]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
now loads each cubemap only once, no matter how many lights use it
[xonotic/darkplaces.git] / r_shadow.c
index 5d0965a2adc777ba0f62e2e897a76f07dd419009..0e8b6ccc00ad34c25c809dc0481347f1f6246d6f 100644 (file)
@@ -115,6 +115,7 @@ the (currently upcoming) game Doom3.
 #include "r_shadow.h"
 #include "cl_collision.h"
 #include "portals.h"
+#include "image.h"
 
 extern void R_Shadow_EditLights_Init(void);
 
@@ -147,6 +148,10 @@ rtexture_t *r_shadow_blankbumptexture;
 rtexture_t *r_shadow_blankglosstexture;
 rtexture_t *r_shadow_blankwhitetexture;
 
+// used only for light filters (cubemaps)
+rtexturepool_t *r_shadow_filters_texturepool;
+
+cvar_t r_shadow_realtime_world_lightmaps = {0, "r_shadow_realtime_world_lightmaps", "0"};
 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
@@ -160,12 +165,14 @@ cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
-cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "0"};
+cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0"};
+cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1"};
 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "10000"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
-cvar_t r_shadow_shadows = {CVAR_SAVE, "r_shadow_shadows", "1"};
+cvar_t r_shadow_worldshadows = {0, "r_shadow_worldshadows", "1"};
+cvar_t r_shadow_dlightshadows = {CVAR_SAVE, "r_shadow_dlightshadows", "1"};
 cvar_t r_shadow_showtris = {0, "r_shadow_showtris", "0"};
 
 int c_rt_lights, c_rt_clears, c_rt_scissored;
@@ -198,6 +205,7 @@ void r_shadow_start(void)
        r_shadow_blankglosstexture = NULL;
        r_shadow_blankwhitetexture = NULL;
        r_shadow_texturepool = NULL;
+       r_shadow_filters_texturepool = NULL;
        R_Shadow_ClearWorldLights();
        r_shadow_reloadlights = true;
 }
@@ -213,6 +221,7 @@ void r_shadow_shutdown(void)
        r_shadow_blankglosstexture = NULL;
        r_shadow_blankwhitetexture = NULL;
        R_FreeTexturePool(&r_shadow_texturepool);
+       R_FreeTexturePool(&r_shadow_filters_texturepool);
        maxshadowelements = 0;
        shadowelements = NULL;
        maxvertexupdate = 0;
@@ -241,6 +250,7 @@ void R_Shadow_Help_f(void)
 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
 "r_shadow_realtime_world : use realtime world light rendering\n"
 "r_shadow_realtime_dlight : use high quality dlight rendering\n"
+"r_shadow_realtime_world_lightmaps : use lightmaps in addition to rtlights\n"
 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
 "r_shadow_glossintensity : brightness of textured gloss\n"
@@ -249,12 +259,14 @@ void R_Shadow_Help_f(void)
 "r_shadow_scissor : use scissor optimization\n"
 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
+"r_shadow_polygonfactor : nudge shadow volumes closer/further\n"
 "r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
 "r_shadow_portallight : use portal visibility for static light precomputation\n"
 "r_shadow_projectdistance : shadow volume projection distance\n"
 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
-"r_shadow_shadows : dlight shadows (world always has shadows)\n"
+"r_shadow_worldshadows : enable world shadows\n"
+"r_shadow_dlightshadows : enable dlight shadows\n"
 "Commands:\n"
 "r_shadow_help : this help\n"
        );
@@ -266,6 +278,7 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
        Cvar_RegisterVariable(&r_shadow_lightintensityscale);
        Cvar_RegisterVariable(&r_shadow_realtime_world);
+       Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
        Cvar_RegisterVariable(&r_shadow_realtime_dlight);
        Cvar_RegisterVariable(&r_shadow_visiblevolumes);
        Cvar_RegisterVariable(&r_shadow_gloss);
@@ -275,12 +288,14 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_scissor);
        Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
        Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
+       Cvar_RegisterVariable(&r_shadow_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_portallight);
        Cvar_RegisterVariable(&r_shadow_projectdistance);
        Cvar_RegisterVariable(&r_shadow_texture3d);
        Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
-       Cvar_RegisterVariable(&r_shadow_shadows);
+       Cvar_RegisterVariable(&r_shadow_worldshadows);
+       Cvar_RegisterVariable(&r_shadow_dlightshadows);
        Cvar_RegisterVariable(&r_shadow_showtris);
        Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
        R_Shadow_EditLights_Init();
@@ -862,13 +877,14 @@ void R_Shadow_Stage_ShadowVolumes(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       if (r_shadow_polygonoffset.value != 0)
-       {
-               qglPolygonOffset(1.0f, r_shadow_polygonoffset.value);
-               qglEnable(GL_POLYGON_OFFSET_FILL);
-       }
-       else
-               qglDisable(GL_POLYGON_OFFSET_FILL);
+       qglPolygonOffset(r_shadow_polygonfactor.value, r_shadow_polygonoffset.value);
+       //if (r_shadow_polygonoffset.value != 0)
+       //{
+       //      qglPolygonOffset(r_shadow_polygonfactor.value, r_shadow_polygonoffset.value);
+       //      qglEnable(GL_POLYGON_OFFSET_FILL);
+       //}
+       //else
+       //      qglDisable(GL_POLYGON_OFFSET_FILL);
        qglDepthFunc(GL_LESS);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglEnable(GL_STENCIL_TEST);
@@ -894,7 +910,8 @@ void R_Shadow_Stage_LightWithoutShadows(void)
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       qglDisable(GL_POLYGON_OFFSET_FILL);
+       qglPolygonOffset(0, 0);
+       //qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
        qglColorMask(1, 1, 1, 1);
        qglDepthFunc(GL_EQUAL);
@@ -914,7 +931,8 @@ void R_Shadow_Stage_LightWithShadows(void)
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       qglDisable(GL_POLYGON_OFFSET_FILL);
+       qglPolygonOffset(0, 0);
+       //qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
        qglColorMask(1, 1, 1, 1);
        qglDepthFunc(GL_EQUAL);
@@ -936,7 +954,8 @@ void R_Shadow_Stage_End(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
        GL_DepthTest(true);
-       qglDisable(GL_POLYGON_OFFSET_FILL);
+       qglPolygonOffset(0, 0);
+       //qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
        qglColorMask(1, 1, 1, 1);
        qglDisable(GL_SCISSOR_TEST);
@@ -1278,14 +1297,16 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
 
                        memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(basetexture);
-                       m.texcubemap[1] = R_GetTexture(lightcubemap);
                        m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       if (lightcubemap)
+                       {
+                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+                               m.pointer_texcoord[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                       }
                        R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       if (lightcubemap)
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
                        VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
@@ -1328,14 +1349,16 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
 
                        memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(basetexture);
-                       m.texcubemap[1] = R_GetTexture(lightcubemap);
                        m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       if (lightcubemap)
+                       {
+                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+                               m.pointer_texcoord[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                       }
                        R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       if (lightcubemap)
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
                        VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
@@ -1413,14 +1436,16 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
 
                        memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(basetexture);
-                       m.texcubemap[1] = R_GetTexture(lightcubemap);
                        m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       if (lightcubemap)
+                       {
+                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+                               m.pointer_texcoord[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                       }
                        R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       if (lightcubemap)
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
                        VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
@@ -1466,14 +1491,16 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
 
                        memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(basetexture);
-                       m.texcubemap[1] = R_GetTexture(lightcubemap);
                        m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       if (lightcubemap)
+                       {
+                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+                               m.pointer_texcoord[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                       }
                        R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       if (lightcubemap)
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
                        VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
@@ -1584,14 +1611,16 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
 
                        memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(glosstexture);
-                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       if (lightcubemap)
+                       {
+                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+                               m.pointer_texcoord[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                       }
                        m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
                        R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       if (lightcubemap)
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
                        VectorScale(lightcolor, colorscale, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
@@ -1706,14 +1735,16 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
 
                        memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(glosstexture);
-                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       if (lightcubemap)
+                       {
+                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+                               m.pointer_texcoord[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                       }
                        m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
                        R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       if (lightcubemap)
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
                        VectorScale(lightcolor, colorscale, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
@@ -1792,8 +1823,8 @@ void R_Shadow_DrawStaticWorldLight_Light(worldlight_t *light, matrix4x4_t *matri
        }
        for (mesh = light->meshchain_light;mesh;mesh = mesh->next)
        {
-               R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, NULL);
-               R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, NULL);
+               R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, light->cubemap);
+               R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, light->cubemap);
        }
 }
 
@@ -1812,6 +1843,120 @@ vec3_t r_editlights_cursorlocation;
 static int lightpvsbytes;
 static qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8];
 
+typedef struct cubemapinfo_s
+{
+       char basename[64];
+       rtexture_t *texture;
+}
+cubemapinfo_t;
+
+#define MAX_CUBEMAPS 128
+static int numcubemaps;
+static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
+
+//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
+typedef struct suffixinfo_s
+{
+       char *suffix;
+       int flipx, flipy, flipdiagonal;
+}
+suffixinfo_t;
+static suffixinfo_t suffix[3][6] =
+{
+       {
+               {"posx", false, false, false},
+               {"negx", false, false, false},
+               {"posy", false, false, false},
+               {"negy", false, false, false},
+               {"posz", false, false, false},
+               {"negz", false, false, false}
+       },
+       {
+               {"px", false, false, false},
+               {"nx", false, false, false},
+               {"py", false, false, false},
+               {"ny", false, false, false},
+               {"pz", false, false, false},
+               {"nz", false, false, false}
+       },
+       {
+               {"ft", true, false, true},
+               {"bk", false, true, true},
+               {"lf", true, true, false},
+               {"rt", false, false, false},
+               {"up", false, false, false},
+               {"dn", false, false, false}
+       }
+};
+
+static int componentorder[4] = {0, 1, 2, 3};
+
+rtexture_t *R_Shadow_LoadCubemap(const char *basename)
+{
+       int i, j, cubemapsize;
+       qbyte *cubemappixels, *image_rgba;
+       rtexture_t *cubemaptexture;
+       char name[256];
+       // must start 0 so the first loadimagepixels has no requested width/height
+       cubemapsize = 0;
+       cubemappixels = NULL;
+       cubemaptexture = NULL;
+       for (j = 0;j < 3 && !cubemappixels;j++)
+       {
+               for (i = 0;i < 6;i++)
+               {
+                       snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
+                       if ((image_rgba = loadimagepixels(name, true, cubemapsize, cubemapsize)))
+                       {
+                               if (image_width == image_height)
+                               {
+                                       if (!cubemappixels && image_width >= 1)
+                                       {
+                                               cubemapsize = image_width;
+                                               // note this clears to black, so unavailable sizes are black
+                                               cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
+                                       }
+                                       if (cubemappixels)
+                                               Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
+                               }
+                               else
+                                       Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
+                               Mem_Free(image_rgba);
+                       }
+               }
+       }
+       if (cubemappixels)
+       {
+               if (!r_shadow_filters_texturepool)
+                       r_shadow_filters_texturepool = R_AllocTexturePool();
+               cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+               Mem_Free(cubemappixels);
+       }
+       else
+               Con_Printf("Failed to load Cubemap \"%s\"\n", basename);
+       return cubemaptexture;
+}
+
+rtexture_t *R_Shadow_Cubemap(const char *basename)
+{
+       int i;
+       for (i = 0;i < numcubemaps;i++)
+               if (!strcasecmp(cubemaps[i].basename, basename))
+                       return cubemaps[i].texture;
+       if (i >= MAX_CUBEMAPS)
+               return NULL;
+       numcubemaps++;
+       strcpy(cubemaps[i].basename, basename);
+       cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
+       return cubemaps[i].texture;
+}
+
+void R_Shadow_FreeCubemaps(void)
+{
+       numcubemaps = 0;
+       R_FreeTexturePool(&r_shadow_filters_texturepool);
+}
+
 void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname, int castshadow)
 {
        int i, j, k, l, maxverts = 256, tris;
@@ -1850,7 +1995,7 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
        {
                e->cubemapname = Mem_Alloc(r_shadow_mempool, strlen(cubemapname) + 1);
                strcpy(e->cubemapname, cubemapname);
-               // FIXME: add cubemap loading (and don't load a cubemap twice)
+               e->cubemap = R_Shadow_Cubemap(e->cubemapname);
        }
        // FIXME: rewrite this to store ALL geometry into a cache in the light
        if (e->castshadows)
@@ -2053,6 +2198,7 @@ void R_Shadow_ClearWorldLights(void)
        while (r_shadow_worldlightchain)
                R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
        r_shadow_selectedlight = NULL;
+       R_Shadow_FreeCubemaps();
 }
 
 void R_Shadow_SelectLight(worldlight_t *light)
@@ -2273,7 +2419,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
 {
        int entnum, style, islight;
        char key[256], value[1024];
-       float origin[3], radius, color[3], light, scale, originhack[3], overridecolor[3];
+       float origin[3], radius, color[3], light, fadescale, lightscale, originhack[3], overridecolor[3];
        const char *data;
 
        if (cl.worldmodel == NULL)
@@ -2291,7 +2437,8 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                originhack[0] = originhack[1] = originhack[2] = 0;
                color[0] = color[1] = color[2] = 1;
                overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
-               scale = 1;
+               fadescale = 1;
+               lightscale = 1;
                style = 0;
                islight = false;
                while (1)
@@ -2318,7 +2465,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                        else if (!strcmp("color", key))
                                sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
                        else if (!strcmp("wait", key))
-                               scale = atof(value);
+                               fadescale = atof(value);
                        else if (!strcmp("classname", key))
                        {
                                if (!strncmp(value, "light", 5))
@@ -2391,10 +2538,21 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                        }
                        else if (!strcmp("style", key))
                                style = atoi(value);
+                       else if (cl.worldmodel->type == mod_brushq3)
+                       {
+                               if (!strcmp("scale", key))
+                                       lightscale = atof(value);
+                               if (!strcmp("fade", key))
+                                       fadescale = atof(value);
+                       }
                }
                if (light <= 0 && islight)
                        light = 300;
-               radius = min(light * r_editlights_quakelightsizescale.value / scale, 1048576);
+               if (lightscale <= 0)
+                       lightscale = 1;
+               if (fadescale <= 0)
+                       fadescale = 1;
+               radius = min(light * r_editlights_quakelightsizescale.value * lightscale / fadescale, 1048576);
                light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f);
                if (color[0] == 1 && color[1] == 1 && color[2] == 1)
                        VectorCopy(overridecolor, color);