcache.entityvisible[i])
4434                         continue;
4435                 ent = r_refdef.scene.entities[i];
4436                 if (ent->model && ent->model->DrawPrepass != NULL)
4437                         ent->model->DrawPrepass(ent);
4438         }
4439
4440         if (r_timereport_active)
4441                 R_TimeReport("prepassmodels");
4442
4443         GL_DepthMask(false);
4444         GL_ColorMask(1,1,1,1);
4445         GL_Color(1,1,1,1);
4446         GL_DepthTest(true);
4447         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4448         Vector4Set(clearcolor, 0, 0, 0, 0);
4449         GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4450         if (r_timereport_active)
4451                 R_TimeReport("prepassclearlit");
4452
4453         R_Shadow_RenderMode_Begin();
4454
4455         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4456         if (r_shadow_debuglight.integer >= 0)
4457         {
4458                 lightindex = r_shadow_debuglight.integer;
4459                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4460                 if (light && (light->flags & flag) && light->rtlight.draw)
4461                         R_Shadow_DrawLight(&light->rtlight);
4462         }
4463         else
4464         {
4465                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4466                 for (lightindex = 0;lightindex < range;lightindex++)
4467                 {
4468                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4469                         if (light && (light->flags & flag) && light->rtlight.draw)
4470                                 R_Shadow_DrawLight(&light->rtlight);
4471                 }
4472         }
4473         if (r_refdef.scene.rtdlight)
4474                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4475                         if (r_refdef.scene.lights[lnum]->draw)
4476                                 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4477
4478         R_Shadow_RenderMode_End();
4479
4480         if (r_timereport_active)
4481                 R_TimeReport("prepasslights");
4482 }
4483
4484 void R_Shadow_DrawLightSprites(void);
4485 void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4486 {
4487         int flag;
4488         int lnum;
4489         size_t lightindex;
4490         dlight_t *light;
4491         size_t range;
4492         float f;
4493
4494         if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4495                 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4496                 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || 
4497                 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
4498                 r_shadow_shadowmapshadowsampler != (vid.support.arb_shadow && r_shadow_shadowmapping_useshadowsampler.integer) || 
4499                 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
4500                 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4501                 R_Shadow_FreeShadowMaps();
4502
4503         r_shadow_fb_fbo = fbo;
4504         r_shadow_fb_depthtexture = depthtexture;
4505         r_shadow_fb_colortexture = colortexture;
4506
4507         r_shadow_usingshadowmaportho = false;
4508
4509         switch (vid.renderpath)
4510         {
4511         case RENDERPATH_GL20:
4512         case RENDERPATH_D3D9:
4513         case RENDERPATH_D3D10:
4514         case RENDERPATH_D3D11:
4515         case RENDERPATH_SOFT:
4516 #ifndef USE_GLES2
4517                 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4518                 {
4519                         r_shadow_usingdeferredprepass = false;
4520                         if (r_shadow_prepass_width)
4521                                 R_Shadow_FreeDeferred();
4522                         r_shadow_prepass_width = r_shadow_prepass_height = 0;
4523                         break;
4524                 }
4525
4526                 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4527                 {
4528                         R_Shadow_FreeDeferred();
4529
4530                         r_shadow_usingdeferredprepass = true;
4531                         r_shadow_prepass_width = vid.width;
4532                         r_shadow_prepass_height = vid.height;
4533                         r_shadow_prepassgeometrydepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "prepassgeometrydepthbuffer", vid.width, vid.height, TEXTYPE_DEPTHBUFFER24);
4534                         r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4535                         r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4536                         r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4537
4538                         // set up the geometry pass fbo (depth + normalmap)
4539                         r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4540                         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4541                         // render depth into a renderbuffer and other important properties into the normalmap texture
4542
4543                         // set up the lighting pass fbo (diffuse + specular)
4544                         r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4545                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4546                         // render diffuse into one texture and specular into another,
4547                         // with depth and normalmap bound as textures,
4548                         // with depth bound as attachment as well
4549
4550                         // set up the lighting pass fbo (diffuse)
4551                         r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4552                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4553                         // render diffuse into one texture,
4554                         // with depth and normalmap bound as textures,
4555                         // with depth bound as attachment as well
4556                 }
4557 #endif
4558                 break;
4559         case RENDERPATH_GL11:
4560         case RENDERPATH_GL13:
4561         case RENDERPATH_GLES1:
4562         case RENDERPATH_GLES2:
4563                 r_shadow_usingdeferredprepass = false;
4564                 break;
4565         }
4566
4567         R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
4568
4569         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4570         if (r_shadow_bouncegrid.integer != 2)
4571         {
4572                 if (r_shadow_debuglight.integer >= 0)
4573                 {
4574                         lightindex = r_shadow_debuglight.integer;
4575                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4576                         if (light)
4577                                 R_Shadow_PrepareLight(&light->rtlight);
4578                 }
4579                 else
4580                 {
4581                         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4582                         for (lightindex = 0;lightindex < range;lightindex++)
4583                         {
4584                                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4585                                 if (light && (light->flags & flag))
4586                                         R_Shadow_PrepareLight(&light->rtlight);
4587                         }
4588                 }
4589         }
4590         if (r_refdef.scene.rtdlight)
4591         {
4592                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4593                         R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4594         }
4595         else if(gl_flashblend.integer)
4596         {
4597                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4598                 {
4599                         rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4600                         f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4601                         VectorScale(rtlight->color, f, rtlight->currentcolor);
4602                 }
4603         }
4604
4605         if (r_editlights.integer)
4606                 R_Shadow_DrawLightSprites();
4607 }
4608
4609 void R_Shadow_DrawLights(void)
4610 {
4611         int flag;
4612         int lnum;
4613         size_t lightindex;
4614         dlight_t *light;
4615         size_t range;
4616
4617         R_Shadow_RenderMode_Begin();
4618
4619         if (r_shadow_bouncegrid.integer != 2)
4620         {
4621                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4622                 if (r_shadow_debuglight.integer >= 0)
4623                 {
4624                         lightindex = r_shadow_debuglight.integer;
4625                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4626                         if (light)
4627                                 R_Shadow_DrawLight(&light->rtlight);
4628                 }
4629                 else
4630                 {
4631                         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4632                         for (lightindex = 0;lightindex < range;lightindex++)
4633                         {
4634                                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4635                                 if (light && (light->flags & flag))
4636                                         R_Shadow_DrawLight(&light->rtlight);
4637                         }
4638                 }
4639         }
4640         if (r_refdef.scene.rtdlight)
4641                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4642                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4643
4644         R_Shadow_RenderMode_End();
4645 }
4646
4647 void R_Shadow_PrepareModelShadows(void)
4648 {
4649         int i;
4650         float scale, size, radius, dot1, dot2;
4651         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4652         entity_render_t *ent;
4653
4654         if (!r_refdef.scene.numentities)
4655                 return;
4656
4657         switch (r_shadow_shadowmode)
4658         {
4659         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4660                 if (r_shadows.integer >= 2) 
4661                         break;
4662                 // fall through
4663         case R_SHADOW_SHADOWMODE_STENCIL:
4664                 for (i = 0;i < r_refdef.scene.numentities;i++)
4665                 {
4666                         ent = r_refdef.scene.entities[i];
4667                         if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4668                                 R_AnimCache_GetEntity(ent, false, false);
4669                 }
4670                 return;
4671         default:
4672                 return;
4673         }
4674
4675         size = 2*r_shadow_shadowmapmaxsize;
4676         scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4677         radius = 0.5f * size / scale;
4678
4679         Math_atov(r_shadows_throwdirection.string, shadowdir);
4680         VectorNormalize(shadowdir);
4681         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4682         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4683         if (fabs(dot1) <= fabs(dot2))
4684                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4685         else
4686                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4687         VectorNormalize(shadowforward);
4688         CrossProduct(shadowdir, shadowforward, shadowright);
4689         Math_atov(r_shadows_focus.string, shadowfocus);
4690         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4691         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4692         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4693         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4694         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4695                 dot1 = 1;
4696         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4697
4698         shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4699         shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4700         shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4701         shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4702         shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4703         shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4704
4705         for (i = 0;i < r_refdef.scene.numentities;i++)
4706         {
4707                 ent = r_refdef.scene.entities[i];
4708                 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4709                         continue;
4710                 // cast shadows from anything of the map (submodels are optional)
4711                 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4712                         R_AnimCache_GetEntity(ent, false, false);
4713         }
4714 }
4715
4716 void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4717 {
4718         int i;
4719         float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4720         entity_render_t *ent;
4721         vec3_t relativelightorigin;
4722         vec3_t relativelightdirection, relativeforward, relativeright;
4723         vec3_t relativeshadowmins, relativeshadowmaxs;
4724         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4725         float m[12];
4726         matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4727         r_viewport_t viewport;
4728         GLuint shadowfbo = 0;
4729         float clearcolor[4];
4730
4731         if (!r_refdef.scene.numentities)
4732                 return;
4733
4734         switch (r_shadow_shadowmode)
4735         {
4736         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4737                 break;
4738         default:
4739                 return;
4740         }
4741
4742         r_shadow_fb_fbo = fbo;
4743         r_shadow_fb_depthtexture = depthtexture;
4744         r_shadow_fb_colortexture = colortexture;
4745
4746         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
4747         R_Shadow_RenderMode_Begin();
4748         R_Shadow_RenderMode_ActiveLight(NULL);
4749
4750         switch (r_shadow_shadowmode)
4751         {
4752         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4753                 if (!r_shadow_shadowmap2ddepthtexture)
4754                         R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4755                 shadowfbo = r_shadow_fbo2d;
4756                 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture);
4757                 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture);
4758                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4759                 break;
4760         default:
4761                 break;
4762         }
4763
4764         size = 2*r_shadow_shadowmapmaxsize;
4765         scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4766         radius = 0.5f / scale;
4767         nearclip = -r_shadows_throwdistance.value;
4768         farclip = r_shadows_throwdistance.value;
4769         bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4770
4771         r_shadow_shadowmap_parameters[0] = size;
4772         r_shadow_shadowmap_parameters[1] = size;
4773         r_shadow_shadowmap_parameters[2] = 1.0;
4774         r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4775
4776         Math_atov(r_shadows_throwdirection.string, shadowdir);
4777         VectorNormalize(shadowdir);
4778         Math_atov(r_shadows_focus.string, shadowfocus);
4779         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4780         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4781         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4782         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4783         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4784         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4785         if (fabs(dot1) <= fabs(dot2)) 
4786                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4787         else
4788                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4789         VectorNormalize(shadowforward);
4790         VectorM(scale, shadowforward, &m[0]);
4791         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4792                 dot1 = 1;
4793         m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4794         CrossProduct(shadowdir, shadowforward, shadowright);
4795         VectorM(scale, shadowright, &m[4]);
4796         m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4797         VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4798         m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4799         Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4800         Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4801         R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL); 
4802
4803         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4804
4805         if (r_shadow_shadowmap2ddepthbuffer)
4806                 R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
4807         else
4808                 R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
4809         R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL);
4810         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4811         GL_DepthMask(true);
4812         GL_DepthTest(true);
4813         R_SetViewport(&viewport);
4814         GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4815         Vector4Set(clearcolor, 1,1,1,1);
4816         // in D3D9 we have to render to a color texture shadowmap
4817         // in GL we render directly to a depth texture only
4818         if (r_shadow_shadowmap2ddepthbuffer)
4819                 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4820         else
4821                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4822         // render into a slightly restricted region so that the borders of the
4823         // shadowmap area fade away, rather than streaking across everything
4824         // outside the usable area
4825         GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4826
4827 #if 0
4828         // debugging
4829         R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
4830         R_SetupShader_ShowDepth(true);
4831         GL_ColorMask(1,1,1,1);
4832         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4833 #endif
4834
4835         for (i = 0;i < r_refdef.scene.numentities;i++)
4836         {
4837                 ent = r_refdef.scene.entities[i];
4838
4839                 // cast shadows from anything of the map (submodels are optional)
4840                 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4841                 {
4842                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4843                         Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4844                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4845                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4846                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4847                         relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4848                         relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4849                         relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4850                         relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4851                         relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4852                         relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4853                         RSurf_ActiveModelEntity(ent, false, false, false);
4854                         ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4855                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4856                 }
4857         }
4858
4859 #if 0
4860         if (r_test.integer)
4861         {
4862                 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4863                 CHECKGLERROR
4864                 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4865                 CHECKGLERROR
4866                 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4867                 Cvar_SetValueQuick(&r_test, 0);
4868                 Z_Free(rawpixels);
4869         }
4870 #endif
4871
4872         R_Shadow_RenderMode_End();
4873
4874         Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4875         Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4876         Matrix4x4_CreateScale3(&scalematrix, size, -size, 1); 
4877         Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4878         Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4879         Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4880
4881         switch (vid.renderpath)
4882         {
4883         case RENDERPATH_GL11:
4884         case RENDERPATH_GL13:
4885         case RENDERPATH_GL20:
4886         case RENDERPATH_SOFT:
4887         case RENDERPATH_GLES1:
4888         case RENDERPATH_GLES2:
4889                 break;
4890         case RENDERPATH_D3D9:
4891         case RENDERPATH_D3D10:
4892         case RENDERPATH_D3D11:
4893 #ifdef OPENGL_ORIENTATION
4894                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4895                 r_shadow_shadowmapmatrix.m[0][1]        *= -1.0f;
4896                 r_shadow_shadowmapmatrix.m[0][2]        *= -1.0f;
4897                 r_shadow_shadowmapmatrix.m[0][3]        *= -1.0f;
4898 #else
4899                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4900                 r_shadow_shadowmapmatrix.m[1][0]        *= -1.0f;
4901                 r_shadow_shadowmapmatrix.m[2][0]        *= -1.0f;
4902                 r_shadow_shadowmapmatrix.m[3][0]        *= -1.0f;
4903 #endif
4904                 break;
4905         }
4906
4907         r_shadow_usingshadowmaportho = true;
4908         switch (r_shadow_shadowmode)
4909         {
4910         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4911                 r_shadow_usingshadowmap2d = true;
4912                 break;
4913         default:
4914                 break;
4915         }
4916 }
4917
4918 void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4919 {
4920         int i;
4921         float relativethrowdistance;
4922         entity_render_t *ent;
4923         vec3_t relativelightorigin;
4924         vec3_t relativelightdirection;
4925         vec3_t relativeshadowmins, relativeshadowmaxs;
4926         vec3_t tmp, shadowdir;
4927
4928         if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4929                 return;
4930
4931         r_shadow_fb_fbo = fbo;
4932         r_shadow_fb_depthtexture = depthtexture;
4933         r_shadow_fb_colortexture = colortexture;
4934
4935         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
4936         //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4937         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4938         R_Shadow_RenderMode_Begin();
4939         R_Shadow_RenderMode_ActiveLight(NULL);
4940         r_shadow_lightscissor[0] = r_refdef.view.x;
4941         r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4942         r_shadow_lightscissor[2] = r_refdef.view.width;
4943         r_shadow_lightscissor[3] = r_refdef.view.height;
4944         R_Shadow_RenderMode_StencilShadowVolumes(false);
4945
4946         // get shadow dir
4947         if (r_shadows.integer == 2)
4948         {
4949                 Math_atov(r_shadows_throwdirection.string, shadowdir);
4950                 VectorNormalize(shadowdir);
4951         }
4952
4953         R_Shadow_ClearStencil();
4954
4955         for (i = 0;i < r_refdef.scene.numentities;i++)
4956         {
4957                 ent = r_refdef.scene.entities[i];
4958
4959                 // cast shadows from anything of the map (submodels are optional)
4960                 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4961                 {
4962                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4963                         VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4964                         VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4965                         if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4966                                 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4967                         else
4968                         {
4969                                 if(ent->entitynumber != 0)
4970                                 {
4971                                         if(ent->entitynumber >= MAX_EDICTS) // csqc entity
4972                                         {
4973                                                 // FIXME handle this
4974                                                 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4975                                         }
4976                                         else
4977                                         {
4978                                                 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4979                                                 int entnum, entnum2, recursion;
4980                                                 entnum = entnum2 = ent->entitynumber;
4981                                                 for(recursion = 32; recursion > 0; --recursion)
4982                                                 {
4983                                                         entnum2 = cl.entities[entnum].state_current.tagentity;
4984                                                         if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4985                                                                 entnum = entnum2;
4986                                                         else
4987                                                                 break;
4988                                                 }
4989                                                 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4990                                                 {
4991                                                         VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4992                                                         // transform into modelspace of OUR entity
4993                                                         Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4994                                                         Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4995                                                 }
4996                                                 else
4997                                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
4998                                         }
4999                                 }
5000                                 else
5001                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
5002                         }
5003
5004                         VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5005                         RSurf_ActiveModelEntity(ent, false, false, false);
5006                         ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5007                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5008                 }
5009         }
5010
5011         // not really the right mode, but this will disable any silly stencil features
5012         R_Shadow_RenderMode_End();
5013
5014         // set up ortho view for rendering this pass
5015         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5016         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5017         //GL_ScissorTest(true);
5018         //R_EntityMatrix(&identitymatrix);
5019         //R_Mesh_ResetTextureState();
5020         R_ResetViewRendering2D(fbo, depthtexture, colortexture);
5021
5022         // set up a darkening blend on shadowed areas
5023         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5024         //GL_DepthRange(0, 1);
5025         //GL_DepthTest(false);
5026         //GL_DepthMask(false);
5027         //GL_PolygonOffset(0, 0);CHECKGLERROR
5028         GL_Color(0, 0, 0, r_shadows_darken.value);
5029         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5030         //GL_DepthFunc(GL_ALWAYS);
5031         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5032
5033         // apply the blend to the shadowed areas
5034         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5035         R_SetupShader_Generic_NoTexture(false, true);
5036         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5037
5038         // restore the viewport
5039         R_SetViewport(&r_refdef.view.viewport);
5040
5041         // restore other state to normal
5042         //R_Shadow_RenderMode_End();
5043 }
5044
5045 static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5046 {
5047         float zdist;
5048         vec3_t centerorigin;
5049         float vertex3f[12];
5050         // if it's too close, skip it
5051         if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5052                 return;
5053         zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5054         if (zdist < 32)
5055                 return;
5056         if (usequery && r_numqueries + 2 <= r_maxqueries)
5057         {
5058                 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5059                 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5060                 // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
5061                 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5062
5063                 switch(vid.renderpath)
5064                 {
5065                 case RENDERPATH_GL11:
5066                 case RENDERPATH_GL13:
5067                 case RENDERPATH_GL20:
5068                 case RENDERPATH_GLES1:
5069                 case RENDERPATH_GLES2:
5070 #ifdef GL_SAMPLES_PASSED_ARB
5071                         CHECKGLERROR
5072                         // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5073                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5074                         GL_DepthFunc(GL_ALWAYS);
5075                         R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5076                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5077                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5078                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5079                         GL_DepthFunc(GL_LEQUAL);
5080                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5081                         R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5082                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5083                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5084                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5085                         CHECKGLERROR
5086 #endif
5087                         break;
5088                 case RENDERPATH_D3D9:
5089                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5090                         break;
5091                 case RENDERPATH_D3D10:
5092                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5093                         break;
5094                 case RENDERPATH_D3D11:
5095                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5096                         break;
5097                 case RENDERPATH_SOFT:
5098                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5099                         break;
5100                 }
5101         }
5102         rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5103 }
5104
5105 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5106
5107 static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5108 {
5109         vec3_t color;
5110         GLint allpixels = 0, visiblepixels = 0;
5111         // now we have to check the query result
5112         if (rtlight->corona_queryindex_visiblepixels)
5113         {
5114                 switch(vid.renderpath)
5115                 {
5116                 case RENDERPATH_GL11:
5117                 case RENDERPATH_GL13:
5118                 case RENDERPATH_GL20:
5119                 case RENDERPATH_GLES1:
5120                 case RENDERPATH_GLES2:
5121 #ifdef GL_SAMPLES_PASSED_ARB
5122                         CHECKGLERROR
5123                         qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5124                         qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5125                         CHECKGLERROR
5126 #endif
5127                         break;
5128                 case RENDERPATH_D3D9:
5129                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5130                         break;
5131                 case RENDERPATH_D3D10:
5132                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5133                         break;
5134                 case RENDERPATH_D3D11:
5135                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5136                         break;
5137                 case RENDERPATH_SOFT:
5138                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5139                         break;
5140                 }
5141                 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
5142                 if (visiblepixels < 1 || allpixels < 1)
5143                         return;
5144                 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5145                 cscale *= rtlight->corona_visibility;
5146         }
5147         else
5148         {
5149                 // FIXME: these traces should scan all render entities instead of cl.world
5150                 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
5151                         return;
5152         }
5153         VectorScale(rtlight->currentcolor, cscale, color);
5154         if (VectorLength(color) > (1.0f / 256.0f))
5155         {
5156                 float vertex3f[12];
5157                 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5158                 if(negated)
5159                 {
5160                         VectorNegate(color, color);
5161                         GL_BlendEquationSubtract(true);
5162                 }
5163                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5164                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5165                 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5166                 if(negated)
5167                         GL_BlendEquationSubtract(false);
5168         }
5169 }
5170
5171 void R_Shadow_DrawCoronas(void)
5172 {
5173         int i, flag;
5174         qboolean usequery = false;
5175         size_t lightindex;
5176         dlight_t *light;
5177         rtlight_t *rtlight;
5178         size_t range;
5179         if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5180                 return;
5181         if (r_fb.water.renderingscene)
5182                 return;
5183         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5184         R_EntityMatrix(&identitymatrix);
5185
5186         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5187
5188         // check occlusion of coronas
5189         // use GL_ARB_occlusion_query if available
5190         // otherwise use raytraces
5191         r_numqueries = 0;
5192         switch (vid.renderpath)
5193         {
5194         case RENDERPATH_GL11:
5195         case RENDERPATH_GL13:
5196         case RENDERPATH_GL20:
5197         case RENDERPATH_GLES1:
5198         case RENDERPATH_GLES2:
5199                 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5200 #ifdef GL_SAMPLES_PASSED_ARB
5201                 if (usequery)
5202                 {
5203                         GL_ColorMask(0,0,0,0);
5204                         if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5205                         if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5206                         {
5207                                 i = r_maxqueries;
5208                                 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5209                                 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5210                                 CHECKGLERROR
5211                                 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5212                                 CHECKGLERROR
5213                         }
5214                         RSurf_ActiveWorldEntity();
5215                         GL_BlendFunc(GL_ONE, GL_ZERO);
5216                         GL_CullFace(GL_NONE);
5217                         GL_DepthMask(false);
5218                         GL_DepthRange(0, 1);
5219                         GL_PolygonOffset(0, 0);
5220                         GL_DepthTest(true);
5221                         R_Mesh_ResetTextureState();
5222                         R_SetupShader_Generic_NoTexture(false, false);
5223                 }
5224 #endif
5225                 break;
5226         case RENDERPATH_D3D9:
5227                 usequery = false;
5228                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5229                 break;
5230         case RENDERPATH_D3D10:
5231                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5232                 break;
5233         case RENDERPATH_D3D11:
5234                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5235                 break;
5236         case RENDERPATH_SOFT:
5237                 usequery = false;
5238                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5239                 break;
5240         }
5241         for (lightindex = 0;lightindex < range;lightindex++)
5242         {
5243                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5244                 if (!light)
5245                         continue;
5246                 rtlight = &light->rtlight;
5247                 rtlight->corona_visibility = 0;
5248                 rtlight->corona_queryindex_visiblepixels = 0;
5249                 rtlight->corona_queryindex_allpixels = 0;
5250                 if (!(rtlight->flags & flag))
5251                         continue;
5252                 if (rtlight->corona <= 0)
5253                         continue;
5254                 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5255                         continue;
5256                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5257         }
5258         for (i = 0;i < r_refdef.scene.numlights;i++)
5259         {
5260                 rtlight = r_refdef.scene.lights[i];
5261                 rtlight->corona_visibility = 0;
5262                 rtlight->corona_queryindex_visiblepixels = 0;
5263                 rtlight->corona_queryindex_allpixels = 0;
5264                 if (!(rtlight->flags & flag))
5265                         continue;
5266                 if (rtlight->corona <= 0)
5267                         continue;
5268                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5269         }
5270         if (usequery)
5271                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5272
5273         // now draw the coronas using the query data for intensity info
5274         for (lightindex = 0;lightindex < range;lightindex++)
5275         {
5276                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5277                 if (!light)
5278                         continue;
5279                 rtlight = &light->rtlight;
5280                 if (rtlight->corona_visibility <= 0)
5281                         continue;
5282                 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5283         }
5284         for (i = 0;i < r_refdef.scene.numlights;i++)
5285         {
5286                 rtlight = r_refdef.scene.lights[i];
5287                 if (rtlight->corona_visibility <= 0)
5288                         continue;
5289                 if (gl_flashblend.integer)
5290                         R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5291                 else
5292                         R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5293         }
5294 }
5295
5296
5297
5298 static dlight_t *R_Shadow_NewWorldLight(void)
5299 {
5300         return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5301 }
5302
5303 static 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)
5304 {
5305         matrix4x4_t matrix;
5306         // validate parameters
5307         if (style < 0 || style >= MAX_LIGHTSTYLES)
5308         {
5309                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5310                 style = 0;
5311         }
5312         if (!cubemapname)
5313                 cubemapname = "";
5314
5315         // copy to light properties
5316         VectorCopy(origin, light->origin);
5317         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5318         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5319         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5320         /*
5321         light->color[0] = max(color[0], 0);
5322         light->color[1] = max(color[1], 0);
5323         light->color[2] = max(color[2], 0);
5324         */
5325         light->color[0] = color[0];
5326         light->color[1] = color[1];
5327         light->color[2] = color[2];
5328         light->radius = max(radius, 0);
5329         light->style = style;
5330         light->shadow = shadowenable;
5331         light->corona = corona;
5332         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5333         light->coronasizescale = coronasizescale;
5334         light->ambientscale = ambientscale;
5335         light->diffusescale = diffusescale;
5336         light->specularscale = specularscale;
5337         light->flags = flags;
5338
5339         // update renderable light data
5340         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5341         R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
5342 }
5343
5344 static void R_Shadow_FreeWorldLight(dlight_t *light)
5345 {
5346         if (r_shadow_selectedlight == light)
5347                 r_shadow_selectedlight = NULL;
5348         R_RTLight_Uncompile(&light->rtlight);
5349         Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5350 }
5351
5352 void R_Shadow_ClearWorldLights(void)
5353 {
5354         size_t lightindex;
5355         dlight_t *light;
5356         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5357         for (lightindex = 0;lightindex < range;lightindex++)
5358         {
5359                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5360                 if (light)
5361                         R_Shadow_FreeWorldLight(light);
5362         }
5363         r_shadow_selectedlight = NULL;
5364 }
5365
5366 static void R_Shadow_SelectLight(dlight_t *light)
5367 {
5368         if (r_shadow_selectedlight)
5369                 r_shadow_selectedlight->selected = false;
5370         r_shadow_selectedlight = light;
5371         if (r_shadow_selectedlight)
5372                 r_shadow_selectedlight->selected = true;
5373 }
5374
5375 static void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5376 {
5377         // this is never batched (there can be only one)
5378         float vertex3f[12];
5379         R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5380         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5381         R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5382 }
5383
5384 static void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5385 {
5386         float intensity;
5387         float s;
5388         vec3_t spritecolor;
5389         skinframe_t *skinframe;
5390         float vertex3f[12];
5391
5392         // this is never batched (due to the ent parameter changing every time)
5393         // so numsurfaces == 1 and surfacelist[0] == lightnumber
5394         const dlight_t *light = (dlight_t *)ent;
5395         s = EDLIGHTSPRSIZE;
5396
5397         R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5398
5399         intensity = 0.5f;
5400         VectorScale(light->color, intensity, spritecolor);
5401         if (VectorLength(spritecolor) < 0.1732f)
5402                 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5403         if (VectorLength(spritecolor) > 1.0f)
5404                 VectorNormalize(spritecolor);
5405
5406         // draw light sprite
5407         if (light->cubemapname[0] && !light->shadow)
5408                 skinframe = r_editlights_sprcubemapnoshadowlight;
5409         else if (light->cubemapname[0])
5410                 skinframe = r_editlights_sprcubemaplight;
5411         else if (!light->shadow)
5412                 skinframe = r_editlights_sprnoshadowlight;
5413         else
5414                 skinframe = r_editlights_sprlight;
5415
5416         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5417         R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5418
5419         // draw selection sprite if light is selected
5420         if (light->selected)
5421         {
5422                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5423                 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5424                 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5425         }
5426 }
5427
5428 void R_Shadow_DrawLightSprites(void)
5429 {
5430         size_t lightindex;
5431         dlight_t *light;
5432         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5433         for (lightindex = 0;lightindex < range;lightindex++)
5434         {
5435                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5436                 if (light)
5437                         R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5438         }
5439         if (!r_editlights_lockcursor)
5440                 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5441 }
5442
5443 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5444 {
5445         unsigned int range;
5446         dlight_t *light;
5447         rtlight_t *rtlight;
5448         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5449         if (lightindex >= range)
5450                 return -1;
5451         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5452         if (!light)
5453                 return 0;
5454         rtlight = &light->rtlight;
5455         //if (!(rtlight->flags & flag))
5456         //      return 0;
5457         VectorCopy(rtlight->shadoworigin, origin);
5458         *radius = rtlight->radius;
5459         VectorCopy(rtlight->color, color);
5460         return 1;
5461 }
5462
5463 static void R_Shadow_SelectLightInView(void)
5464 {
5465         float bestrating, rating, temp[3];
5466         dlight_t *best;
5467         size_t lightindex;
5468         dlight_t *light;
5469         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5470         best = NULL;
5471         bestrating = 0;
5472
5473         if (r_editlights_lockcursor)
5474                 return;
5475         for (lightindex = 0;lightindex < range;lightindex++)
5476         {
5477                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5478                 if (!light)
5479                         continue;
5480                 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5481                 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5482                 if (rating >= 0.95)
5483                 {
5484                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5485                         if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5486                         {
5487                                 bestrating = rating;
5488                                 best = light;
5489                         }
5490                 }
5491         }
5492         R_Shadow_SelectLight(best);
5493 }
5494
5495 void R_Shadow_LoadWorldLights(void)
5496 {
5497         int n, a, style, shadow, flags;
5498         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5499         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5500         if (cl.worldmodel == NULL)
5501         {
5502                 Con_Print("No map loaded.\n");
5503                 return;
5504         }
5505         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5506         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5507         if (lightsstring)
5508         {
5509                 s = lightsstring;
5510                 n = 0;
5511                 while (*s)
5512                 {
5513                         t = s;
5514                         /*
5515                         shadow = true;
5516                         for (;COM_Parse(t, true) && strcmp(
5517                         if (COM_Parse(t, true))
5518                         {
5519                                 if (com_token[0] == '!')
5520                                 {
5521                                         shadow = false;
5522                                         origin[0] = atof(com_token+1);
5523                                 }
5524                                 else
5525                                         origin[0] = atof(com_token);
5526                                 if (Com_Parse(t
5527                         }
5528                         */
5529                         t = s;
5530                         while (*s && *s != '\n' && *s != '\r')
5531                                 s++;
5532                         if (!*s)
5533                                 break;
5534                         tempchar = *s;
5535                         shadow = true;
5536                         // check for modifier flags
5537                         if (*t == '!')
5538                         {
5539                                 shadow = false;
5540                                 t++;
5541                         }
5542                         *s = 0;
5543 #if _MSC_VER >= 1400
5544 #define sscanf sscanf_s
5545 #endif
5546                         cubemapname[sizeof(cubemapname)-1] = 0;
5547 #if MAX_QPATH != 128
5548 #error update this code if MAX_QPATH changes
5549 #endif
5550                         a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
5551 #if _MSC_VER >= 1400
5552 , sizeof(cubemapname)
5553 #endif
5554 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5555                         *s = tempchar;
5556                         if (a < 18)
5557                                 flags = LIGHTFLAG_REALTIMEMODE;
5558                         if (a < 17)
5559                                 specularscale = 1;
5560                         if (a < 16)
5561                                 diffusescale = 1;
5562                         if (a < 15)
5563                                 ambientscale = 0;
5564                         if (a < 14)
5565                                 coronasizescale = 0.25f;
5566                         if (a < 13)
5567                                 VectorClear(angles);
5568                         if (a < 10)
5569                                 corona = 0;
5570                         if (a < 9 || !strcmp(cubemapname, "\"\""))
5571                                 cubemapname[0] = 0;
5572                         // remove quotes on cubemapname
5573                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5574                         {
5575                                 size_t namelen;
5576                                 namelen = strlen(cubemapname) - 2;
5577                                 memmove(cubemapname, cubemapname + 1, namelen);
5578                                 cubemapname[namelen] = '\0';
5579                         }
5580                         if (a < 8)
5581                         {
5582                                 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);
5583                                 break;
5584                         }
5585                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5586                         if (*s == '\r')
5587                                 s++;
5588                         if (*s == '\n')
5589                                 s++;
5590                         n++;
5591                 }
5592                 if (*s)
5593                         Con_Printf("invalid rtlights file \"%s\"\n", name);
5594                 Mem_Free(lightsstring);
5595         }
5596 }
5597
5598 void R_Shadow_SaveWorldLights(void)
5599 {
5600         size_t lightindex;
5601         dlight_t *light;
5602         size_t bufchars, bufmaxchars;
5603         char *buf, *oldbuf;
5604         char name[MAX_QPATH];
5605         char line[MAX_INPUTLINE];
5606         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5607         // I hate lines which are 3 times my screen size :( --blub
5608         if (!range)
5609                 return;
5610         if (cl.worldmodel == NULL)
5611         {
5612                 Con_Print("No map loaded.\n");
5613                 return;
5614         }
5615         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5616         bufchars = bufmaxchars = 0;
5617         buf = NULL;
5618         for (lightindex = 0;lightindex < range;lightindex++)
5619         {
5620                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5621                 if (!light)
5622                         continue;
5623                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5624                         dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
5625                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5626                         dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
5627                 else
5628                         dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
5629                 if (bufchars + strlen(line) > bufmaxchars)
5630                 {
5631                         bufmaxchars = bufchars + strlen(line) + 2048;
5632                         oldbuf = buf;
5633                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5634                         if (oldbuf)
5635                         {
5636                                 if (bufchars)
5637                                         memcpy(buf, oldbuf, bufchars);
5638                                 Mem_Free(oldbuf);
5639                         }
5640                 }
5641                 if (strlen(line))
5642                 {
5643                         memcpy(buf + bufchars, line, strlen(line));
5644                         bufchars += strlen(line);
5645                 }
5646         }
5647         if (bufchars)
5648                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5649         if (buf)
5650                 Mem_Free(buf);
5651 }
5652
5653 void R_Shadow_LoadLightsFile(void)
5654 {
5655         int n, a, style;
5656         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5657         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5658         if (cl.worldmodel == NULL)
5659         {
5660                 Con_Print("No map loaded.\n");
5661                 return;
5662         }
5663         dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5664         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5665         if (lightsstring)
5666         {
5667                 s = lightsstring;
5668                 n = 0;
5669                 while (*s)
5670                 {
5671                         t = s;
5672                         while (*s && *s != '\n' && *s != '\r')
5673                                 s++;
5674                         if (!*s)
5675                                 break;
5676                         tempchar = *s;
5677                         *s = 0;
5678                         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);
5679                         *s = tempchar;
5680                         if (a < 14)
5681                         {
5682                                 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);
5683                                 break;
5684                         }
5685                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5686                         radius = bound(15, radius, 4096);
5687                         VectorScale(color, (2.0f / (8388608.0f)), color);
5688                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5689                         if (*s == '\r')
5690                                 s++;
5691                         if (*s == '\n')
5692                                 s++;
5693                         n++;
5694                 }
5695                 if (*s)
5696                         Con_Printf("invalid lights file \"%s\"\n", name);
5697                 Mem_Free(lightsstring);
5698         }
5699 }
5700
5701 // tyrlite/hmap2 light types in the delay field
5702 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5703
5704 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5705 {
5706         int entnum;
5707         int style;
5708         int islight;
5709         int skin;
5710         int pflags;
5711         //int effects;
5712         int type;
5713         int n;
5714         char *entfiledata;
5715         const char *data;
5716         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5717         char key[256], value[MAX_INPUTLINE];
5718         char vabuf[1024];
5719
5720         if (cl.worldmodel == NULL)
5721         {
5722                 Con_Print("No map loaded.\n");
5723                 return;
5724         }
5725         // try to load a .ent file first
5726         dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5727         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5728         // and if that is not found, fall back to the bsp file entity string
5729         if (!data)
5730                 data = cl.worldmodel->brush.entities;
5731         if (!data)
5732                 return;
5733         for (entnum = 0;COM_ParseToken_Simple(&data, false, false, true) && com_token[0] == '{';entnum++)
5734         {
5735                 type = LIGHTTYPE_MINUSX;
5736                 origin[0] = origin[1] = origin[2] = 0;
5737                 originhack[0] = originhack[1] = originhack[2] = 0;
5738                 angles[0] = angles[1] = angles[2] = 0;
5739                 color[0] = color[1] = color[2] = 1;
5740                 light[0] = light[1] = light[2] = 1;light[3] = 300;
5741                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5742                 fadescale = 1;
5743                 lightscale = 1;
5744                 style = 0;
5745                 skin = 0;
5746                 pflags = 0;
5747                 //effects = 0;
5748                 islight = false;
5749                 while (1)
5750                 {
5751                         if (!COM_ParseToken_Simple(&data, false, false, true))
5752                                 break; // error
5753                         if (com_token[0] == '}')
5754                                 break; // end of entity
5755                         if (com_token[0] == '_')
5756                                 strlcpy(key, com_token + 1, sizeof(key));
5757                         else
5758                                 strlcpy(key, com_token, sizeof(key));
5759                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
5760                                 key[strlen(key)-1] = 0;
5761                         if (!COM_ParseToken_Simple(&data, false, false, true))
5762                                 break; // error
5763                         strlcpy(value, com_token, sizeof(value));
5764
5765                         // now that we have the key pair worked out...
5766                         if (!strcmp("light", key))
5767                         {
5768                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5769                                 if (n == 1)
5770                                 {
5771                                         // quake
5772                                         light[0] = vec[0] * (1.0f / 256.0f);
5773                                         light[1] = vec[0] * (1.0f / 256.0f);
5774                                         light[2] = vec[0] * (1.0f / 256.0f);
5775                                         light[3] = vec[0];
5776                                 }
5777                                 else if (n == 4)
5778                                 {
5779                                         // halflife
5780                                         light[0] = vec[0] * (1.0f / 255.0f);
5781                                         light[1] = vec[1] * (1.0f / 255.0f);
5782                                         light[2] = vec[2] * (1.0f / 255.0f);
5783                                         light[3] = vec[3];
5784                                 }
5785                         }
5786                         else if (!strcmp("delay", key))
5787                                 type = atoi(value);
5788                         else if (!strcmp("origin", key))
5789                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5790                         else if (!strcmp("angle", key))
5791                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5792                         else if (!strcmp("angles", key))
5793                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5794                         else if (!strcmp("color", key))
5795                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5796                         else if (!strcmp("wait", key))
5797                                 fadescale = atof(value);
5798                         else if (!strcmp("classname", key))
5799                         {
5800                                 if (!strncmp(value, "light", 5))
5801                                 {
5802                                         islight = true;
5803                                         if (!strcmp(value, "light_fluoro"))
5804                                         {
5805                                                 originhack[0] = 0;
5806                                                 originhack[1] = 0;
5807                                                 originhack[2] = 0;
5808                                                 overridecolor[0] = 1;
5809                                                 overridecolor[1] = 1;
5810                                                 overridecolor[2] = 1;
5811                                         }
5812                                         if (!strcmp(value, "light_fluorospark"))
5813                                         {
5814                                                 originhack[0] = 0;
5815                                                 originhack[1] = 0;
5816                                                 originhack[2] = 0;
5817                                                 overridecolor[0] = 1;
5818                                                 overridecolor[1] = 1;
5819                                                 overridecolor[2] = 1;
5820                                         }
5821                                         if (!strcmp(value, "light_globe"))
5822                                         {
5823                                                 originhack[0] = 0;
5824                                                 originhack[1] = 0;
5825                                                 originhack[2] = 0;
5826                                                 overridecolor[0] = 1;
5827                                                 overridecolor[1] = 0.8;
5828                                                 overridecolor[2] = 0.4;
5829                                         }
5830                                         if (!strcmp(value, "light_flame_large_yellow"))
5831                                         {
5832                                                 originhack[0] = 0;
5833                                                 originhack[1] = 0;
5834                                                 originhack[2] = 0;
5835                                                 overridecolor[0] = 1;
5836                                                 overridecolor[1] = 0.5;
5837                                                 overridecolor[2] = 0.1;
5838                                         }
5839                                         if (!strcmp(value, "light_flame_small_yellow"))
5840                                         {
5841                                                 originhack[0] = 0;
5842                                                 originhack[1] = 0;
5843                                                 originhack[2] = 0;
5844                                                 overridecolor[0] = 1;
5845                                                 overridecolor[1] = 0.5;
5846                                                 overridecolor[2] = 0.1;
5847                                         }
5848                                         if (!strcmp(value, "light_torch_small_white"))
5849                                         {
5850                                                 originhack[0] = 0;
5851                                                 originhack[1] = 0;
5852                                                 originhack[2] = 0;
5853                                                 overridecolor[0] = 1;
5854                                                 overridecolor[1] = 0.5;
5855                                                 overridecolor[2] = 0.1;
5856                                         }
5857                                         if (!strcmp(value, "light_torch_small_walltorch"))
5858                                         {
5859                                                 originhack[0] = 0;
5860                                                 originhack[1] = 0;
5861                                                 originhack[2] = 0;
5862                                                 overridecolor[0] = 1;
5863                                                 overridecolor[1] = 0.5;
5864                                                 overridecolor[2] = 0.1;
5865                                         }
5866                                 }
5867                         }
5868                         else if (!strcmp("style", key))
5869                                 style = atoi(value);
5870                         else if (!strcmp("skin", key))
5871                                 skin = (int)atof(value);
5872                         else if (!strcmp("pflags", key))
5873                                 pflags = (int)atof(value);
5874                         //else if (!strcmp("effects", key))
5875                         //      effects = (int)atof(value);
5876                         else if (cl.worldmodel->type == mod_brushq3)
5877                         {
5878                                 if (!strcmp("scale", key))
5879                                         lightscale = atof(value);
5880                                 if (!strcmp("fade", key))
5881                                         fadescale = atof(value);
5882                         }
5883                 }
5884                 if (!islight)
5885                         continue;
5886                 if (lightscale <= 0)
5887                         lightscale = 1;
5888                 if (fadescale <= 0)
5889                         fadescale = 1;
5890                 if (color[0] == color[1] && color[0] == color[2])
5891                 {
5892                         color[0] *= overridecolor[0];
5893                         color[1] *= overridecolor[1];
5894                         color[2] *= overridecolor[2];
5895                 }
5896                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5897                 color[0] = color[0] * light[0];
5898                 color[1] = color[1] * light[1];
5899                 color[2] = color[2] * light[2];
5900                 switch (type)
5901                 {
5902                 case LIGHTTYPE_MINUSX:
5903                         break;
5904                 case LIGHTTYPE_RECIPX:
5905                         radius *= 2;
5906                         VectorScale(color, (1.0f / 16.0f), color);
5907                         break;
5908                 case LIGHTTYPE_RECIPXX:
5909                         radius *= 2;
5910                         VectorScale(color, (1.0f / 16.0f), color);
5911                         break;
5912                 default:
5913                 case LIGHTTYPE_NONE:
5914                         break;
5915                 case LIGHTTYPE_SUN:
5916                         break;
5917                 case LIGHTTYPE_MINUSXX:
5918                         break;
5919                 }
5920                 VectorAdd(origin, originhack, origin);
5921                 if (radius >= 1)
5922                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5923         }
5924         if (entfiledata)
5925                 Mem_Free(entfiledata);
5926 }
5927
5928
5929 static void R_Shadow_SetCursorLocationForView(void)
5930 {
5931         vec_t dist, push;
5932         vec3_t dest, endpos;
5933         trace_t trace;
5934         VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5935         trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
5936         if (trace.fraction < 1)
5937         {
5938                 dist = trace.fraction * r_editlights_cursordistance.value;
5939                 push = r_editlights_cursorpushback.value;
5940                 if (push > dist)
5941                         push = dist;
5942                 push = -push;
5943                 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5944                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5945         }
5946         else
5947         {
5948                 VectorClear( endpos );
5949         }
5950         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5951         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5952         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5953 }
5954
5955 void R_Shadow_UpdateWorldLightSelection(void)
5956 {
5957         if (r_editlights.integer)
5958         {
5959                 R_Shadow_SetCursorLocationForView();
5960                 R_Shadow_SelectLightInView();
5961         }
5962         else
5963                 R_Shadow_SelectLight(NULL);
5964 }
5965
5966 static void R_Shadow_EditLights_Clear_f(void)
5967 {
5968         R_Shadow_ClearWorldLights();
5969 }
5970
5971 void R_Shadow_EditLights_Reload_f(void)
5972 {
5973         if (!cl.worldmodel)
5974                 return;
5975         strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
5976         R_Shadow_ClearWorldLights();
5977         R_Shadow_LoadWorldLights();
5978         if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5979         {
5980                 R_Shadow_LoadLightsFile();
5981                 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5982                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5983         }
5984 }
5985
5986 static void R_Shadow_EditLights_Save_f(void)
5987 {
5988         if (!cl.worldmodel)
5989                 return;
5990         R_Shadow_SaveWorldLights();
5991 }
5992
5993 static void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5994 {
5995         R_Shadow_ClearWorldLights();
5996         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5997 }
5998
5999 static void R_Shadow_EditLights_ImportLightsFile_f(void)
6000 {
6001         R_Shadow_ClearWorldLights();
6002         R_Shadow_LoadLightsFile();
6003 }
6004
6005 static void R_Shadow_EditLights_Spawn_f(void)
6006 {
6007         vec3_t color;
6008         if (!r_editlights.integer)
6009         {
6010                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6011                 return;
6012         }
6013         if (Cmd_Argc() != 1)
6014         {
6015                 Con_Print("r_editlights_spawn does not take parameters\n");
6016                 return;
6017         }
6018         color[0] = color[1] = color[2] = 1;
6019         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6020 }
6021
6022 static void R_Shadow_EditLights_Edit_f(void)
6023 {
6024         vec3_t origin, angles, color;
6025         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6026         int style, shadows, flags, normalmode, realtimemode;
6027         char cubemapname[MAX_INPUTLINE];
6028         if (!r_editlights.integer)
6029         {
6030                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6031                 return;
6032         }
6033         if (!r_shadow_selectedlight)
6034         {
6035                 Con_Print("No selected light.\n");
6036                 return;
6037         }
6038         VectorCopy(r_shadow_selectedlight->origin, origin);
6039         VectorCopy(r_shadow_selectedlight->angles, angles);
6040         VectorCopy(r_shadow_selectedlight->color, color);
6041         radius = r_shadow_selectedlight->radius;
6042         style = r_shadow_selectedlight->style;
6043         if (r_shadow_selectedlight->cubemapname)
6044                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6045         else
6046                 cubemapname[0] = 0;
6047         shadows = r_shadow_selectedlight->shadow;
6048         corona = r_shadow_selectedlight->corona;
6049         coronasizescale = r_shadow_selectedlight->coronasizescale;
6050         ambientscale = r_shadow_selectedlight->ambientscale;
6051         diffusescale = r_shadow_selectedlight->diffusescale;
6052         specularscale = r_shadow_selectedlight->specularscale;
6053         flags = r_shadow_selectedlight->flags;
6054         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6055         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6056         if (!strcmp(Cmd_Argv(1), "origin"))
6057         {
6058                 if (Cmd_Argc() != 5)
6059                 {
6060                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6061                         return;
6062                 }
6063                 origin[0] = atof(Cmd_Argv(2));
6064                 origin[1] = atof(Cmd_Argv(3));
6065                 origin[2] = atof(Cmd_Argv(4));
6066         }
6067         else if (!strcmp(Cmd_Argv(1), "originscale"))
6068         {
6069                 if (Cmd_Argc() != 5)
6070                 {
6071                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6072                         return;
6073                 }
6074                 origin[0] *= atof(Cmd_Argv(2));
6075                 origin[1] *= atof(Cmd_Argv(3));
6076                 origin[2] *= atof(Cmd_Argv(4));
6077         }
6078         else if (!strcmp(Cmd_Argv(1), "originx"))
6079         {
6080                 if (Cmd_Argc() != 3)
6081                 {
6082                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6083                         return;
6084                 }
6085                 origin[0] = atof(Cmd_Argv(2));
6086         }
6087         else if (!strcmp(Cmd_Argv(1), "originy"))
6088         {
6089                 if (Cmd_Argc() != 3)
6090                 {
6091                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6092                         return;
6093                 }
6094                 origin[1] = atof(Cmd_Argv(2));
6095         }
6096         else if (!strcmp(Cmd_Argv(1), "originz"))
6097         {
6098                 if (Cmd_Argc() != 3)
6099                 {
6100                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6101                         return;
6102                 }
6103                 origin[2] = atof(Cmd_Argv(2));
6104         }
6105         else if (!strcmp(Cmd_Argv(1), "move"))
6106         {
6107                 if (Cmd_Argc() != 5)
6108                 {
6109                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6110                         return;
6111                 }
6112                 origin[0] += atof(Cmd_Argv(2));
6113                 origin[1] += atof(Cmd_Argv(3));
6114                 origin[2] += atof(Cmd_Argv(4));
6115         }
6116         else if (!strcmp(Cmd_Argv(1), "movex"))
6117         {
6118                 if (Cmd_Argc() != 3)
6119                 {
6120                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6121                         return;
6122                 }
6123                 origin[0] += atof(Cmd_Argv(2));
6124         }
6125         else if (!strcmp(Cmd_Argv(1), "movey"))
6126         {
6127                 if (Cmd_Argc() != 3)
6128                 {
6129                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6130                         return;
6131                 }
6132                 origin[1] += atof(Cmd_Argv(2));
6133         }
6134         else if (!strcmp(Cmd_Argv(1), "movez"))
6135         {
6136                 if (Cmd_Argc() != 3)
6137                 {
6138                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6139                         return;
6140                 }
6141                 origin[2] += atof(Cmd_Argv(2));
6142         }
6143         else if (!strcmp(Cmd_Argv(1), "angles"))
6144         {
6145                 if (Cmd_Argc() != 5)
6146                 {
6147                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6148                         return;
6149                 }
6150                 angles[0] = atof(Cmd_Argv(2));
6151                 angles[1] = atof(Cmd_Argv(3));
6152                 angles[2] = atof(Cmd_Argv(4));
6153         }
6154         else if (!strcmp(Cmd_Argv(1), "anglesx"))
6155         {
6156                 if (Cmd_Argc() != 3)
6157                 {
6158                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6159                         return;
6160                 }
6161                 angles[0] = atof(Cmd_Argv(2));
6162         }
6163         else if (!strcmp(Cmd_Argv(1), "anglesy"))
6164         {
6165                 if (Cmd_Argc() != 3)
6166                 {
6167                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6168                         return;
6169                 }
6170                 angles[1] = atof(Cmd_Argv(2));
6171         }
6172         else if (!strcmp(Cmd_Argv(1), "anglesz"))
6173         {
6174                 if (Cmd_Argc() != 3)
6175                 {
6176                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6177                         return;
6178                 }
6179                 angles[2] = atof(Cmd_Argv(2));
6180         }
6181         else if (!strcmp(Cmd_Argv(1), "color"))
6182         {
6183                 if (Cmd_Argc() != 5)
6184                 {
6185                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6186                         return;
6187                 }
6188                 color[0] = atof(Cmd_Argv(2));
6189                 color[1] = atof(Cmd_Argv(3));
6190                 color[2] = atof(Cmd_Argv(4));
6191         }
6192         else if (!strcmp(Cmd_Argv(1), "radius"))
6193         {
6194                 if (Cmd_Argc() != 3)
6195                 {
6196                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6197                         return;
6198                 }
6199                 radius = atof(Cmd_Argv(2));
6200         }
6201         else if (!strcmp(Cmd_Argv(1), "colorscale"))
6202         {
6203                 if (Cmd_Argc() == 3)
6204                 {
6205                         double scale = atof(Cmd_Argv(2));
6206                         color[0] *= scale;
6207                         color[1] *= scale;
6208                         color[2] *= scale;
6209                 }
6210                 else
6211                 {
6212                         if (Cmd_Argc() != 5)
6213                         {
6214                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
6215                                 return;
6216                         }
6217                         color[0] *= atof(Cmd_Argv(2));
6218                         color[1] *= atof(Cmd_Argv(3));
6219                         color[2] *= atof(Cmd_Argv(4));
6220                 }
6221         }
6222         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6223         {
6224                 if (Cmd_Argc() != 3)
6225                 {
6226                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6227                         return;
6228                 }
6229                 radius *= atof(Cmd_Argv(2));
6230         }
6231         else if (!strcmp(Cmd_Argv(1), "style"))
6232         {
6233                 if (Cmd_Argc() != 3)
6234                 {
6235                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6236                         return;
6237                 }
6238                 style = atoi(Cmd_Argv(2));
6239         }
6240         else if (!strcmp(Cmd_Argv(1), "cubemap"))
6241         {
6242                 if (Cmd_Argc() > 3)
6243                 {
6244                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6245                         return;
6246                 }
6247                 if (Cmd_Argc() == 3)
6248                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6249                 else
6250                         cubemapname[0] = 0;
6251         }
6252         else if (!strcmp(Cmd_Argv(1), "shadows"))
6253         {
6254                 if (Cmd_Argc() != 3)
6255                 {
6256                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6257                         return;
6258                 }
6259                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6260         }
6261         else if (!strcmp(Cmd_Argv(1), "corona"))
6262         {
6263                 if (Cmd_Argc() != 3)
6264                 {
6265                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6266                         return;
6267                 }
6268                 corona = atof(Cmd_Argv(2));
6269         }
6270         else if (!strcmp(Cmd_Argv(1), "coronasize"))
6271         {
6272                 if (Cmd_Argc() != 3)
6273                 {
6274                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6275                         return;
6276                 }
6277                 coronasizescale = atof(Cmd_Argv(2));
6278         }
6279         else if (!strcmp(Cmd_Argv(1), "ambient"))
6280         {
6281                 if (Cmd_Argc() != 3)
6282                 {
6283                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6284                         return;
6285                 }
6286                 ambientscale = atof(Cmd_Argv(2));
6287         }
6288         else if (!strcmp(Cmd_Argv(1), "diffuse"))
6289         {
6290                 if (Cmd_Argc() != 3)
6291                 {
6292                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6293                         return;
6294                 }
6295                 diffusescale = atof(Cmd_Argv(2));
6296         }
6297         else if (!strcmp(Cmd_Argv(1), "specular"))
6298         {
6299                 if (Cmd_Argc() != 3)
6300                 {
6301                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6302                         return;
6303                 }
6304                 specularscale = atof(Cmd_Argv(2));
6305         }
6306         else if (!strcmp(Cmd_Argv(1), "normalmode"))
6307         {
6308                 if (Cmd_Argc() != 3)
6309                 {
6310                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6311                         return;
6312                 }
6313                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6314         }
6315         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6316         {
6317                 if (Cmd_Argc() != 3)
6318                 {
6319                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6320                         return;
6321                 }
6322                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6323         }
6324         else
6325         {
6326                 Con_Print("usage: r_editlights_edit [property] [value]\n");
6327                 Con_Print("Selected light's properties:\n");
6328                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6329                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6330                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6331                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
6332                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
6333                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
6334                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6335                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
6336                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
6337                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
6338                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
6339                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
6340                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6341                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6342                 return;
6343         }
6344         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6345         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6346 }
6347
6348 static void R_Shadow_EditLights_EditAll_f(void)
6349 {
6350         size_t lightindex;
6351         dlight_t *light, *oldselected;
6352         size_t range;
6353
6354         if (!r_editlights.integer)
6355         {
6356                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6357                 return;
6358         }
6359
6360         oldselected = r_shadow_selectedlight;
6361         // EditLights doesn't seem to have a "remove" command or something so:
6362         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6363         for (lightindex = 0;lightindex < range;lightindex++)
6364         {
6365                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6366                 if (!light)
6367                         continue;
6368                 R_Shadow_SelectLight(light);
6369                 R_Shadow_EditLights_Edit_f();
6370         }
6371         // return to old selected (to not mess editing once selection is locked)
6372         R_Shadow_SelectLight(oldselected);
6373 }
6374
6375 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6376 {
6377         int lightnumber, lightcount;
6378         size_t lightindex, range;
6379         dlight_t *light;
6380         float x, y;
6381         char temp[256];
6382         if (!r_editlights.integer)
6383                 return;
6384         x = vid_conwidth.value - 240;
6385         y = 5;
6386         DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6387         lightnumber = -1;
6388         lightcount = 0;
6389         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6390         for (lightindex = 0;lightindex < range;lightindex++)
6391         {
6392                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6393                 if (!light)
6394                         continue;
6395                 if (light == r_shadow_selectedlight)
6396                         lightnumber = lightindex;
6397                 lightcount++;
6398         }
6399         dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
6400         dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
6401         y += 8;
6402         if (r_shadow_selectedlight == NULL)
6403                 return;
6404         dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6405         dpsnprintf(temp, sizeof(temp), "Origin       : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6406         dpsnprintf(temp, sizeof(temp), "Angles       : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6407         dpsnprintf(temp, sizeof(temp), "Color        : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6408         dpsnprintf(temp, sizeof(temp), "Radius       : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6409         dpsnprintf(temp, sizeof(temp), "Corona       : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6410         dpsnprintf(temp, sizeof(temp), "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6411         dpsnprintf(temp, sizeof(temp), "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6412         dpsnprintf(temp, sizeof(temp), "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6413         dpsnprintf(temp, sizeof(temp), "CoronaSize   : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6414         dpsnprintf(temp, sizeof(temp), "Ambient      : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6415         dpsnprintf(temp, sizeof(temp), "Diffuse      : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6416         dpsnprintf(temp, sizeof(temp), "Specular     : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6417         dpsnprintf(temp, sizeof(temp), "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6418         dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6419 }
6420
6421 static void R_Shadow_EditLights_ToggleShadow_f(void)
6422 {
6423         if (!r_editlights.integer)
6424         {
6425                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6426                 return;
6427         }
6428         if (!r_shadow_selectedlight)
6429         {
6430                 Con_Print("No selected light.\n");
6431                 return;
6432         }
6433         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);
6434 }
6435
6436 static void R_Shadow_EditLights_ToggleCorona_f(void)
6437 {
6438         if (!r_editlights.integer)
6439         {
6440                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6441                 return;
6442         }
6443         if (!r_shadow_selectedlight)
6444         {
6445                 Con_Print("No selected light.\n");
6446                 return;
6447         }
6448         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);
6449 }
6450
6451 static void R_Shadow_EditLights_Remove_f(void)
6452 {
6453         if (!r_editlights.integer)
6454         {
6455                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
6456                 return;
6457         }
6458         if (!r_shadow_selectedlight)
6459         {
6460                 Con_Print("No selected light.\n");
6461                 return;
6462         }
6463         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6464         r_shadow_selectedlight = NULL;
6465 }
6466
6467 static void R_Shadow_EditLights_Help_f(void)
6468 {
6469         Con_Print(
6470 "Documentation on r_editlights system:\n"
6471 "Settings:\n"
6472 "r_editlights : enable/disable editing mode\n"
6473 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6474 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6475 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6476 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6477 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6478 "Commands:\n"
6479 "r_editlights_help : this help\n"
6480 "r_editlights_clear : remove all lights\n"
6481 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6482 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6483 "r_editlights_save : save to .rtlights file\n"
6484 "r_editlights_spawn : create a light with default settings\n"
6485 "r_editlights_edit command : edit selected light - more documentation below\n"
6486 "r_editlights_remove : remove selected light\n"
6487 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6488 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6489 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6490 "Edit commands:\n"
6491 "origin x y z : set light location\n"
6492 "originx x: set x component of light location\n"
6493 "originy y: set y component of light location\n"
6494 "originz z: set z component of light location\n"
6495 "move x y z : adjust light location\n"
6496 "movex x: adjust x component of light location\n"
6497 "movey y: adjust y component of light location\n"
6498 "movez z: adjust z component of light location\n"
6499 "angles x y z : set light angles\n"
6500 "anglesx x: set x component of light angles\n"
6501 "anglesy y: set y component of light angles\n"
6502 "anglesz z: set z component of light angles\n"
6503 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6504 "radius radius : set radius (size) of light\n"
6505 "colorscale grey : multiply color of light (1 does nothing)\n"
6506 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6507 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6508 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6509 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6510 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6511 "cubemap basename : set filter cubemap of light (not yet supported)\n"
6512 "shadows 1/0 : turn on/off shadows\n"
6513 "corona n : set corona intensity\n"
6514 "coronasize n : set corona size (0-1)\n"
6515 "ambient n : set ambient intensity (0-1)\n"
6516 "diffuse n : set diffuse intensity (0-1)\n"
6517 "specular n : set specular intensity (0-1)\n"
6518 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6519 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6520 "<nothing> : print light properties to console\n"
6521         );
6522 }
6523
6524 static void R_Shadow_EditLights_CopyInfo_f(void)
6525 {
6526         if (!r_editlights.integer)
6527         {
6528                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
6529                 return;
6530         }
6531         if (!r_shadow_selectedlight)
6532         {
6533                 Con_Print("No selected light.\n");
6534                 return;
6535         }
6536         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6537         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6538         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6539         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6540         if (r_shadow_selectedlight->cubemapname)
6541                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6542         else
6543                 r_shadow_bufferlight.cubemapname[0] = 0;
6544         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6545         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6546         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6547         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6548         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6549         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6550         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6551 }
6552
6553 static void R_Shadow_EditLights_PasteInfo_f(void)
6554 {
6555         if (!r_editlights.integer)
6556         {
6557                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
6558                 return;
6559         }
6560         if (!r_shadow_selectedlight)
6561         {
6562                 Con_Print("No selected light.\n");
6563                 return;
6564         }
6565         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);
6566 }
6567
6568 static void R_Shadow_EditLights_Lock_f(void)
6569 {
6570         if (!r_editlights.integer)
6571         {
6572                 Con_Print("Cannot lock on light when not in editing mode.  Set r_editlights to 1.\n");
6573                 return;
6574         }
6575         if (r_editlights_lockcursor)
6576         {
6577                 r_editlights_lockcursor = false;
6578                 return;
6579         }
6580         if (!r_shadow_selectedlight)
6581         {
6582                 Con_Print("No selected light to lock on.\n");
6583                 return;
6584         }
6585         r_editlights_lockcursor = true;
6586 }
6587
6588 static void R_Shadow_EditLights_Init(void)
6589 {
6590         Cvar_RegisterVariable(&r_editlights);
6591         Cvar_RegisterVariable(&r_editlights_cursordistance);
6592         Cvar_RegisterVariable(&r_editlights_cursorpushback);
6593         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6594         Cvar_RegisterVariable(&r_editlights_cursorgrid);
6595         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6596         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6597         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6598         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)");
6599         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6600         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6601         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6602         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)");
6603         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6604         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6605         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6606         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6607         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6608         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6609         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)");
6610         Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6611 }
6612
6613
6614
6615 /*
6616 =============================================================================
6617
6618 LIGHT SAMPLING
6619
6620 =============================================================================
6621 */
6622
6623 void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
6624 {
6625         int i, numlights, flag;
6626         float f, relativepoint[3], dist, dist2, lightradius2;
6627         vec3_t diffuse, n;
6628         rtlight_t *light;
6629         dlight_t *dlight;
6630
6631         if (r_fullbright.integer)
6632         {
6633                 VectorSet(color, 1, 1, 1);
6634                 return;
6635         }
6636
6637         VectorClear(color);
6638
6639         if (flags & LP_LIGHTMAP)
6640         {
6641                 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6642                 {
6643                         VectorClear(diffuse);
6644                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6645                         VectorAdd(color, diffuse, color);
6646                 }
6647                 else
6648                         VectorSet(color, 1, 1, 1);
6649                 color[0] += r_refdef.scene.ambient;
6650                 color[1] += r_refdef.scene.ambient;
6651                 color[2] += r_refdef.scene.ambient;
6652         }
6653
6654         if (flags & LP_RTWORLD)
6655         {
6656                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6657                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6658                 for (i = 0; i < numlights; i++)
6659                 {
6660                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6661                         if (!dlight)
6662                                 continue;
6663                         light = &dlight->rtlight;
6664                         if (!(light->flags & flag))
6665                                 continue;
6666                         // sample
6667                         lightradius2 = light->radius * light->radius;
6668                         VectorSubtract(light->shadoworigin, p, relativepoint);
6669                         dist2 = VectorLength2(relativepoint);
6670                         if (dist2 >= lightradius2)
6671                                 continue;
6672                         dist = sqrt(dist2) / light->radius;
6673                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6674                         if (f <= 0)
6675                                 continue;
6676                         // todo: add to both ambient and diffuse
6677                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6678                                 VectorMA(color, f, light->currentcolor, color);
6679                 }
6680         }
6681         if (flags & LP_DYNLIGHT)
6682         {
6683                 // sample dlights
6684                 for (i = 0;i < r_refdef.scene.numlights;i++)
6685                 {
6686                         light = r_refdef.scene.lights[i];
6687                         // sample
6688                         lightradius2 = light->radius * light->radius;
6689                         VectorSubtract(light->shadoworigin, p, relativepoint);
6690                         dist2 = VectorLength2(relativepoint);
6691                         if (dist2 >= lightradius2)
6692                                 continue;
6693                         dist = sqrt(dist2) / light->radius;
6694                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6695                         if (f <= 0)
6696                                 continue;
6697                         // todo: add to both ambient and diffuse
6698                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6699                                 VectorMA(color, f, light->color, color);
6700                 }
6701         }
6702 }
6703
6704 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6705 {
6706         int i, numlights, flag;
6707         rtlight_t *light;
6708         dlight_t *dlight;
6709         float relativepoint[3];
6710         float color[3];
6711         float dir[3];
6712         float dist;
6713         float dist2;
6714         float intensity;
6715         float sample[5*3];
6716         float lightradius2;
6717
6718         if (r_fullbright.integer)
6719         {
6720                 VectorSet(ambient, 1, 1, 1);
6721                 VectorClear(diffuse);
6722                 VectorClear(lightdir);
6723                 return;
6724         }
6725
6726         if (flags == LP_LIGHTMAP)
6727         {
6728                 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6729                 VectorClear(diffuse);
6730                 VectorClear(lightdir);
6731                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6732                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6733                 else
6734                         VectorSet(ambient, 1, 1, 1);
6735                 return;
6736         }
6737
6738         memset(sample, 0, sizeof(sample));
6739         VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6740
6741         if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6742         {
6743                 vec3_t tempambient;
6744                 VectorClear(tempambient);
6745                 VectorClear(color);
6746                 VectorClear(relativepoint);
6747                 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6748                 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6749                 VectorScale(color, r_refdef.lightmapintensity, color);
6750                 VectorAdd(sample, tempambient, sample);
6751                 VectorMA(sample    , 0.5f            , color, sample    );
6752                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6753                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6754                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6755                 // calculate a weighted average light direction as well
6756                 intensity = VectorLength(color);
6757                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6758         }
6759
6760         if (flags & LP_RTWORLD)
6761         {
6762                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6763                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6764                 for (i = 0; i < numlights; i++)
6765                 {
6766                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6767                         if (!dlight)
6768                                 continue;
6769                         light = &dlight->rtlight;
6770                         if (!(light->flags & flag))
6771                                 continue;
6772                         // sample
6773                         lightradius2 = light->radius * light->radius;
6774                         VectorSubtract(light->shadoworigin, p, relativepoint);
6775                         dist2 = VectorLength2(relativepoint);
6776                         if (dist2 >= lightradius2)
6777                                 continue;
6778                         dist = sqrt(dist2) / light->radius;
6779                         intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6780                         if (intensity <= 0.0f)
6781                                 continue;
6782                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6783                                 continue;
6784                         // scale down intensity to add to both ambient and diffuse
6785                         //intensity *= 0.5f;
6786                         VectorNormalize(relativepoint);
6787                         VectorScale(light->currentcolor, intensity, color);
6788                         VectorMA(sample    , 0.5f            , color, sample    );
6789                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6790                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6791                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6792                         // calculate a weighted average light direction as well
6793                         intensity *= VectorLength(color);
6794                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6795                 }
6796                 // FIXME: sample bouncegrid too!
6797         }
6798
6799         if (flags & LP_DYNLIGHT)
6800         {
6801                 // sample dlights
6802                 for (i = 0;i < r_refdef.scene.numlights;i++)
6803                 {
6804                         light = r_refdef.scene.lights[i];
6805                         // sample
6806                         lightradius2 = light->radius * light->radius;
6807                         VectorSubtract(light->shadoworigin, p, relativepoint);
6808                         dist2 = VectorLength2(relativepoint);
6809                         if (dist2 >= lightradius2)
6810                                 continue;
6811                         dist = sqrt(dist2) / light->radius;
6812                         intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6813                         if (intensity <= 0.0f)
6814                                 continue;
6815                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6816                                 continue;
6817                         // scale down intensity to add to both ambient and diffuse
6818                         //intensity *= 0.5f;
6819                         VectorNormalize(relativepoint);
6820                         VectorScale(light->currentcolor, intensity, color);
6821                         VectorMA(sample    , 0.5f            , color, sample    );
6822                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6823                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6824                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6825                         // calculate a weighted average light direction as well
6826                         intensity *= VectorLength(color);
6827                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6828                 }
6829         }
6830
6831         // calculate the direction we'll use to reduce the sample to a directional light source
6832         VectorCopy(sample + 12, dir);
6833         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6834         VectorNormalize(dir);
6835         // extract the diffuse color along the chosen direction and scale it
6836         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6837         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6838         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6839         // subtract some of diffuse from ambient
6840         VectorMA(sample, -0.333f, diffuse, ambient);
6841         // store the normalized lightdir
6842         VectorCopy(dir, lightdir);
6843 }