]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
view.c, cl_parse.c, cl_main.c, gl_rmain.c - trying to remove all uses of origin,...
[xonotic/darkplaces.git] / gl_rmain.c
index fe186d79b67fd36bba3114638f82e9b55258cb59..6c7432050f96407e4920550dde6bbe006bc52926 100644 (file)
@@ -51,13 +51,14 @@ unsigned short d_lightstylevalue[256];
 
 cvar_t r_drawentities = {0, "r_drawentities","1"};
 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
-cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "1"};
+cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0"};
 cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
 cvar_t r_speeds = {0, "r_speeds","0"};
 cvar_t r_fullbright = {0, "r_fullbright","0"};
 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
+cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
 
 cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
@@ -228,7 +229,8 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable (&r_dynamic);
        Cvar_RegisterVariable (&r_fullbright);
        Cvar_RegisterVariable (&r_textureunits);
-       if (gamemode == GAME_NEHAHRA)
+       Cvar_RegisterVariable (&r_shadow_cull);
+       if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXIUZ)
                Cvar_SetValue("r_fullbrights", 0);
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
 }
@@ -381,6 +383,8 @@ int PVS_CullBox(const vec3_t mins, const vec3_t maxs)
 {
        int stackpos, sides;
        mnode_t *node, *stack[4096];
+       if (cl.worldmodel == NULL)
+               return false;
        stackpos = 0;
        stack[stackpos++] = cl.worldmodel->nodes;
        while (stackpos)
@@ -409,6 +413,8 @@ int VIS_CullBox(const vec3_t mins, const vec3_t maxs)
        mnode_t *node, *stack[4096];
        if (R_CullBox(mins, maxs))
                return true;
+       if (cl.worldmodel == NULL)
+               return false;
        stackpos = 0;
        stack[stackpos++] = cl.worldmodel->nodes;
        while (stackpos)
@@ -444,6 +450,8 @@ int PVS_CullSphere(const vec3_t origin, vec_t radius)
        int stackpos;
        mnode_t *node, *stack[4096];
        float dist;
+       if (cl.worldmodel == NULL)
+               return false;
        stackpos = 0;
        stack[stackpos++] = cl.worldmodel->nodes;
        while (stackpos)
@@ -473,6 +481,8 @@ int VIS_CullSphere(const vec3_t origin, vec_t radius)
        float dist;
        if (R_CullSphere(origin, radius))
                return true;
+       if (cl.worldmodel == NULL)
+               return false;
        stackpos = 0;
        stack[stackpos++] = cl.worldmodel->nodes;
        while (stackpos)
@@ -501,7 +511,6 @@ int VIS_CullSphere(const vec3_t origin, vec_t radius)
 static void R_MarkEntities (void)
 {
        int i;
-       vec3_t v;
        entity_render_t *ent;
 
        ent = &cl_entities[0].render;
@@ -518,30 +527,14 @@ static void R_MarkEntities (void)
        {
                ent = r_refdef.entities[i];
                Mod_CheckLoaded(ent->model);
-
-               // move view-relative models to where they should be
-               if (ent->flags & RENDER_VIEWMODEL)
-               {
-                       // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
-                       ent->flags -= RENDER_VIEWMODEL;
-                       // transform origin
-                       VectorCopy(ent->origin, v);
-                       ent->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
-                       ent->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
-                       ent->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
-                       // adjust angles
-                       VectorAdd(ent->angles, r_refdef.viewangles, ent->angles);
-               }
-
-               VectorCopy(ent->angles, v);
-               if (!ent->model || ent->model->type != mod_brush)
-                       v[0] = -v[0];
-               Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], v[0], v[1], v[2], ent->scale);
-               Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
+               // some of the renderer still relies on origin...
+               Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
+               // some of the renderer still relies on scale...
+               ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
                R_LerpAnimation(ent);
                R_UpdateEntLights(ent);
                if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL))
-                && !VIS_CullSphere(ent->origin, ent->model->radius * ent->scale)
+                && !VIS_CullSphere(ent->origin, (ent->model != NULL ? ent->model->radius : 16) * ent->scale)
                 && !VIS_CullBox(ent->mins, ent->maxs))
                {
                        ent->visframe = r_framecount;
@@ -632,7 +625,7 @@ void R_DrawFakeShadows (void)
        for (i = 0;i < r_refdef.numentities;i++)
        {
                ent = r_refdef.entities[i];
-               if (ent->model && ent->model->DrawFakeShadow)
+               if ((ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawFakeShadow)
                        ent->model->DrawFakeShadow(ent);
        }
 }
@@ -645,6 +638,8 @@ int Light_CullBox(const vec3_t mins, const vec3_t maxs)
 {
        int stackpos, sides;
        mnode_t *node, *stack[4096];
+       if (cl.worldmodel == NULL)
+               return false;
        stackpos = 0;
        stack[stackpos++] = cl.worldmodel->nodes;
        while (stackpos)
@@ -673,6 +668,8 @@ int LightAndVis_CullBox(const vec3_t mins, const vec3_t maxs)
        mnode_t *node, *stack[4096];
        if (R_CullBox(mins, maxs))
                return true;
+       if (cl.worldmodel == NULL)
+               return false;
        stackpos = 0;
        stack[stackpos++] = cl.worldmodel->nodes;
        while (stackpos)
@@ -695,117 +692,123 @@ int LightAndVis_CullBox(const vec3_t mins, const vec3_t maxs)
        return true;
 }
 
-
-void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius, vec3_t clipmins, vec3_t clipmaxs)
+int LightAndVis_CullPointCloud(int numpoints, const float *points)
 {
        int i;
-       vec3_t p, p2, temp, relativelightorigin, mins, maxs;
-       float dist, projectdistance;
-       // rough checks
-       if (ent->model && ent->model->DrawShadowVolume)
+       const float *p;
+       int stackpos, sides;
+       mnode_t *node, *stack[4096];
+       //if (R_CullBox(mins, maxs))
+       //      return true;
+       if (cl.worldmodel == NULL)
+               return false;
+       stackpos = 0;
+       stack[stackpos++] = cl.worldmodel->nodes;
+       while (stackpos)
        {
-               temp[0] = bound(ent->mins[0], lightorigin[0], ent->maxs[0]) - lightorigin[0];
-               temp[1] = bound(ent->mins[1], lightorigin[1], ent->maxs[1]) - lightorigin[1];
-               temp[2] = bound(ent->mins[2], lightorigin[2], ent->maxs[2]) - lightorigin[2];
-               dist = DotProduct(temp, temp);
-               if (dist < cullradius * cullradius)
+               node = stack[--stackpos];
+               if (node->contents < 0)
+               {
+                       if (((mleaf_t *)node)->visframe == r_framecount && ((mleaf_t *)node)->worldnodeframe == shadowframecount)
+                               return false;
+               }
+               else
                {
-                       if (!Light_CullBox(ent->mins, ent->maxs))
+                       sides = 0;
+                       for (i = 0, p = points;i < numpoints && sides != 3;i++, p += 3)
                        {
-                               projectdistance = cullradius - sqrt(dist);
-                               // calculate projected bounding box and decide if it is on-screen
-                               VectorCopy(ent->mins, mins);
-                               VectorCopy(ent->maxs, maxs);
-                               for (i = 0;i < 8;i++)
-                               {
-                                       p[0] = i & 1 ? ent->maxs[0] : ent->mins[0];
-                                       p[1] = i & 2 ? ent->maxs[1] : ent->mins[1];
-                                       p[2] = i & 4 ? ent->maxs[2] : ent->mins[2];
-                                       VectorSubtract(p, lightorigin, temp);
-                                       dist = projectdistance / sqrt(DotProduct(temp, temp));
-                                       VectorMA(p, dist, temp, p2);
-                                       if (mins[0] > p2[0]) mins[0] = p2[0];if (maxs[0] < p2[0]) maxs[0] = p2[0];
-                                       if (mins[1] > p2[1]) mins[1] = p2[1];if (maxs[1] < p2[1]) maxs[1] = p2[1];
-                                       if (mins[2] > p2[2]) mins[2] = p2[2];if (maxs[2] < p2[2]) maxs[2] = p2[2];
-                               }
-                               if (mins[0] < clipmaxs[0] && maxs[0] > clipmins[0]
-                                && mins[1] < clipmaxs[1] && maxs[1] > clipmins[1]
-                                && mins[2] < clipmaxs[2] && maxs[2] > clipmins[2]
-                                && !LightAndVis_CullBox(mins, maxs))
-                               {
-                                       Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
-                                       ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius);
-                               }
+                               if (DotProduct(p, node->plane->normal) < node->plane->dist)
+                                       sides |= 1;
+                               else
+                                       sides |= 2;
                        }
+                       if (sides & 2 && stackpos < 4096)
+                               stack[stackpos++] = node->children[1];
+                       if (sides & 1 && stackpos < 4096)
+                               stack[stackpos++] = node->children[0];
                }
        }
+       return true;
 }
 
-void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light);
-
-#define SHADOWSPHERE_SEGMENTS 16
 
-shadowmesh_t *shadowsphere;
-void R_CreateShadowSphere(void)
+void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius, vec3_t lightmins, vec3_t lightmaxs, vec3_t clipmins, vec3_t clipmaxs)
 {
-       int i, j;
-       vec3_t angles, angles2, angles3, angles4;
-       float verts[12];
-       shadowsphere = Mod_ShadowMesh_Begin(zonemempool, SHADOWSPHERE_SEGMENTS * SHADOWSPHERE_SEGMENTS / 2);
-       for (i = 0;i < SHADOWSPHERE_SEGMENTS / 2;i++)
+       vec3_t relativelightorigin;
+       #if 0
+       int i;
+       vec3_t temp;
+       float dist, projectdistance;
+       float points[16][3];
+       #endif
+       // rough checks
+       if (!(ent->flags & RENDER_SHADOW) || ent->model == NULL || ent->model->DrawShadowVolume == NULL)
+               return;
+       if (r_shadow_cull.integer)
+       {
+               if (ent->maxs[0] < lightmins[0] || ent->mins[0] > lightmaxs[0]
+                || ent->maxs[1] < lightmins[1] || ent->mins[1] > lightmaxs[1]
+                || ent->maxs[2] < lightmins[2] || ent->mins[2] > lightmaxs[2]
+                || Light_CullBox(ent->mins, ent->maxs))
+                       return;
+       }
+       #if 0
+       if (r_shadow_cull.integer)
        {
-               for (j = 0;j < SHADOWSPHERE_SEGMENTS;j++)
+               projectdistance = cullradius;
+               // calculate projected bounding box and decide if it is on-screen
+               for (i = 0;i < 8;i++)
                {
-                       angles[0] = (i * 360.0f / SHADOWSPHERE_SEGMENTS) + 90.0f;
-                       angles[1] = j * 360.0f / SHADOWSPHERE_SEGMENTS;
-                       angles[2] = 0;
-                       VectorCopy(angles, angles2);
-                       VectorCopy(angles, angles3);
-                       VectorCopy(angles, angles4);
-                       angles2[1] += 360.0f / SHADOWSPHERE_SEGMENTS;
-                       angles3[0] += 360.0f / SHADOWSPHERE_SEGMENTS;
-                       angles3[1] += 360.0f / SHADOWSPHERE_SEGMENTS;
-                       angles4[0] += 360.0f / SHADOWSPHERE_SEGMENTS;
-                       AngleVectorsFLU(angles, verts, NULL, NULL);
-                       AngleVectorsFLU(angles2, verts + 9, NULL, NULL);
-                       AngleVectorsFLU(angles3, verts + 6, NULL, NULL);
-                       AngleVectorsFLU(angles4, verts + 3, NULL, NULL);
-                       VectorScale(&verts[0], 1.0f, &verts[0]);
-                       VectorScale(&verts[3], 1.0f, &verts[3]);
-                       VectorScale(&verts[6], 1.0f, &verts[6]);
-                       VectorScale(&verts[9], 1.0f, &verts[9]);
-                       Mod_ShadowMesh_AddPolygon(zonemempool, shadowsphere, 4, verts);
+                       temp[0] = i & 1 ? ent->model->normalmaxs[0] : ent->model->normalmins[0];
+                       temp[1] = i & 2 ? ent->model->normalmaxs[1] : ent->model->normalmins[1];
+                       temp[2] = i & 4 ? ent->model->normalmaxs[2] : ent->model->normalmins[2];
+                       Matrix4x4_Transform(&ent->matrix, temp, points[i]);
+                       VectorSubtract(points[i], lightorigin, temp);
+                       dist = projectdistance / sqrt(DotProduct(temp, temp));
+                       VectorMA(points[i], dist, temp, points[i+8]);
                }
+               if (LightAndVis_CullPointCloud(16, points[0]))
+                       return;
+               /*
+               for (i = 0;i < 8;i++)
+               {
+                       p2[0] = i & 1 ? ent->model->normalmaxs[0] : ent->model->normalmins[0];
+                       p2[1] = i & 2 ? ent->model->normalmaxs[1] : ent->model->normalmins[1];
+                       p2[2] = i & 4 ? ent->model->normalmaxs[2] : ent->model->normalmins[2];
+                       Matrix4x4_Transform(&ent->matrix, p2, p);
+                       VectorSubtract(p, lightorigin, temp);
+                       dist = projectdistance / sqrt(DotProduct(temp, temp));
+                       VectorMA(p, dist, temp, p2);
+                       if (i)
+                       {
+                               if (mins[0] > p[0]) mins[0] = p[0];if (maxs[0] < p[0]) maxs[0] = p[0];
+                               if (mins[1] > p[1]) mins[1] = p[1];if (maxs[1] < p[1]) maxs[1] = p[1];
+                               if (mins[2] > p[2]) mins[2] = p[2];if (maxs[2] < p[2]) maxs[2] = p[2];
+                       }
+                       else
+                       {
+                               VectorCopy(p, mins);
+                               VectorCopy(p, maxs);
+                       }
+                       if (mins[0] > p2[0]) mins[0] = p2[0];if (maxs[0] < p2[0]) maxs[0] = p2[0];
+                       if (mins[1] > p2[1]) mins[1] = p2[1];if (maxs[1] < p2[1]) maxs[1] = p2[1];
+                       if (mins[2] > p2[2]) mins[2] = p2[2];if (maxs[2] < p2[2]) maxs[2] = p2[2];
+               }
+               if (mins[0] >= clipmaxs[0] || maxs[0] <= clipmins[0]
+                || mins[1] >= clipmaxs[1] || maxs[1] <= clipmins[1]
+                || mins[2] >= clipmaxs[2] || maxs[2] <= clipmins[2]
+                || LightAndVis_CullBox(mins, maxs))
+                       return;
+               */
        }
-       shadowsphere = Mod_ShadowMesh_Finish(zonemempool, shadowsphere);
+       #endif
+       Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
+       ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius);
 }
 
+void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light);
 
-void R_DrawShadowSphere(vec3_t origin, float cullradius, float lightradius)
-{
-       shadowmesh_t *mesh;
-       matrix4x4_t matrix;
-       if (!shadowsphere)
-               R_CreateShadowSphere();
-       Matrix4x4_CreateScale(&matrix, lightradius);
-       Matrix4x4_ConcatTranslate(&matrix, origin[0], origin[1], origin[2]);
-       R_Mesh_Matrix(&matrix);
-       for (mesh = shadowsphere;mesh;mesh = mesh->next)
-       {
-               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-               R_Shadow_RenderVolume(mesh->numverts, mesh->numtriangles, mesh->elements);
-       }
-       Matrix4x4_CreateScale(&matrix, -cullradius);
-       Matrix4x4_ConcatTranslate(&matrix, origin[0], origin[1], origin[2]);
-       R_Mesh_Matrix(&matrix);
-       for (mesh = shadowsphere;mesh;mesh = mesh->next)
-       {
-               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-               R_Shadow_RenderVolume(mesh->numverts, mesh->numtriangles, mesh->elements);
-       }
-}
-
-extern void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces);
+extern void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz);
 void R_ShadowVolumeLighting (int visiblevolumes)
 {
        int i;
@@ -814,17 +817,22 @@ void R_ShadowVolumeLighting (int visiblevolumes)
        float f, lightradius, cullradius;
        vec3_t relativelightorigin, relativeeyeorigin, lightcolor, clipmins, clipmaxs;
        worldlight_t *wl;
-       //mlight_t *sl;
        rdlight_t *rd;
        rmeshstate_t m;
        mleaf_t *leaf;
+       matrix4x4_t matrix;
+       matrix4x4_t matrix_worldtofilter, matrix_worldtoattenuationxyz, matrix_worldtoattenuationz;
+       matrix4x4_t matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
 
        if (visiblevolumes)
        {
                memset(&m, 0, sizeof(m));
                m.blendfunc1 = GL_ONE;
                m.blendfunc2 = GL_ONE;
+               if (r_shadow_realtime.integer >= 3)
+                       m.depthdisable = true;
                R_Mesh_State(&m);
+               qglDisable(GL_CULL_FACE);
                GL_Color(0.0 * r_colorscale, 0.0125 * r_colorscale, 0.1 * r_colorscale, 1);
        }
        else
@@ -834,9 +842,8 @@ void R_ShadowVolumeLighting (int visiblevolumes)
        {
                if (d_lightstylevalue[wl->style] <= 0)
                        continue;
-               cullradius = wl->cullradius;
-               lightradius = wl->lightradius;
-               if (R_CullSphere(wl->origin, lightradius))
+               if (R_CullBox(wl->mins, wl->maxs))
+               //if (R_CullSphere(wl->origin, cullradius))
                        continue;
                //if (R_CullBox(wl->mins, wl->maxs) || R_CullSphere(wl->origin, lightradius))
                //      continue;
@@ -845,41 +852,53 @@ void R_ShadowVolumeLighting (int visiblevolumes)
                if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
                        continue;
 
-               for (i = 0;i < wl->numleafs;i++)
-                       if (wl->leafs[i]->visframe == r_framecount)
-                               break;
-               if (i == wl->numleafs)
-                       continue;
-               leaf = wl->leafs[i];
-               VectorCopy(leaf->mins, clipmins);
-               VectorCopy(leaf->maxs, clipmaxs);
-               for (i = 0;i < wl->numleafs;i++)
+               cullradius = wl->cullradius;
+               lightradius = wl->lightradius;
+
+               if (cl.worldmodel != NULL)
                {
-                       leaf = wl->leafs[i];
-                       if (leaf->visframe == r_framecount)
+                       for (i = 0;i < wl->numleafs;i++)
+                               if (wl->leafs[i]->visframe == r_framecount)
+                                       break;
+                       if (i == wl->numleafs)
+                               continue;
+                       leaf = wl->leafs[i++];
+                       VectorCopy(leaf->mins, clipmins);
+                       VectorCopy(leaf->maxs, clipmaxs);
+                       for (;i < wl->numleafs;i++)
                        {
-                               if (clipmins[0] > leaf->mins[0]) clipmins[0] = leaf->mins[0];
-                               if (clipmaxs[0] < leaf->maxs[0]) clipmaxs[0] = leaf->maxs[0];
-                               if (clipmins[1] > leaf->mins[1]) clipmins[1] = leaf->mins[1];
-                               if (clipmaxs[1] < leaf->maxs[1]) clipmaxs[1] = leaf->maxs[1];
-                               if (clipmins[2] > leaf->mins[2]) clipmins[2] = leaf->mins[2];
-                               if (clipmaxs[2] < leaf->maxs[2]) clipmaxs[2] = leaf->maxs[2];
+                               leaf = wl->leafs[i];
+                               if (leaf->visframe == r_framecount)
+                               {
+                                       if (clipmins[0] > leaf->mins[0]) clipmins[0] = leaf->mins[0];
+                                       if (clipmaxs[0] < leaf->maxs[0]) clipmaxs[0] = leaf->maxs[0];
+                                       if (clipmins[1] > leaf->mins[1]) clipmins[1] = leaf->mins[1];
+                                       if (clipmaxs[1] < leaf->maxs[1]) clipmaxs[1] = leaf->maxs[1];
+                                       if (clipmins[2] > leaf->mins[2]) clipmins[2] = leaf->mins[2];
+                                       if (clipmaxs[2] < leaf->maxs[2]) clipmaxs[2] = leaf->maxs[2];
+                               }
                        }
+                       if (clipmins[0] < wl->mins[0]) clipmins[0] = wl->mins[0];
+                       if (clipmaxs[0] > wl->maxs[0]) clipmaxs[0] = wl->maxs[0];
+                       if (clipmins[1] < wl->mins[1]) clipmins[1] = wl->mins[1];
+                       if (clipmaxs[1] > wl->maxs[1]) clipmaxs[1] = wl->maxs[1];
+                       if (clipmins[2] < wl->mins[2]) clipmins[2] = wl->mins[2];
+                       if (clipmaxs[2] > wl->maxs[2]) clipmaxs[2] = wl->maxs[2];
+               }
+               else
+               {
+                       VectorCopy(wl->mins, clipmins);
+                       VectorCopy(wl->maxs, clipmaxs);
                }
-               if (clipmins[0] < wl->mins[0]) clipmins[0] = wl->mins[0];
-               if (clipmins[1] < wl->mins[1]) clipmins[1] = wl->mins[1];
-               if (clipmins[2] < wl->mins[2]) clipmins[2] = wl->mins[2];
-               if (clipmaxs[0] > wl->maxs[0]) clipmaxs[0] = wl->maxs[0];
-               if (clipmaxs[1] > wl->maxs[1]) clipmaxs[1] = wl->maxs[1];
-               if (clipmaxs[2] > wl->maxs[2]) clipmaxs[2] = wl->maxs[2];
-
-               if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, wl->origin, wl->cullradius))
+
+               //if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, wl->origin, wl->cullradius))
+               if (R_CullBox(clipmins, clipmaxs) || R_Shadow_ScissorForBBox(clipmins, clipmaxs))
                        continue;
 
                // mark the leafs we care about so only things in those leafs will matter
-               for (i = 0;i < wl->numleafs;i++)
-                       wl->leafs[i]->worldnodeframe = shadowframecount;
-
+               if (cl.worldmodel != NULL)
+                       for (i = 0;i < wl->numleafs;i++)
+                               wl->leafs[i]->worldnodeframe = shadowframecount;
 
                f = d_lightstylevalue[wl->style] * (1.0f / 256.0f);
                VectorScale(wl->light, f, lightcolor);
@@ -889,101 +908,52 @@ void R_ShadowVolumeLighting (int visiblevolumes)
                        VectorScale(lightcolor, f, lightcolor);
                }
 
-               if (!visiblevolumes)
-                       R_Shadow_Stage_ShadowVolumes();
-               ent = &cl_entities[0].render;
-               if (wl->shadowvolume && r_shadow_staticworldlights.integer)
-                       R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl);
-               else
-                       R_TestAndDrawShadowVolume(ent, wl->origin, cullradius / ent->scale, lightradius / ent->scale, clipmins, clipmaxs);
-               if (r_drawentities.integer)
-               {
-                       for (i = 0;i < r_refdef.numentities;i++)
-                       {
-                               ent = r_refdef.entities[i];
-                               if (ent->maxs[0] >= wl->mins[0] && ent->mins[0] <= wl->maxs[0]
-                                && ent->maxs[1] >= wl->mins[1] && ent->mins[1] <= wl->maxs[1]
-                                && ent->maxs[2] >= wl->mins[2] && ent->mins[2] <= wl->maxs[2]
-                                && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
-                                       R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius / ent->scale, lightradius / ent->scale, clipmins, clipmaxs);
-                       }
-               }
-
-               if (!visiblevolumes)
+               if (wl->castshadows)
                {
-                       R_Shadow_Stage_Light();
+                       if (!visiblevolumes)
+                               R_Shadow_Stage_ShadowVolumes();
                        ent = &cl_entities[0].render;
-                       if (ent->model && ent->model->DrawLight)
-                       {
-                               Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
-                               Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
-                               if (wl->numsurfaces)
-                                       R_Model_Brush_DrawLightForSurfaceList(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, wl->surfaces, wl->numsurfaces);
-                               else
-                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
-                       }
+                       if (wl->shadowvolume && r_shadow_staticworldlights.integer)
+                               R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl);
+                       else
+                               R_TestAndDrawShadowVolume(ent, wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs);
                        if (r_drawentities.integer)
-                       {
                                for (i = 0;i < r_refdef.numentities;i++)
-                               {
-                                       ent = r_refdef.entities[i];
-                                       if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
-                                        && ent->maxs[0] >= wl->mins[0] && ent->mins[0] <= wl->maxs[0]
-                                        && ent->maxs[1] >= wl->mins[1] && ent->mins[1] <= wl->maxs[1]
-                                        && ent->maxs[2] >= wl->mins[2] && ent->mins[2] <= wl->maxs[2]
-                                        && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
-                                       {
-                                               Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
-                                               Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
-                                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
-                                       }
-                               }
-                       }
+                                       R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs);
                }
-       }
-       /*
-       for (lnum = 0, sl = cl.worldmodel->lights;lnum < cl.worldmodel->numlights;lnum++, sl++)
-       {
-               if (d_lightstylevalue[sl->style] <= 0)
-                       continue;
-               if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
-                       continue;
-               cullradius = sl->cullradius;
-               lightradius = sl->lightradius;
-               if (VIS_CullBox(sl->mins, sl->maxs) || VIS_CullSphere(sl->origin, lightradius))
-                       continue;
-
-               f = d_lightstylevalue[sl->style] * (1.0f / 32768.0f);
-               VectorScale(sl->light, f, lightcolor);
 
                if (!visiblevolumes)
-                       R_Shadow_Stage_ShadowVolumes();
-               if (sl->shadowvolume && r_shadow_staticworldlights.integer)
-                       R_DrawWorldLightShadowVolume(&cl_entities[0].render.matrix, sl->shadowvolume);
-               else
-                       R_TestAndDrawShadowVolume(&cl_entities[0].render, sl->origin, cullradius, lightradius);
-               if (r_drawentities.integer)
                {
-                       for (i = 0;i < r_refdef.numentities;i++)
-                       {
-                               ent = r_refdef.entities[i];
-                               if (ent->maxs[0] >= sl->mins[0] && ent->mins[0] <= sl->maxs[0]
-                                && ent->maxs[1] >= sl->mins[1] && ent->mins[1] <= sl->maxs[1]
-                                && ent->maxs[2] >= sl->mins[2] && ent->mins[2] <= sl->maxs[2]
-                                && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
-                                       R_TestAndDrawShadowVolume(r_refdef.entities[i], sl->origin, cullradius, lightradius);
-                       }
-               }
+                       if (wl->castshadows)
+                               R_Shadow_Stage_LightWithShadows();
+                       else
+                               R_Shadow_Stage_LightWithoutShadows();
+
+                       // calculate world to filter matrix
+                       Matrix4x4_CreateFromQuakeEntity(&matrix, wl->origin[0], wl->origin[1], wl->origin[2], wl->angles[0], wl->angles[1], wl->angles[2], lightradius);
+                       Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
+                       // calculate world to attenuationxyz/xy matrix
+                       Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
+                       Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
+                       // calculate world to attenuationz matrix
+                       matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
+                       matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0  ;matrix.m[1][3] = 0.5;
+                       matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0  ;matrix.m[2][3] = 0.5;
+                       matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0  ;matrix.m[3][3] = 1;
+                       Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
 
-               if (!visiblevolumes)
-               {
-                       R_Shadow_Stage_Light();
                        ent = &cl_entities[0].render;
                        if (ent->model && ent->model->DrawLight)
                        {
-                               Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin);
+                               Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
                                Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
-                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius, sl->distbias, sl->subtract, lightcolor);
+                               Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
+                               Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
+                               Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
+                               if (wl->numsurfaces)
+                                       R_Model_Brush_DrawLightForSurfaceList(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, wl->surfaces, wl->numsurfaces, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                               else
+                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
                        }
                        if (r_drawentities.integer)
                        {
@@ -991,61 +961,82 @@ void R_ShadowVolumeLighting (int visiblevolumes)
                                {
                                        ent = r_refdef.entities[i];
                                        if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
-                                        && ent->maxs[0] >= sl->mins[0] && ent->mins[0] <= sl->maxs[0]
-                                        && ent->maxs[1] >= sl->mins[1] && ent->mins[1] <= sl->maxs[1]
-                                        && ent->maxs[2] >= sl->mins[2] && ent->mins[2] <= sl->maxs[2]
+                                        && ent->maxs[0] >= clipmins[0] && ent->mins[0] <= clipmaxs[0]
+                                        && ent->maxs[1] >= clipmins[1] && ent->mins[1] <= clipmaxs[1]
+                                        && ent->maxs[2] >= clipmins[2] && ent->mins[2] <= clipmaxs[2]
                                         && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
                                        {
-                                               Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin);
+                                               Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
                                                Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
-                                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius, sl->distbias, sl->subtract, lightcolor);
+                                               Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
+                                               Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
+                                               Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
+                                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
                                        }
                                }
                        }
                }
        }
-       */
        for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
        {
-               cullradius = rd->cullradius;
                lightradius = rd->cullradius;
-               if (VIS_CullSphere(rd->origin, lightradius))
+               clipmins[0] = rd->origin[0] - lightradius;
+               clipmins[1] = rd->origin[1] - lightradius;
+               clipmins[2] = rd->origin[2] - lightradius;
+               clipmaxs[0] = rd->origin[0] + lightradius;
+               clipmaxs[1] = rd->origin[1] + lightradius;
+               clipmaxs[2] = rd->origin[2] + lightradius;
+               if (VIS_CullBox(clipmins, clipmaxs))
                        continue;
 
-               VectorScale(rd->light, (1.0f / 8192.0f), lightcolor);
-               clipmins[0] = rd->origin[0] - cullradius;
-               clipmins[1] = rd->origin[1] - cullradius;
-               clipmins[2] = rd->origin[2] - cullradius;
-               clipmaxs[0] = rd->origin[0] + cullradius;
-               clipmaxs[1] = rd->origin[1] + cullradius;
-               clipmaxs[2] = rd->origin[2] + cullradius;
-
-               if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, rd->origin, rd->cullradius))
+               //if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, rd->origin, cullradius))
+               if (R_Shadow_ScissorForBBox(clipmins, clipmaxs))
                        continue;
 
                if (!visiblevolumes)
                        R_Shadow_Stage_ShadowVolumes();
+
+               cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin);
+               VectorScale(rd->light, (1.0f / 4096.0f), lightcolor);
+
                ent = &cl_entities[0].render;
-               R_TestAndDrawShadowVolume(ent, rd->origin, cullradius / ent->scale, lightradius / ent->scale, clipmins, clipmaxs);
+               R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs);
                if (r_drawentities.integer)
                {
                        for (i = 0;i < r_refdef.numentities;i++)
                        {
                                ent = r_refdef.entities[i];
-                               if (ent != rd->ent && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
-                                       R_TestAndDrawShadowVolume(ent, rd->origin, cullradius / ent->scale, lightradius / ent->scale, clipmins, clipmaxs);
+                               if (ent != rd->ent)
+                                       R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs);
                        }
                }
 
                if (!visiblevolumes)
                {
-                       R_Shadow_Stage_Light();
+                       R_Shadow_Stage_LightWithShadows();
+
+                       // calculate world to filter matrix
+                       Matrix4x4_CreateFromQuakeEntity(&matrix, rd->origin[0], rd->origin[1], rd->origin[2], 0, 0, 0, lightradius);
+                       Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
+                       // calculate world to attenuationxyz/xy matrix
+                       Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
+                       Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
+                       // calculate world to attenuationz matrix
+                       matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
+                       matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0  ;matrix.m[1][3] = 0.5;
+                       matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0  ;matrix.m[2][3] = 0.5;
+                       matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0  ;matrix.m[3][3] = 1;
+                       Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
+
                        ent = &cl_entities[0].render;
                        if (ent->model && ent->model->DrawLight)
                        {
                                Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
                                Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
-                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
+                               Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
+                               Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
+                               Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
+                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
                        }
                        if (r_drawentities.integer)
                        {
@@ -1053,11 +1044,17 @@ void R_ShadowVolumeLighting (int visiblevolumes)
                                {
                                        ent = r_refdef.entities[i];
                                        if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
+                                        && ent->maxs[0] >= clipmins[0] && ent->mins[0] <= clipmaxs[0]
+                                        && ent->maxs[1] >= clipmins[1] && ent->mins[1] <= clipmaxs[1]
+                                        && ent->maxs[2] >= clipmins[2] && ent->mins[2] <= clipmaxs[2]
                                         && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
                                        {
                                                Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
                                                Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
-                                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
+                                               Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
+                                               Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
+                                               Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
+                                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
                                        }
                                }
                        }
@@ -1066,31 +1063,35 @@ void R_ShadowVolumeLighting (int visiblevolumes)
 
        if (!visiblevolumes)
                R_Shadow_Stage_End();
+       qglEnable(GL_CULL_FACE);
        qglDisable(GL_SCISSOR_TEST);
 }
 
 static void R_SetFrustum (void)
 {
-       int i;
-
        // LordHavoc: note to all quake engine coders, the special case for 90
        // degrees assumed a square view (wrong), so I removed it, Quake2 has it
        // disabled as well.
+
        // rotate VPN right by FOV_X/2 degrees
        RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
+       frustum[0].dist = DotProduct (r_origin, frustum[0].normal);
+       PlaneClassify(&frustum[0]);
+
        // rotate VPN left by FOV_X/2 degrees
        RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
+       frustum[1].dist = DotProduct (r_origin, frustum[1].normal);
+       PlaneClassify(&frustum[1]);
+
        // rotate VPN up by FOV_X/2 degrees
        RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
+       frustum[2].dist = DotProduct (r_origin, frustum[2].normal);
+       PlaneClassify(&frustum[2]);
+
        // rotate VPN down by FOV_X/2 degrees
        RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
-
-       for (i = 0;i < 4;i++)
-       {
-               frustum[i].type = PLANE_ANYZ;
-               frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
-               PlaneClassify(&frustum[i]);
-       }
+       frustum[3].dist = DotProduct (r_origin, frustum[3].normal);
+       PlaneClassify(&frustum[3]);
 }
 
 /*
@@ -1157,6 +1158,7 @@ R_RenderView
 r_refdef must be set before the first call
 ================
 */
+extern void R_DrawLightningBeams (void);
 void R_RenderView (void)
 {
        entity_render_t *world;
@@ -1177,7 +1179,7 @@ void R_RenderView (void)
                }
                else if (!gl_stencil)
                {
-                       Con_Printf("Stencil not enabled, turning off r_shadow_realtime, please type vid_stencil 1;vid_restart and try again\n");
+                       Con_Printf("Stencil not enabled, turning off r_shadow_realtime, please type vid_stencil 1;vid_bitsperpixel 32;vid_restart and try again\n");
                        Cvar_SetValueQuick(&r_shadow_realtime, 0);
                }
                else if (!gl_combine.integer)
@@ -1222,8 +1224,7 @@ void R_RenderView (void)
        R_Mesh_Start();
        R_MeshQueue_BeginScene();
 
-       if (r_shadow_lightingmode)
-               R_Shadow_UpdateWorldLightSelection();
+       R_Shadow_UpdateWorldLightSelection();
 
        if (R_DrawBrushModelsSky())
                R_TimeReport("bmodelsky");
@@ -1239,7 +1240,7 @@ void R_RenderView (void)
        R_DrawModels(r_shadow_lightingmode > 0);
        R_TimeReport("models");
 
-       if (r_shadows.integer == 1)
+       if (r_shadows.integer == 1 && r_shadow_lightingmode <= 0)
        {
                R_DrawFakeShadows();
                R_TimeReport("fakeshadow");
@@ -1251,6 +1252,9 @@ void R_RenderView (void)
                R_TimeReport("dynlight");
        }
 
+       R_DrawLightningBeams();
+       R_TimeReport("lightning");
+
        R_DrawParticles();
        R_TimeReport("particles");
 
@@ -1271,7 +1275,7 @@ void R_RenderView (void)
 
        R_MeshQueue_Render();
        R_MeshQueue_EndScene();
-       if (r_shadow_realtime.integer == 2)
+       if (r_shadow_realtime.integer >= 2)
        {
                R_ShadowVolumeLighting(true);
                R_TimeReport("shadowvolume");
@@ -1396,7 +1400,7 @@ void R_DrawNoModel(entity_render_t *ent)
        //      R_DrawNoModelCallback(ent, 0);
 }
 
-void R_CalcBeamVerts (float *vert, vec3_t org1, vec3_t org2, float width)
+void R_CalcBeamVerts (float *vert, const vec3_t org1, const vec3_t org2, float width)
 {
        vec3_t right1, right2, diff, normal;