]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
try to cache fewer animations for entities when r_shadows is used by using cull box
[xonotic/darkplaces.git] / r_shadow.c
index 56c387f986c6d9b1d86581d9ea136244f2a8f2ee..106bcc82c498d50377983d19b87e5255544f7c81 100644 (file)
@@ -180,6 +180,7 @@ r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_N
 qboolean r_shadow_usingshadowmaprect;
 qboolean r_shadow_usingshadowmap2d;
 qboolean r_shadow_usingshadowmapcube;
+qboolean r_shadow_usingshadowmaportho;
 int r_shadow_shadowmapside;
 float r_shadow_shadowmap_texturescale[2];
 float r_shadow_shadowmap_parameters[4];
@@ -200,6 +201,7 @@ qboolean r_shadow_shadowmapvsdct;
 qboolean r_shadow_shadowmapsampler;
 int r_shadow_shadowmappcf;
 int r_shadow_shadowmapborder;
+matrix4x4_t r_shadow_shadowmapmatrix;
 int r_shadow_lightscissor[4];
 qboolean r_shadow_usingdeferredprepass;
 
@@ -350,16 +352,6 @@ vec3_t r_editlights_cursorlocation;
 
 extern int con_vislines;
 
-typedef struct cubemapinfo_s
-{
-       char basename[64];
-       rtexture_t *texture;
-}
-cubemapinfo_t;
-
-static int numcubemaps;
-static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
-
 void R_Shadow_UncompileWorldLights(void);
 void R_Shadow_ClearWorldLights(void);
 void R_Shadow_SaveWorldLights(void);
@@ -399,13 +391,13 @@ void R_Shadow_SetShadowMode(void)
                {
                        if(r_shadow_shadowmapfilterquality < 0)
                        {
-                               if(strstr(gl_vendor, "NVIDIA")) 
+                               if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
+                                       r_shadow_shadowmappcf = 1;
+                               else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) 
                                {
                                        r_shadow_shadowmapsampler = vid.support.arb_shadow;
                                        r_shadow_shadowmappcf = 1;
                                }
-                               else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) 
-                                       r_shadow_shadowmappcf = 1;
                                else if(strstr(gl_vendor, "ATI")) 
                                        r_shadow_shadowmappcf = 1;
                                else 
@@ -459,6 +451,19 @@ void R_Shadow_SetShadowMode(void)
        }
 }
 
+qboolean R_Shadow_ShadowMappingEnabled(void)
+{
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+       case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
+               return true;
+       default:
+               return false;
+       }
+}
+
 void R_Shadow_FreeShadowMaps(void)
 {
        int i;
@@ -505,7 +510,6 @@ void R_Shadow_FreeShadowMaps(void)
 void r_shadow_start(void)
 {
        // allocate vertex processing arrays
-       numcubemaps = 0;
        r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
@@ -581,7 +585,6 @@ void r_shadow_shutdown(void)
        r_shadow_prepass_width = r_shadow_prepass_height = 0;
 
        CHECKGLERROR
-       numcubemaps = 0;
        r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
@@ -1960,9 +1963,9 @@ void R_Shadow_RenderMode_Reset(void)
        qglDepthFunc(GL_LEQUAL);CHECKGLERROR
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
        qglDisable(GL_STENCIL_TEST);CHECKGLERROR
-       qglStencilMask(~0);CHECKGLERROR
+       qglStencilMask(255);CHECKGLERROR
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
-       qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
+       qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR
        r_refdef.view.cullface_front = r_shadow_cullface_front;
        r_refdef.view.cullface_back = r_shadow_cullface_back;
        GL_CullFace(r_refdef.view.cullface_back);
@@ -1973,6 +1976,7 @@ void R_Shadow_RenderMode_Reset(void)
        r_shadow_usingshadowmaprect = false;
        r_shadow_usingshadowmapcube = false;
        r_shadow_usingshadowmap2d = false;
+       r_shadow_usingshadowmaportho = false;
        CHECKGLERROR
 }
 
@@ -2014,20 +2018,20 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
                GL_CullFace(GL_NONE);
                qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
                qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
-               qglStencilMask(~0);CHECKGLERROR
+               qglStencilMask(255);CHECKGLERROR
                qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
                qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
-               qglStencilMask(~0);CHECKGLERROR
+               qglStencilMask(255);CHECKGLERROR
                qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
                break;
        case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
                GL_CullFace(GL_NONE);
                qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
                qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
-               qglStencilMask(~0);CHECKGLERROR
+               qglStencilMask(255);CHECKGLERROR
                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
                qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
-               qglStencilMask(~0);CHECKGLERROR
+               qglStencilMask(255);CHECKGLERROR
                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
                break;
        }
@@ -2053,15 +2057,54 @@ static void R_Shadow_MakeVSDCT(void)
        r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL);
 }
 
-void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
+static void R_Shadow_MakeShadowMap(int side, int size)
 {
        int status;
-       int maxsize;
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               if (r_shadow_shadowmap2dtexture) return;
+               r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
+               qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
+               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
+               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
+               break;
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+               if (r_shadow_shadowmaprectangletexture) return;
+               r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", size*2, size*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
+               qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
+               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
+               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
+               break;
+       case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
+               if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) return;
+               r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
+               qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
+               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
+               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
+               break;
+       default:
+               return;
+       }
+       // render depth into the fbo, do not render color at all
+       qglDrawBuffer(GL_NONE);CHECKGLERROR
+       qglReadBuffer(GL_NONE);CHECKGLERROR
+       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
+       {
+               Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
+               Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
+               Cvar_SetValueQuick(&r_shadow_deferred, 0);
+       }
+}
+       
+void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
+{
        float nearclip, farclip, bias;
        r_viewport_t viewport;
+       int flipped;
        GLuint fbo = 0;
        CHECKGLERROR
-       maxsize = r_shadow_shadowmapmaxsize;
        nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
        farclip = 1.0f;
        bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
@@ -2069,8 +2112,9 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
        r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
        r_shadow_shadowmapside = side;
        r_shadow_shadowmapsize = size;
-       if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
+       switch (r_shadow_shadowmode)
        {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
                r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
                r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
                R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
@@ -2080,33 +2124,14 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
                if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
                        R_Shadow_MakeVSDCT();
                if (!r_shadow_shadowmap2dtexture)
-               {
-#if 1
-                       int w = maxsize*2, h = vid.support.arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
-                       r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
-                       qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
-            // render depth into the fbo, do not render color at all
-                       qglDrawBuffer(GL_NONE);CHECKGLERROR
-                       qglReadBuffer(GL_NONE);CHECKGLERROR
-                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
-                       {
-                               Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
-                               Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
-                               Cvar_SetValueQuick(&r_shadow_deferred, 0);
-                       }
-#endif
-               }
+                       R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
                CHECKGLERROR
                if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
                r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
                r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
                r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
-       }
-       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
-       {
+               break;
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
                r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
                r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
                R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
@@ -2116,32 +2141,14 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
                if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
                        R_Shadow_MakeVSDCT();
                if (!r_shadow_shadowmaprectangletexture)
-               {
-#if 1
-                       r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
-                       qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
-                       // render depth into the fbo, do not render color at all
-                       qglDrawBuffer(GL_NONE);CHECKGLERROR
-                       qglReadBuffer(GL_NONE);CHECKGLERROR
-                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
-                       {
-                               Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
-                               Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
-                               Cvar_SetValueQuick(&r_shadow_deferred, 0);
-                       }
-#endif
-               }
+                       R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
                CHECKGLERROR
                if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
                r_shadow_shadowmap_texturescale[0] = 1.0f;
                r_shadow_shadowmap_texturescale[1] = 1.0f;
                r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
-       }
-       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
-       {
+               break;
+       case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
                r_shadow_shadowmap_parameters[0] = 1.0f;
                r_shadow_shadowmap_parameters[1] = 1.0f;
                R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
@@ -2149,29 +2156,15 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
 
                // simple cube approach
                if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
-               {
- #if 1
-                       r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
-                       qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
-                       // render depth into the fbo, do not render color at all
-                       qglDrawBuffer(GL_NONE);CHECKGLERROR
-                       qglReadBuffer(GL_NONE);CHECKGLERROR
-                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
-                       {
-                               Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
-                               Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
-                               Cvar_SetValueQuick(&r_shadow_deferred, 0);
-                       }
- #endif
-               }
+                       R_Shadow_MakeShadowMap(side, size);
                CHECKGLERROR
                if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
                r_shadow_shadowmap_texturescale[0] = 0.0f;
                r_shadow_shadowmap_texturescale[1] = 0.0f;
                r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
+               break;
+       default:
+               break;
        }
 
        R_Shadow_RenderMode_Reset();
@@ -2194,20 +2187,35 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
 
 init_done:
        R_SetViewport(&viewport);
-       GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
-       if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE)
+       switch (r_shadow_rendermode)
        {
-               int flipped = (side&1)^(side>>2);
+       case R_SHADOW_RENDERMODE_SHADOWMAP2D:
+       case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
+               flipped = (side & 1) ^ (side >> 2);
                r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
                r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
                GL_CullFace(r_refdef.view.cullface_back);
-       }
-       else if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE)
-       {
+               if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
+               {
+                       // get tightest scissor rectangle that encloses all viewports in the clear mask
+                       int x1 = clear & 0x15 ? 0 : size;
+                       int x2 = clear & 0x2A ? 2 * size : size;
+                       int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
+                       int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
+                       GL_Scissor(x1, y1, x2 - x1, y2 - y1);
+                       GL_Clear(GL_DEPTH_BUFFER_BIT);
+               }
+               GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
+               break;
+       case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
                qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
+               GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
+               if (clear)
+                       GL_Clear(GL_DEPTH_BUFFER_BIT);
+               break;
+       default:
+               break;
        }
-       if (clear)
-               qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT |  GL_STENCIL_BUFFER_BIT);
        CHECKGLERROR
 }
 
@@ -2232,7 +2240,7 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb
                qglEnable(GL_STENCIL_TEST);CHECKGLERROR
                // only draw light where this geometry was already rendered AND the
                // stencil is 128 (values other than this mean shadow)
-               qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
+               qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
        }
        r_shadow_rendermode = r_shadow_lightingrendermode;
        // do global setup needed for the chosen lighting mode
@@ -2243,12 +2251,20 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb
        }
        if (shadowmapping)
        {
-               if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
+               switch (r_shadow_shadowmode)
+               {
+               case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
                        r_shadow_usingshadowmap2d = true;
-               else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
+                       break;
+               case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
                        r_shadow_usingshadowmaprect = true;
-               else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
+                       break;
+               case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
                        r_shadow_usingshadowmapcube = true;
+                       break;
+               default:
+                       break;
+               }
        }
        R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
        CHECKGLERROR
@@ -2293,17 +2309,25 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow
                        qglEnable(GL_STENCIL_TEST);CHECKGLERROR
                        // only draw light where this geometry was already rendered AND the
                        // stencil is 128 (values other than this mean shadow)
-                       qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
+                       qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
                }
                qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
                if (shadowmapping)
                {
-                       if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
+                       switch (r_shadow_shadowmode)
+                       {
+                       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
                                r_shadow_usingshadowmap2d = true;
-                       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
+                               break;
+                       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
                                r_shadow_usingshadowmaprect = true;
-                       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
+                               break;
+                       case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
                                r_shadow_usingshadowmapcube = true;
+                               break;
+                       default:
+                               break;
+                       }
                }
 
                // render the lighting
@@ -2352,7 +2376,7 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar
        if (stenciltest)
        {
                qglEnable(GL_STENCIL_TEST);CHECKGLERROR
-               qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
+               qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
        }
        r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
 }
@@ -2705,7 +2729,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
        int maxtriangles = 4096;
        static int newelements[4096*3];
        R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
-       for (renders = 0;renders < 64;renders++)
+       for (renders = 0;renders < 4;renders++)
        {
                stop = true;
                newfirstvertex = 0;
@@ -3358,12 +3382,17 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent)
        relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
        relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
        relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
-       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
+       switch (r_shadow_rendermode)
        {
+       case R_SHADOW_RENDERMODE_SHADOWMAP2D:
+       case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
+       case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
                ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
-       }
-       else
+               break;
+       default:
                ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
+               break;
+       }
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
@@ -3415,7 +3444,10 @@ void R_Shadow_PrepareLight(rtlight_t *rtlight)
        float f;
        int numleafs, numsurfaces;
        int *leaflist, *surfacelist;
-       unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs, *surfacesides;
+       unsigned char *leafpvs;
+       unsigned char *shadowtrispvs;
+       unsigned char *lighttrispvs;
+       //unsigned char *surfacesides;
        int numlightentities;
        int numlightentities_noselfshadow;
        int numshadowentities;
@@ -3444,7 +3476,7 @@ void R_Shadow_PrepareLight(rtlight_t *rtlight)
        }
 
        // load cubemap
-       rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
+       rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
 
        // look up the light style value at this time
        f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
@@ -3479,7 +3511,7 @@ void R_Shadow_PrepareLight(rtlight_t *rtlight)
                leafpvs = rtlight->static_leafpvs;
                numsurfaces = rtlight->static_numsurfaces;
                surfacelist = rtlight->static_surfacelist;
-               surfacesides = NULL;
+               //surfacesides = NULL;
                shadowtrispvs = rtlight->static_shadowtrispvs;
                lighttrispvs = rtlight->static_lighttrispvs;
        }
@@ -3492,7 +3524,7 @@ void R_Shadow_PrepareLight(rtlight_t *rtlight)
                leaflist = r_shadow_buffer_leaflist;
                leafpvs = r_shadow_buffer_leafpvs;
                surfacelist = r_shadow_buffer_surfacelist;
-               surfacesides = r_shadow_buffer_surfacesides;
+               //surfacesides = r_shadow_buffer_surfacesides;
                shadowtrispvs = r_shadow_buffer_shadowtrispvs;
                lighttrispvs = r_shadow_buffer_lighttrispvs;
                // if the reduced leaf bounds are offscreen, skip it
@@ -3507,7 +3539,7 @@ void R_Shadow_PrepareLight(rtlight_t *rtlight)
                leafpvs = NULL;
                numsurfaces = 0;
                surfacelist = NULL;
-               surfacesides = NULL;
+               //surfacesides = NULL;
                shadowtrispvs = NULL;
                lighttrispvs = NULL;
        }
@@ -3793,7 +3825,7 @@ void R_Shadow_DrawLight(rtlight_t *rtlight)
                // render shadow casters into 6 sided depth texture
                for (side = 0;side < 6;side++) if (receivermask & (1 << side))
                {
-                       R_Shadow_RenderMode_ShadowMap(side, true, size);
+                       R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
                        if (! (castermask & (1 << side))) continue;
                        if (numsurfaces)
                                R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
@@ -3815,7 +3847,7 @@ void R_Shadow_DrawLight(rtlight_t *rtlight)
                {
                        for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
                        {
-                               R_Shadow_RenderMode_ShadowMap(side, false, size);
+                               R_Shadow_RenderMode_ShadowMap(side, 0, size);
                                for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
                                        R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
                        }
@@ -4011,11 +4043,13 @@ void R_Shadow_PrepareLights(void)
                r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
                R_Shadow_FreeShadowMaps();
 
+       r_shadow_usingshadowmaportho = false;
+
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
-               if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || !vid.support.arb_texture_rectangle || vid.maxdrawbuffers < 2)
+               if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
                {
                        r_shadow_usingdeferredprepass = false;
                        if (r_shadow_prepass_width)
@@ -4031,19 +4065,22 @@ void R_Shadow_PrepareLights(void)
                        r_shadow_usingdeferredprepass = true;
                        r_shadow_prepass_width = vid.width;
                        r_shadow_prepass_height = vid.height;
-                       r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
-                       r_shadow_prepassgeometrynormalmaptexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
-                       r_shadow_prepasslightingdiffusetexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
-                       r_shadow_prepasslightingspeculartexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
+                       r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
+                       r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
+                       r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
+                       r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
 
                        // set up the geometry pass fbo (depth + normalmap)
                        qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
                        qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
+                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
+                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
                        // render depth into one texture and normalmap into the other
-                       qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
-                       qglReadBuffer(GL_NONE);CHECKGLERROR
+                       if (qglDrawBuffersARB)
+                       {
+                               qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
+                               qglReadBuffer(GL_NONE);CHECKGLERROR
+                       }
                        status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
                        if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
                        {
@@ -4055,14 +4092,17 @@ void R_Shadow_PrepareLights(void)
                        // set up the lighting pass fbo (diffuse + specular)
                        qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
                        qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
+                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
+                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
+                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
                        // render diffuse into one texture and specular into another,
                        // with depth and normalmap bound as textures,
                        // with depth bound as attachment as well
-                       qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
-                       qglReadBuffer(GL_NONE);CHECKGLERROR
+                       if (qglDrawBuffersARB)
+                       {
+                               qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
+                               qglReadBuffer(GL_NONE);CHECKGLERROR
+                       }
                        status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
                        if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
                        {
@@ -4162,6 +4202,220 @@ extern cvar_t r_shadows_drawafterrtlighting;
 extern cvar_t r_shadows_castfrombmodels;
 extern cvar_t r_shadows_throwdistance;
 extern cvar_t r_shadows_throwdirection;
+
+void R_Shadow_PrepareModelShadows(void)
+{
+       int i;
+       float scale, size, radius, dot1, dot2;
+       vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowmins, shadowmaxs;
+       entity_render_t *ent;
+
+       if (!r_refdef.scene.numentities)
+               return;
+
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+               break;
+       case R_SHADOW_SHADOWMODE_STENCIL;
+               for (i = 0;i < r_refdef.scene.numentities;i++)
+               {
+                       ent = r_refdef.scene.entities[i];
+                       if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
+                               R_AnimCache_GetEntity(ent false, false);
+               }
+               return;
+       default:
+               return;
+       }
+
+       size = 2*r_shadow_shadowmapmaxsize;
+       scale = r_shadow_shadowmapping_precision.value;
+       radius = 0.5f * size / scale;
+       Math_atov(r_shadows_throwdirection.string, shadowdir);
+       VectorNormalize(shadowdir);
+       dot1 = DotProduct(r_refdef.view.forward, shadowdir);
+       dot2 = DotProduct(r_refdef.view.up, shadowdir);
+       if (fabs(dot1) <= fabs(dot2))
+               VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
+       else
+               VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
+       VectorNormalize(shadowforward);
+       CrossProduct(shadowdir, shadowforward, shadowright);
+       VectorMA(r_refdef.view.origin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
+
+       shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
+       shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
+       shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
+       shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
+       shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
+       shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
+
+       for (i = 0;i < r_refdef.scene.numentities;i++)
+       {
+               ent = r_refdef.scene.entities[i];
+               if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
+                       continue;
+               // cast shadows from anything of the map (submodels are optional)
+               if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
+                       R_AnimCache_GetEntity(ent, false, false);
+       }
+}
+
+void R_DrawModelShadowMaps(void)
+{
+       int i;
+       float relativethrowdistance, scale, size, radius, nearclip, farclip, dot1, dot2;
+       entity_render_t *ent;
+       vec3_t relativelightorigin;
+       vec3_t relativelightdirection, relativeforward, relativeright;
+       vec3_t relativeshadowmins, relativeshadowmaxs;
+       vec3_t shadowdir, shadowforward, shadowright, shadoworigin;
+       float m[12];
+       matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix;
+       r_viewport_t viewport;
+       GLuint fbo = 0;
+
+       if (!r_refdef.scene.numentities)
+               return;
+
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+               break;
+       default:
+               return;
+       }
+
+       CHECKGLERROR
+       R_ResetViewRendering3D();
+       R_Shadow_RenderMode_Begin();
+       R_Shadow_RenderMode_ActiveLight(NULL);
+
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               if (!r_shadow_shadowmap2dtexture)
+                       R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
+               fbo = r_shadow_fbo2d;
+               r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
+               r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
+               r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
+               break;
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+               if (!r_shadow_shadowmaprectangletexture)
+                       R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
+               fbo = r_shadow_fborectangle;
+               r_shadow_shadowmap_texturescale[0] = 1.0f;
+               r_shadow_shadowmap_texturescale[1] = 1.0f;
+               r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
+               break;
+       default:
+               break;
+       }
+
+       size = 2*r_shadow_shadowmapmaxsize;
+
+       r_shadow_shadowmap_parameters[0] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
+       r_shadow_shadowmap_parameters[1] = 1.0f;
+       r_shadow_shadowmap_parameters[2] = size;
+       r_shadow_shadowmap_parameters[3] = size;
+
+       scale = r_shadow_shadowmapping_precision.value;
+       radius = 0.5f * size / scale;
+       nearclip = -r_shadows_throwdistance.value;
+       farclip = r_shadows_throwdistance.value;
+       Math_atov(r_shadows_throwdirection.string, shadowdir);
+       VectorNormalize(shadowdir);
+       dot1 = DotProduct(r_refdef.view.forward, shadowdir);
+       dot2 = DotProduct(r_refdef.view.up, shadowdir);
+       if (fabs(dot1) <= fabs(dot2)) 
+               VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
+       else
+               VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
+       VectorNormalize(shadowforward);
+       VectorM(scale, shadowforward, &m[0]);
+       m[3] = fabs(dot1) * 0.5f * size - DotProduct(r_refdef.view.origin, &m[0]);
+       CrossProduct(shadowdir, shadowforward, shadowright);
+       VectorM(scale, shadowright, &m[4]);
+       m[7] = 0.5f * size - DotProduct(r_refdef.view.origin, &m[4]);
+       VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
+       m[11] = 0.5f - DotProduct(r_refdef.view.origin, &m[8]);
+       Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
+       Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
+       R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, size, size, 0, 0, -1, NULL); 
+
+    VectorMA(r_refdef.view.origin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
+#if 0
+       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
+       R_SetupShader_ShowDepth();
+#else
+       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
+       R_SetupShader_DepthOrShadow();
+#endif
+       CHECKGLERROR
+       GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       R_SetViewport(&viewport);
+       GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
+       qglClearDepth(1);
+#if 0
+       qglClearColor(1,1,1,1);
+       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+#else
+       GL_Clear(GL_DEPTH_BUFFER_BIT);
+#endif
+       GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
+       CHECKGLERROR
+
+       for (i = 0;i < r_refdef.scene.numentities;i++)
+       {
+               ent = r_refdef.scene.entities[i];
+
+               // cast shadows from anything of the map (submodels are optional)
+               if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
+               {
+                       relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
+                       Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
+                       Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
+                       Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
+                       Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
+                       relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
+                       relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
+                       relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
+                       relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
+                       relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
+                       relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
+                       RSurf_ActiveModelEntity(ent, false, false, false);
+                       ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
+                       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+               }
+       }
+
+       R_Shadow_RenderMode_End();
+
+       Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
+       Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
+       Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &shadowmatrix, &invmvpmatrix);
+
+       r_shadow_usingshadowmaportho = true;
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               r_shadow_usingshadowmap2d = true;
+               break;
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+               r_shadow_usingshadowmaprect = true;
+               break;
+       default:
+               break;
+       }
+}
+
 void R_DrawModelShadows(void)
 {
        int i;
@@ -4172,7 +4426,7 @@ void R_DrawModelShadows(void)
        vec3_t relativeshadowmins, relativeshadowmaxs;
        vec3_t tmp, shadowdir;
 
-       if (!r_refdef.scene.numentities || !vid.stencil)
+       if (!r_refdef.scene.numentities || !vid.stencil || r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL)
                return;
 
        CHECKGLERROR
@@ -4268,9 +4522,9 @@ void R_DrawModelShadows(void)
        //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
        //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
        qglEnable(GL_STENCIL_TEST);CHECKGLERROR
-       qglStencilMask(~0);CHECKGLERROR
+       qglStencilMask(255);CHECKGLERROR
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
-       qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
+       qglStencilFunc(GL_NOTEQUAL, 128, 255);CHECKGLERROR
 
        // apply the blend to the shadowed areas
        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
@@ -4465,140 +4719,6 @@ void R_Shadow_DrawCoronas(void)
 
 
 
-//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
-typedef struct suffixinfo_s
-{
-       char *suffix;
-       qboolean flipx, flipy, flipdiagonal;
-}
-suffixinfo_t;
-static suffixinfo_t suffix[3][6] =
-{
-       {
-               {"px",   false, false, false},
-               {"nx",   false, false, false},
-               {"py",   false, false, false},
-               {"ny",   false, false, false},
-               {"pz",   false, false, false},
-               {"nz",   false, false, false}
-       },
-       {
-               {"posx", false, false, false},
-               {"negx", false, false, false},
-               {"posy", false, false, false},
-               {"negy", false, false, false},
-               {"posz", false, false, false},
-               {"negz", false, false, false}
-       },
-       {
-               {"rt",    true, false,  true},
-               {"lf",   false,  true,  true},
-               {"ft",    true,  true, false},
-               {"bk",   false, false, false},
-               {"up",    true, false,  true},
-               {"dn",    true, false,  true}
-       }
-};
-
-static int componentorder[4] = {0, 1, 2, 3};
-
-rtexture_t *R_Shadow_LoadCubemap(const char *basename)
-{
-       int i, j, cubemapsize;
-       unsigned char *cubemappixels, *image_buffer;
-       rtexture_t *cubemaptexture;
-       char name[256];
-       // must start 0 so the first loadimagepixels has no requested width/height
-       cubemapsize = 0;
-       cubemappixels = NULL;
-       cubemaptexture = NULL;
-       // keep trying different suffix groups (posx, px, rt) until one loads
-       for (j = 0;j < 3 && !cubemappixels;j++)
-       {
-               // load the 6 images in the suffix group
-               for (i = 0;i < 6;i++)
-               {
-                       // generate an image name based on the base and and suffix
-                       dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
-                       // load it
-                       if ((image_buffer = loadimagepixelsbgra(name, false, false)))
-                       {
-                               // an image loaded, make sure width and height are equal
-                               if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
-                               {
-                                       // if this is the first image to load successfully, allocate the cubemap memory
-                                       if (!cubemappixels && image_width >= 1)
-                                       {
-                                               cubemapsize = image_width;
-                                               // note this clears to black, so unavailable sides are black
-                                               cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
-                                       }
-                                       // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
-                                       if (cubemappixels)
-                                               Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, 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);
-                               // free the image
-                               Mem_Free(image_buffer);
-                       }
-               }
-       }
-       // if a cubemap loaded, upload it
-       if (cubemappixels)
-       {
-               if (developer_loading.integer)
-                       Con_Printf("loading cubemap \"%s\"\n", basename);
-
-               if (!r_shadow_filters_texturepool)
-                       r_shadow_filters_texturepool = R_AllocTexturePool();
-               cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
-               Mem_Free(cubemappixels);
-       }
-       else
-       {
-               Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
-               if (developer_loading.integer)
-               {
-                       Con_Printf("(tried tried images ");
-                       for (j = 0;j < 3;j++)
-                               for (i = 0;i < 6;i++)
-                                       Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
-                       Con_Print(" and was unable to find any of them).\n");
-               }
-       }
-       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 ? cubemaps[i].texture : r_texture_whitecube;
-       if (i >= MAX_CUBEMAPS)
-               return r_texture_whitecube;
-       numcubemaps++;
-       strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
-       cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
-       return cubemaps[i].texture;
-}
-
-void R_Shadow_FreeCubemaps(void)
-{
-       int i;
-       for (i = 0;i < numcubemaps;i++)
-       {
-               if (developer_loading.integer)
-                       Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
-               if (cubemaps[i].texture)
-                       R_FreeTexture(cubemaps[i].texture);
-       }
-
-       numcubemaps = 0;
-       R_FreeTexturePool(&r_shadow_filters_texturepool);
-}
-
 dlight_t *R_Shadow_NewWorldLight(void)
 {
        return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
@@ -4665,7 +4785,6 @@ void R_Shadow_ClearWorldLights(void)
                        R_Shadow_FreeWorldLight(light);
        }
        r_shadow_selectedlight = NULL;
-       R_Shadow_FreeCubemaps();
 }
 
 void R_Shadow_SelectLight(dlight_t *light)
@@ -5007,7 +5126,14 @@ typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX,
 
 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
 {
-       int entnum, style, islight, skin, pflags, effects, type, n;
+       int entnum;
+       int style;
+       int islight;
+       int skin;
+       int pflags;
+       //int effects;
+       int type;
+       int n;
        char *entfiledata;
        const char *data;
        float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
@@ -5041,7 +5167,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                style = 0;
                skin = 0;
                pflags = 0;
-               effects = 0;
+               //effects = 0;
                islight = false;
                while (1)
                {
@@ -5168,8 +5294,8 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                skin = (int)atof(value);
                        else if (!strcmp("pflags", key))
                                pflags = (int)atof(value);
-                       else if (!strcmp("effects", key))
-                               effects = (int)atof(value);
+                       //else if (!strcmp("effects", key))
+                       //      effects = (int)atof(value);
                        else if (cl.worldmodel->type == mod_brushq3)
                        {
                                if (!strcmp("scale", key))