]> 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 a5d5c7461bb77f3a39eda27b815d4588d9f50f6d..0e8b6ccc00ad34c25c809dc0481347f1f6246d6f 100644 (file)
@@ -14,7 +14,16 @@ did not intersect the visible geometry, suitable as a stencil mask for
 rendering lighting everywhere but shadow.
 
 In our case we use a biased stencil clear of 128 to avoid requiring the
-stencil wrap extension (but probably should support it).
+stencil wrap extension (but probably should support it), and to address
+Creative's patent on this sort of technology we also draw the frontfaces
+first, and backfaces second (decrement, increment).
+
+Patent warning:
+This algorithm may be covered by Creative's patent (US Patent #6384822)
+on Carmack's Reverse paper (which I have not read), however that patent
+seems to be about drawing a stencil shadow from a model in an otherwise
+unshadowed scene, where as realtime lighting technology draws light where
+shadows do not lie.
 
 
 
@@ -106,6 +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);
 
@@ -138,6 +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"};
@@ -151,12 +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;
@@ -189,6 +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;
 }
@@ -204,6 +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;
@@ -232,6 +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"
@@ -240,12 +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"
        );
@@ -257,6 +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);
@@ -266,12 +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();
@@ -626,15 +650,15 @@ void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *el
                GL_VertexPointer(varray_vertex3f2);
                if (r_shadowstage == SHADOWSTAGE_STENCIL)
                {
-                       // increment stencil if backface is behind depthbuffer
-                       qglCullFace(GL_BACK); // quake is backwards, this culls front faces
-                       qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
-                       R_Mesh_Draw(outverts, tris, shadowelements);
-                       c_rt_shadowmeshes++;
-                       c_rt_shadowtris += numtris;
                        // decrement stencil if frontface is behind depthbuffer
                        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
                        qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+                       R_Mesh_Draw(outverts, tris, shadowelements);
+                       c_rt_shadowmeshes++;
+                       c_rt_shadowtris += numtris;
+                       // increment stencil if backface is behind depthbuffer
+                       qglCullFace(GL_BACK); // quake is backwards, this culls front faces
+                       qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
                }
                R_Mesh_Draw(outverts, tris, shadowelements);
                c_rt_shadowmeshes++;
@@ -647,9 +671,9 @@ void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
        shadowmesh_t *mesh;
        if (r_shadowstage == SHADOWSTAGE_STENCIL)
        {
-               // increment stencil if backface is behind depthbuffer
-               qglCullFace(GL_BACK); // quake is backwards, this culls front faces
-               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+               // decrement stencil if frontface is behind depthbuffer
+               qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
                for (mesh = firstmesh;mesh;mesh = mesh->next)
                {
                        GL_VertexPointer(mesh->vertex3f);
@@ -657,9 +681,9 @@ void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
                        c_rtcached_shadowmeshes++;
                        c_rtcached_shadowtris += mesh->numtriangles;
                }
-               // decrement stencil if frontface is behind depthbuffer
-               qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
-               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+               // increment stencil if backface is behind depthbuffer
+               qglCullFace(GL_BACK); // quake is backwards, this culls front faces
+               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
        }
        for (mesh = firstmesh;mesh;mesh = mesh->next)
        {
@@ -818,6 +842,7 @@ void R_Shadow_Stage_Begin(void)
        GL_DepthTest(true);
        R_Mesh_State_Texture(&m);
        GL_Color(0, 0, 0, 1);
+       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglDisable(GL_SCISSOR_TEST);
        r_shadowstage = SHADOWSTAGE_NONE;
 
@@ -852,14 +877,16 @@ 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);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        qglStencilFunc(GL_ALWAYS, 128, 0xFF);
@@ -883,10 +910,12 @@ 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);
+       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglDisable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        qglStencilFunc(GL_EQUAL, 128, 0xFF);
@@ -902,10 +931,12 @@ 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);
+       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglEnable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        // only draw light where this geometry was already rendered AND the
@@ -923,11 +954,13 @@ 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);
        qglDepthFunc(GL_LEQUAL);
+       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglDisable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        qglStencilFunc(GL_ALWAYS, 128, 0xFF);
@@ -945,14 +978,14 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        // if view is inside the box, just say yes it's visible
        // LordHavoc: for some odd reason scissor seems broken without stencil
        // (?!?  seems like a driver bug) so abort if gl_stencil is false
-       if (!gl_stencil || BoxesOverlap(r_origin, r_origin, mins, maxs))
+       if (!gl_stencil || BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
        {
                qglDisable(GL_SCISSOR_TEST);
                return false;
        }
        for (i = 0;i < 3;i++)
        {
-               if (vpn[i] >= 0)
+               if (r_viewforward[i] >= 0)
                {
                        v[i] = mins[i];
                        v2[i] = maxs[i];
@@ -963,13 +996,13 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
                        v2[i] = mins[i];
                }
        }
-       f = DotProduct(vpn, r_origin) + 1;
-       if (DotProduct(vpn, v2) <= f)
+       f = DotProduct(r_viewforward, r_vieworigin) + 1;
+       if (DotProduct(r_viewforward, v2) <= f)
        {
                // entirely behind nearclip plane
                return true;
        }
-       if (DotProduct(vpn, v) >= f)
+       if (DotProduct(r_viewforward, v) >= f)
        {
                // entirely infront of nearclip plane
                x1 = y1 = x2 = y2 = 0;
@@ -1004,12 +1037,12 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
                // create viewspace bbox
                for (i = 0;i < 8;i++)
                {
-                       v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_origin[0];
-                       v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_origin[1];
-                       v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_origin[2];
-                       v2[0] = DotProduct(v, vright);
-                       v2[1] = DotProduct(v, vup);
-                       v2[2] = DotProduct(v, vpn);
+                       v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_vieworigin[0];
+                       v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_vieworigin[1];
+                       v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_vieworigin[2];
+                       v2[0] = -DotProduct(v, r_viewleft);
+                       v2[1] = DotProduct(v, r_viewup);
+                       v2[2] = DotProduct(v, r_viewforward);
                        if (i)
                        {
                                if (smins[0] > v2[0]) smins[0] = v2[0];
@@ -1042,9 +1075,9 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
                        v2[0] = (i & 1) ? smins[0] : smaxs[0];
                        v2[1] = (i & 2) ? smins[1] : smaxs[1];
                        v2[2] = (i & 4) ? smins[2] : smaxs[2];
-                       v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_origin[0];
-                       v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_origin[1];
-                       v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_origin[2];
+                       v[0] = v2[0] * -r_viewleft[0] + v2[1] * r_viewup[0] + v2[2] * r_viewforward[0] + r_vieworigin[0];
+                       v[1] = v2[0] * -r_viewleft[1] + v2[1] * r_viewup[1] + v2[2] * r_viewforward[1] + r_vieworigin[1];
+                       v[2] = v2[0] * -r_viewleft[2] + v2[1] * r_viewup[2] + v2[2] * r_viewforward[2] + r_vieworigin[2];
                        v[3] = 1.0f;
                        GL_TransformToScreen(v, v2);
                        //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
@@ -1264,14 +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]--)
                        {
@@ -1314,14 +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]--)
                        {
@@ -1399,14 +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]--)
                        {
@@ -1452,14 +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]--)
                        {
@@ -1570,14 +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]--)
                        {
@@ -1692,14 +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]--)
                        {
@@ -1778,8 +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);
        }
 }
 
@@ -1798,6 +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;
@@ -1836,7 +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)
@@ -1877,12 +2036,12 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                                if (face->lighttemp_castshadow)
                                {
                                        face->lighttemp_castshadow = false;
-                                       if (!(face->texture->renderflags & (Q3MTEXTURERENDERFLAGS_NODRAW | Q3MTEXTURERENDERFLAGS_SKY)))
+                                       if (!(face->texture->surfaceflags & (Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY)))
                                        {
                                                if (e->castshadows)
                                                        if (!(face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT))
                                                                Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, face->data_vertex3f, NULL, NULL, NULL, NULL, face->num_triangles, face->data_element3i);
-                                               if (!(face->texture->renderflags & (Q3MTEXTURERENDERFLAGS_SKY)))
+                                               if (!(face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
                                                        Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_light, face->texture->skin.base, face->texture->skin.gloss, face->texture->skin.nmap, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, face->num_triangles, face->data_element3i);
                                        }
                                }
@@ -2039,6 +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)
@@ -2055,7 +2215,7 @@ rtexture_t *lighttextures[5];
 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
 {
        float scale = r_editlights_cursorgrid.value * 0.5f;
-       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, vright, vup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
 }
 
 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
@@ -2068,7 +2228,7 @@ void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
                intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
        if (!light->meshchain_shadow)
                intensity *= 0.5f;
-       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, vright, vup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
 }
 
 void R_Shadow_DrawLightSprites(void)
@@ -2097,12 +2257,12 @@ void R_Shadow_SelectLightInView(void)
        bestrating = 0;
        for (light = r_shadow_worldlightchain;light;light = light->next)
        {
-               VectorSubtract(light->origin, r_refdef.vieworg, temp);
-               rating = (DotProduct(temp, vpn) / sqrt(DotProduct(temp, temp)));
+               VectorSubtract(light->origin, r_vieworigin, temp);
+               rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
                if (rating >= 0.95)
                {
                        rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
-                       if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.vieworg, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1.0f)
+                       if (bestrating < rating && CL_TraceLine(light->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1.0f)
                        {
                                bestrating = rating;
                                best = light;
@@ -2259,7 +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)
@@ -2277,7 +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)
@@ -2304,7 +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))
@@ -2377,10 +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);
@@ -2396,8 +2568,8 @@ void R_Shadow_SetCursorLocationForView(void)
 {
        vec_t dist, push, frac;
        vec3_t dest, endpos, normal;
-       VectorMA(r_refdef.vieworg, r_editlights_cursordistance.value, vpn, dest);
-       frac = CL_TraceLine(r_refdef.vieworg, dest, endpos, normal, true, NULL, SUPERCONTENTS_SOLID);
+       VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
+       frac = CL_TraceLine(r_vieworigin, dest, endpos, normal, true, NULL, SUPERCONTENTS_SOLID);
        if (frac < 1)
        {
                dist = frac * r_editlights_cursordistance.value;
@@ -2405,7 +2577,7 @@ void R_Shadow_SetCursorLocationForView(void)
                if (push > dist)
                        push = dist;
                push = -push;
-               VectorMA(endpos, push, vpn, endpos);
+               VectorMA(endpos, push, r_viewforward, endpos);
                VectorMA(endpos, r_editlights_cursorpushoff.value, normal, endpos);
        }
        r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;