]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
Thanks to IceDagger for pointing out this important optimization to multipass specula...
[xonotic/darkplaces.git] / r_shadow.c
index eca072c4e99a0e1a087e767f92a21652a09bdfd3..26ad012426483922d63d6df35ed1c4d9720bf430 100644 (file)
@@ -1,6 +1,20 @@
 
 #include "quakedef.h"
 #include "r_shadow.h"
+#include "cl_collision.h"
+#include "portals.h"
+
+extern void R_Shadow_EditLights_Init(void);
+
+#define SHADOWSTAGE_NONE 0
+#define SHADOWSTAGE_STENCIL 1
+#define SHADOWSTAGE_LIGHT 2
+#define SHADOWSTAGE_ERASESTENCIL 3
+
+int r_shadowstage = SHADOWSTAGE_NONE;
+int r_shadow_reloadlights = false;
+
+int r_shadow_lightingmode = 0;
 
 mempool_t *r_shadow_mempool;
 
@@ -8,23 +22,42 @@ int maxshadowelements;
 int *shadowelements;
 int maxtrianglefacinglight;
 qbyte *trianglefacinglight;
+int *trianglefacinglightlist;
+
+int maxshadowvertices;
+float *shadowvertex3f;
 
 rtexturepool_t *r_shadow_texturepool;
-rtexture_t *r_shadow_normalsattenuationtexture;
-rtexture_t *r_shadow_normalscubetexture;
+rtexture_t *r_shadow_normalcubetexture;
 rtexture_t *r_shadow_attenuation2dtexture;
+rtexture_t *r_shadow_attenuation3dtexture;
 rtexture_t *r_shadow_blankbumptexture;
+rtexture_t *r_shadow_blankglosstexture;
+rtexture_t *r_shadow_blankwhitetexture;
+
+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"};
+cvar_t r_shadow_realtime = {0, "r_shadow_realtime", "0"};
+cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
+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_shadownudge = {0, "r_shadow_shadownudge", "1"};
+cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
+cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "100000"};
+cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
 
-cvar_t r_shadow1 = {0, "r_shadow1", "16"};
-cvar_t r_shadow2 = {0, "r_shadow2", "2"};
-cvar_t r_shadow3 = {0, "r_shadow3", "65536"};
-cvar_t r_shadow4 = {0, "r_shadow4", "1"};
-cvar_t r_shadow5 = {0, "r_shadow5", "0"};
-cvar_t r_shadow6 = {0, "r_shadow6", "1"};
-cvar_t r_light_realtime = {0, "r_light_realtime", "0"};
-cvar_t r_light_quality = {0, "r_light_quality", "1"};
-cvar_t r_light_gloss = {0, "r_light_gloss", "0"};
-cvar_t r_light_debuglight = {0, "r_light_debuglight", "-1"};
+int c_rt_lights, c_rt_clears, c_rt_scissored;
+int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
+int c_rtcached_shadowmeshes, c_rtcached_shadowtris;
+
+void R_Shadow_ClearWorldLights(void);
+void R_Shadow_SaveWorldLights(void);
+void R_Shadow_LoadWorldLights(void);
+void R_Shadow_LoadLightsFile(void);
+void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
 
 void r_shadow_start(void)
 {
@@ -32,57 +65,227 @@ void r_shadow_start(void)
        r_shadow_mempool = Mem_AllocPool("R_Shadow");
        maxshadowelements = 0;
        shadowelements = NULL;
+       maxshadowvertices = 0;
+       shadowvertex3f = NULL;
        maxtrianglefacinglight = 0;
        trianglefacinglight = NULL;
-       r_shadow_normalsattenuationtexture = NULL;
-       r_shadow_normalscubetexture = NULL;
+       trianglefacinglightlist = NULL;
+       r_shadow_normalcubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
+       r_shadow_attenuation3dtexture = NULL;
        r_shadow_blankbumptexture = NULL;
+       r_shadow_blankglosstexture = NULL;
+       r_shadow_blankwhitetexture = NULL;
        r_shadow_texturepool = NULL;
+       R_Shadow_ClearWorldLights();
+       r_shadow_reloadlights = true;
 }
 
 void r_shadow_shutdown(void)
 {
-       r_shadow_normalsattenuationtexture = NULL;
-       r_shadow_normalscubetexture = NULL;
+       R_Shadow_ClearWorldLights();
+       r_shadow_reloadlights = true;
+       r_shadow_normalcubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
+       r_shadow_attenuation3dtexture = NULL;
        r_shadow_blankbumptexture = NULL;
+       r_shadow_blankglosstexture = NULL;
+       r_shadow_blankwhitetexture = NULL;
        R_FreeTexturePool(&r_shadow_texturepool);
        maxshadowelements = 0;
        shadowelements = NULL;
+       maxshadowvertices = 0;
+       shadowvertex3f = NULL;
        maxtrianglefacinglight = 0;
        trianglefacinglight = NULL;
+       trianglefacinglightlist = NULL;
        Mem_FreePool(&r_shadow_mempool);
 }
 
 void r_shadow_newmap(void)
 {
+       R_Shadow_ClearWorldLights();
+       r_shadow_reloadlights = true;
 }
 
 void R_Shadow_Init(void)
 {
-       Cvar_RegisterVariable(&r_shadow1);
-       Cvar_RegisterVariable(&r_shadow2);
-       Cvar_RegisterVariable(&r_shadow3);
-       Cvar_RegisterVariable(&r_shadow4);
-       Cvar_RegisterVariable(&r_shadow5);
-       Cvar_RegisterVariable(&r_shadow6);
-       Cvar_RegisterVariable(&r_light_realtime);
-       Cvar_RegisterVariable(&r_light_quality);
-       Cvar_RegisterVariable(&r_light_gloss);
-       Cvar_RegisterVariable(&r_light_debuglight);
+       Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
+       Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
+       Cvar_RegisterVariable(&r_shadow_lightintensityscale);
+       Cvar_RegisterVariable(&r_shadow_realtime);
+       Cvar_RegisterVariable(&r_shadow_gloss);
+       Cvar_RegisterVariable(&r_shadow_debuglight);
+       Cvar_RegisterVariable(&r_shadow_scissor);
+       Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
+       Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
+       Cvar_RegisterVariable(&r_shadow_shadownudge);
+       Cvar_RegisterVariable(&r_shadow_portallight);
+       Cvar_RegisterVariable(&r_shadow_projectdistance);
+       Cvar_RegisterVariable(&r_shadow_texture3d);
+       R_Shadow_EditLights_Init();
        R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
 }
 
-void R_Shadow_Volume(int numverts, int numtris, float *vertex, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance, int visiblevolume)
+void R_Shadow_ProjectVertex3f(float *verts, int numverts, const float *relativelightorigin, float projectdistance)
+{
+       int i;
+       float *in, *out, diff[3];
+       in = verts;
+       out = verts + numverts * 3;
+       for (i = 0;i < numverts;i++, in += 3, out += 3)
+       {
+               VectorSubtract(in, relativelightorigin, diff);
+               VectorNormalizeFast(diff);
+               VectorMA(in, projectdistance, diff, out);
+               VectorMA(in, r_shadow_shadownudge.value, diff, in);
+       }
+}
+
+int R_Shadow_MakeTriangleShadowFlags_Vertex3f(const int *elements, const float *vertex, int numtris, qbyte *facing, int *list, const float *relativelightorigin)
+{
+       int i, tris = 0;
+       const float *v0, *v1, *v2;
+       for (i = 0;i < numtris;i++, elements += 3)
+       {
+               // calculate triangle facing flag
+               v0 = vertex + elements[0] * 3;
+               v1 = vertex + elements[1] * 3;
+               v2 = vertex + elements[2] * 3;
+               if(PointInfrontOfTriangle(relativelightorigin, v0, v1, v2))
+               {
+                       facing[i] = true;
+                       list[tris++] = i;
+               }
+               else
+                       facing[i] = false;
+       }
+       return tris;
+}
+
+int R_Shadow_BuildShadowVolumeTriangles(const int *elements, const int *neighbors, int numverts, const qbyte *facing, const int *facinglist, int numfacing, int *out)
+{
+       int i, tris;
+       const int *e, *n;
+       // check each frontface for bordering backfaces,
+       // and cast shadow polygons from those edges,
+       // also create front and back caps for shadow volume
+       tris = numfacing * 2;
+       // output front caps
+       for (i = 0;i < numfacing;i++)
+       {
+               e = elements + facinglist[i] * 3;
+               out[0] = e[0];
+               out[1] = e[1];
+               out[2] = e[2];
+               out += 3;
+       }
+       // output back caps
+       for (i = 0;i < numfacing;i++)
+       {
+               e = elements + facinglist[i] * 3;
+               out[0] = e[2] + numverts;
+               out[1] = e[1] + numverts;
+               out[2] = e[0] + numverts;
+               out += 3;
+       }
+       // output sides around frontfaces
+       for (i = 0;i < numfacing;i++)
+       {
+               n = neighbors + facinglist[i] * 3;
+               // check the edges
+               if (n[0] < 0 || !facing[n[0]])
+               {
+                       e = elements + facinglist[i] * 3;
+                       out[0] = e[1];
+                       out[1] = e[0];
+                       out[2] = e[0] + numverts;
+                       out[3] = e[1];
+                       out[4] = e[0] + numverts;
+                       out[5] = e[1] + numverts;
+                       out += 6;
+                       tris += 2;
+               }
+               if (n[1] < 0 || !facing[n[1]])
+               {
+                       e = elements + facinglist[i] * 3;
+                       out[0] = e[2];
+                       out[1] = e[1];
+                       out[2] = e[1] + numverts;
+                       out[3] = e[2];
+                       out[4] = e[1] + numverts;
+                       out[5] = e[2] + numverts;
+                       out += 6;
+                       tris += 2;
+               }
+               if (n[2] < 0 || !facing[n[2]])
+               {
+                       e = elements + facinglist[i] * 3;
+                       out[0] = e[0];
+                       out[1] = e[2];
+                       out[2] = e[2] + numverts;
+                       out[3] = e[0];
+                       out[4] = e[2] + numverts;
+                       out[5] = e[0] + numverts;
+                       out += 6;
+                       tris += 2;
+               }
+       }
+       return tris;
+}
+
+void R_Shadow_ResizeTriangleFacingLight(int numtris)
+{
+       // make sure trianglefacinglight is big enough for this volume
+       // ameks ru ertaignelaficgnilhg tsib gie ongu hof rhtsiv lomu e
+       // m4k3 5ur3 7r14ng13f4c1n5115h7 15 b15 3n0u5h f0r 7h15 v01um3
+       if (maxtrianglefacinglight < numtris)
+       {
+               maxtrianglefacinglight = numtris;
+               if (trianglefacinglight)
+                       Mem_Free(trianglefacinglight);
+               if (trianglefacinglightlist)
+                       Mem_Free(trianglefacinglightlist);
+               trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight);
+               trianglefacinglightlist = Mem_Alloc(r_shadow_mempool, sizeof(int) * maxtrianglefacinglight);
+       }
+}
+
+int *R_Shadow_ResizeShadowElements(int numtris)
+{
+       // make sure shadowelements is big enough for this volume
+       if (maxshadowelements < numtris * 24)
+       {
+               maxshadowelements = numtris * 24;
+               if (shadowelements)
+                       Mem_Free(shadowelements);
+               shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
+       }
+       return shadowelements;
+}
+
+float *R_Shadow_VertexBuffer(int numvertices)
+{
+       if (maxshadowvertices < numvertices)
+       {
+               maxshadowvertices = numvertices;
+               if (shadowvertex3f)
+                       Mem_Free(shadowvertex3f);
+               shadowvertex3f = Mem_Alloc(r_shadow_mempool, maxshadowvertices * sizeof(float[3]));
+       }
+       return shadowvertex3f;
+}
+
+void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance)
 {
-       int i, *e, *n, *out, tris;
-       float *v0, *v1, *v2, temp[3], f;
+       int tris;
        if (projectdistance < 0.1)
        {
                Con_Printf("R_Shadow_Volume: projectdistance %f\n");
                return;
        }
+       if (!numverts)
+               return;
 // terminology:
 //
 // frontface:
@@ -92,7 +295,7 @@ void R_Shadow_Volume(int numverts, int numtris, float *vertex, int *elements, in
 // a triangle not facing the light source
 //
 // shadow volume:
-// an extrusion of the backfaces, beginning at the original geometry and
+// an extrusion of the frontfaces, beginning at the original geometry and
 // ending further from the light source than the original geometry
 // (presumably at least as far as the light's radius, if the light has a
 // radius at all), capped at both front and back to avoid any problems
@@ -100,342 +303,243 @@ void R_Shadow_Volume(int numverts, int numtris, float *vertex, int *elements, in
 // description:
 // draws the shadow volumes of the model.
 // requirements:
-// vertex loations must already be in vertex before use.
-// vertex must have capacity for numverts * 2.
+// vertex locations must already be in varray_vertex3f before use.
+// varray_vertex3f must have capacity for numverts * 2.
 
        // make sure trianglefacinglight is big enough for this volume
        if (maxtrianglefacinglight < numtris)
-       {
-               maxtrianglefacinglight = numtris;
-               if (trianglefacinglight)
-                       Mem_Free(trianglefacinglight);
-               trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight);
-       }
+               R_Shadow_ResizeTriangleFacingLight(numtris);
 
        // make sure shadowelements is big enough for this volume
        if (maxshadowelements < numtris * 24)
-       {
-               maxshadowelements = numtris * 24;
-               if (shadowelements)
-                       Mem_Free(shadowelements);
-               shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
-       }
-
-       // make projected vertices
-       // by clever use of elements we'll construct the whole shadow from
-       // the unprojected vertices and these projected vertices
-       for (i = 0, v0 = vertex, v1 = vertex + numverts * 4;i < numverts;i++, v0 += 4, v1 += 4)
-       {
-#if 1
-               v1[0] = v0[0] + 50.0f * (v0[0] - relativelightorigin[0]);
-               v1[1] = v0[1] + 50.0f * (v0[1] - relativelightorigin[1]);
-               v1[2] = v0[2] + 50.0f * (v0[2] - relativelightorigin[2]);
-#elif 0
-               VectorSubtract(v0, relativelightorigin, temp);
-               f = lightradius / sqrt(DotProduct(temp,temp));
-               if (f < 1)
-                       f = 1;
-               VectorMA(relativelightorigin, f, temp, v1);
-#else
-               VectorSubtract(v0, relativelightorigin, temp);
-               f = projectdistance / sqrt(DotProduct(temp,temp));
-               VectorMA(v0, f, temp, v1);
-#endif
-       }
+               R_Shadow_ResizeShadowElements(numtris);
 
        // check which triangles are facing the light
-       for (i = 0, e = elements;i < numtris;i++, e += 3)
-       {
-               // calculate triangle facing flag
-               v0 = vertex + e[0] * 4;
-               v1 = vertex + e[1] * 4;
-               v2 = vertex + e[2] * 4;
-               // we do not need to normalize the surface normal because both sides
-               // of the comparison use it, therefore they are both multiplied the
-               // same amount...  furthermore the subtract can be done on the
-               // vectors, saving a little bit of math in the dotproducts
-#if 0
-               // fast version
-               // subtracts v1 from v0 and v2, combined into a crossproduct,
-               // combined with a dotproduct of the light location relative to the
-               // first point of the triangle (any point works, since the triangle
-               // is obviously flat), and finally a comparison to determine if the
-               // light is infront of the triangle (the goal of this statement)
-               trianglefacinglight[i] =
-                  (relativelightorigin[0] - v0[0]) * ((v0[1] - v1[1]) * (v2[2] - v1[2]) - (v0[2] - v1[2]) * (v2[1] - v1[1]))
-                + (relativelightorigin[1] - v0[1]) * ((v0[2] - v1[2]) * (v2[0] - v1[0]) - (v0[0] - v1[0]) * (v2[2] - v1[2]))
-                + (relativelightorigin[2] - v0[2]) * ((v0[0] - v1[0]) * (v2[1] - v1[1]) - (v0[1] - v1[1]) * (v2[0] - v1[0])) > 0;
-#else
-               // readable version
-               {
-               float dir0[3], dir1[3];
-
-               // calculate two mostly perpendicular edge directions
-               VectorSubtract(v0, v1, dir0);
-               VectorSubtract(v2, v1, dir1);
-
-               // we have two edge directions, we can calculate a third vector from
-               // them, which is the direction of the surface normal (it's magnitude
-               // is not 1 however)
-               CrossProduct(dir0, dir1, temp);
-
-               // this is entirely unnecessary, but kept for clarity
-               //VectorNormalize(temp);
-
-               // compare distance of light along normal, with distance of any point
-               // of the triangle along the same normal (the triangle is planar,
-               // I.E. flat, so all points give the same answer)
-               // the normal is not normalized because it is used on both sides of
-               // the comparison, so it's magnitude does not matter
-               //trianglefacinglight[i] = DotProduct(relativelightorigin, temp) >= DotProduct(v0, temp);
-               f = DotProduct(relativelightorigin, temp) - DotProduct(v0, temp);
-               trianglefacinglight[i] = f > 0 && f < lightradius * sqrt(DotProduct(temp, temp));
-               }
-#endif
-       }
+       tris = R_Shadow_MakeTriangleShadowFlags_Vertex3f(elements, varray_vertex3f, numtris, trianglefacinglight, trianglefacinglightlist, relativelightorigin);
+       if (!tris)
+               return;
 
        // output triangle elements
-       out = shadowelements;
-       tris = 0;
+       tris = R_Shadow_BuildShadowVolumeTriangles(elements, neighbors, numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements);
+       if (!tris)
+               return;
 
-       // check each backface for bordering frontfaces,
-       // and cast shadow polygons from those edges,
-       // also create front and back caps for shadow volume
-       for (i = 0, e = elements, n = neighbors;i < numtris;i++, e += 3, n += 3)
-       {
-               if (!trianglefacinglight[i])
-               {
-                       // triangle is backface and therefore casts shadow,
-                       // output front and back caps for shadow volume
-#if 1
-                       // front cap (with flipped winding order)
-                       out[0] = e[0];
-                       out[1] = e[2];
-                       out[2] = e[1];
-                       // rear cap
-                       out[3] = e[0] + numverts;
-                       out[4] = e[1] + numverts;
-                       out[5] = e[2] + numverts;
-                       out += 6;
-                       tris += 2;
-#else if 1
-                       // rear cap
-                       out[0] = e[0] + numverts;
-                       out[1] = e[1] + numverts;
-                       out[2] = e[2] + numverts;
-                       out += 3;
-                       tris += 1;
-#endif
-                       // check the edges
-                       if (n[0] < 0 || trianglefacinglight[n[0]])
-                       {
-                               out[0] = e[0];
-                               out[1] = e[1];
-                               out[2] = e[1] + numverts;
-                               out[3] = e[0];
-                               out[4] = e[1] + numverts;
-                               out[5] = e[0] + numverts;
-                               out += 6;
-                               tris += 2;
-                       }
-                       if (n[1] < 0 || trianglefacinglight[n[1]])
-                       {
-                               out[0] = e[1];
-                               out[1] = e[2];
-                               out[2] = e[2] + numverts;
-                               out[3] = e[1];
-                               out[4] = e[2] + numverts;
-                               out[5] = e[1] + numverts;
-                               out += 6;
-                               tris += 2;
-                       }
-                       if (n[2] < 0 || trianglefacinglight[n[2]])
-                       {
-                               out[0] = e[2];
-                               out[1] = e[0];
-                               out[2] = e[0] + numverts;
-                               out[3] = e[2];
-                               out[4] = e[0] + numverts;
-                               out[5] = e[2] + numverts;
-                               out += 6;
-                               tris += 2;
-                       }
-               }
-       }
-       R_Shadow_RenderVolume(numverts * 2, tris, shadowelements, visiblevolume);
-}
+       // by clever use of elements we can construct the whole shadow from
+       // the unprojected vertices and the projected vertices
+       R_Shadow_ProjectVertex3f(varray_vertex3f, numverts, relativelightorigin, projectdistance);
 
-void R_Shadow_RenderVolume(int numverts, int numtris, int *elements, int visiblevolume)
-{
-       // draw the volume
-       if (visiblevolume)
-       {
-               //qglDisable(GL_CULL_FACE);
-               R_Mesh_Draw(numverts, numtris, elements);
-               //qglEnable(GL_CULL_FACE);
-       }
-       else
+       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(numverts, numtris, elements);
+               R_Mesh_Draw(numverts * 2, 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(numverts, numtris, elements);
        }
+       R_Mesh_Draw(numverts * 2, tris, shadowelements);
+       c_rt_shadowmeshes++;
+       c_rt_shadowtris += numtris;
 }
 
-float r_shadow_atten1, r_shadow_atten2, r_shadow_atten5;
-#define ATTEN3DSIZE 64
-static void R_Shadow_Make3DTextures(void)
+void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
 {
-       int x, y, z, d;
-       float v[3], intensity, ilen, length;
-       qbyte data[ATTEN3DSIZE][ATTEN3DSIZE][ATTEN3DSIZE][4];
-       if (r_light_quality.integer != 1 || !gl_texture3d)
-               return;
-       for (z = 0;z < ATTEN3DSIZE;z++)
+       shadowmesh_t *mesh;
+       if (r_shadowstage == SHADOWSTAGE_STENCIL)
        {
-               for (y = 0;y < ATTEN3DSIZE;y++)
+               // 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)
                {
-                       for (x = 0;x < ATTEN3DSIZE;x++)
-                       {
-                               v[0] = (x + 0.5f) * (2.0f / (float) ATTEN3DSIZE) - 1.0f;
-                               v[1] = (y + 0.5f) * (2.0f / (float) ATTEN3DSIZE) - 1.0f;
-                               v[2] = (z + 0.5f) * (2.0f / (float) ATTEN3DSIZE) - 1.0f;
-                               length = sqrt(DotProduct(v, v));
-                               if (DotProduct(v, v) < 1)
-                                       intensity = (((r_shadow_atten1 / (length*length + r_shadow_atten5)) - (r_shadow_atten1 * r_shadow_atten2))) / 256.0f;
-                               else
-                                       intensity = 0;
-                               ilen = 127.0f * bound(0, intensity, 1) / length;
-                               data[z][y][x][0] = 128.0f + ilen * v[0];
-                               data[z][y][x][1] = 128.0f + ilen * v[1];
-                               data[z][y][x][2] = 128.0f + ilen * v[2];
-                               data[z][y][x][3] = 255;
-                       }
+                       R_Mesh_GetSpace(mesh->numverts);
+                       R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
+                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+                       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);
+       }
+       for (mesh = firstmesh;mesh;mesh = mesh->next)
+       {
+               R_Mesh_GetSpace(mesh->numverts);
+               R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
+               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+               c_rtcached_shadowmeshes++;
+               c_rtcached_shadowtris += mesh->numtriangles;
        }
-       r_shadow_normalsattenuationtexture = R_LoadTexture3D(r_shadow_texturepool, "normalsattenuation", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP);
 }
 
+float r_shadow_attenpower, r_shadow_attenscale;
 static void R_Shadow_MakeTextures(void)
 {
        int x, y, z, d, side;
        float v[3], s, t, intensity;
-       qbyte data[6][128][128][4];
+       qbyte *data;
        R_FreeTexturePool(&r_shadow_texturepool);
        r_shadow_texturepool = R_AllocTexturePool();
-       r_shadow_atten1 = r_shadow1.value;
-       r_shadow_atten2 = r_shadow2.value;
-       r_shadow_atten5 = r_shadow5.value;
-       for (y = 0;y < 128;y++)
-       {
-               for (x = 0;x < 128;x++)
-               {
-                       data[0][y][x][0] = 128;
-                       data[0][y][x][1] = 128;
-                       data[0][y][x][2] = 255;
-                       data[0][y][x][3] = 255;
-               }
-       }
-       r_shadow_blankbumptexture = R_LoadTexture(r_shadow_texturepool, "blankbump", 128, 128, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE);
-       for (side = 0;side < 6;side++)
+       r_shadow_attenpower = r_shadow_lightattenuationpower.value;
+       r_shadow_attenscale = r_shadow_lightattenuationscale.value;
+#define NORMSIZE 64
+#define ATTEN2DSIZE 64
+#define ATTEN3DSIZE 32
+       data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)));
+       data[0] = 128;
+       data[1] = 128;
+       data[2] = 255;
+       data[3] = 255;
+       r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       data[0] = 255;
+       data[1] = 255;
+       data[2] = 255;
+       data[3] = 255;
+       r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       data[0] = 255;
+       data[1] = 255;
+       data[2] = 255;
+       data[3] = 255;
+       r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       if (gl_texturecubemap)
        {
-               for (y = 0;y < 128;y++)
+               for (side = 0;side < 6;side++)
                {
-                       for (x = 0;x < 128;x++)
+                       for (y = 0;y < NORMSIZE;y++)
                        {
-                               s = (x + 0.5f) * (2.0f / 128.0f) - 1.0f;
-                               t = (y + 0.5f) * (2.0f / 128.0f) - 1.0f;
-                               switch(side)
+                               for (x = 0;x < NORMSIZE;x++)
                                {
-                               case 0:
-                                       v[0] = 1;
-                                       v[1] = -t;
-                                       v[2] = -s;
-                                       break;
-                               case 1:
-                                       v[0] = -1;
-                                       v[1] = -t;
-                                       v[2] = s;
-                                       break;
-                               case 2:
-                                       v[0] = s;
-                                       v[1] = 1;
-                                       v[2] = t;
-                                       break;
-                               case 3:
-                                       v[0] = s;
-                                       v[1] = -1;
-                                       v[2] = -t;
-                                       break;
-                               case 4:
-                                       v[0] = s;
-                                       v[1] = -t;
-                                       v[2] = 1;
-                                       break;
-                               case 5:
-                                       v[0] = -s;
-                                       v[1] = -t;
-                                       v[2] = -1;
-                                       break;
+                                       s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+                                       t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+                                       switch(side)
+                                       {
+                                       case 0:
+                                               v[0] = 1;
+                                               v[1] = -t;
+                                               v[2] = -s;
+                                               break;
+                                       case 1:
+                                               v[0] = -1;
+                                               v[1] = -t;
+                                               v[2] = s;
+                                               break;
+                                       case 2:
+                                               v[0] = s;
+                                               v[1] = 1;
+                                               v[2] = t;
+                                               break;
+                                       case 3:
+                                               v[0] = s;
+                                               v[1] = -1;
+                                               v[2] = -t;
+                                               break;
+                                       case 4:
+                                               v[0] = s;
+                                               v[1] = -t;
+                                               v[2] = 1;
+                                               break;
+                                       case 5:
+                                               v[0] = -s;
+                                               v[1] = -t;
+                                               v[2] = -1;
+                                               break;
+                                       }
+                                       intensity = 127.0f / sqrt(DotProduct(v, v));
+                                       data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0];
+                                       data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1];
+                                       data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2];
+                                       data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255;
                                }
-                               intensity = 127.0f / sqrt(DotProduct(v, v));
-                               data[side][y][x][0] = 128.0f + intensity * v[0];
-                               data[side][y][x][1] = 128.0f + intensity * v[1];
-                               data[side][y][x][2] = 128.0f + intensity * v[2];
-                               data[side][y][x][3] = 255;
                        }
                }
+               r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
        }
-       r_shadow_normalscubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalscube", 128, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP);
-       for (y = 0;y < 128;y++)
+       else
+               r_shadow_normalcubetexture = NULL;
+       for (y = 0;y < ATTEN2DSIZE;y++)
        {
-               for (x = 0;x < 128;x++)
+               for (x = 0;x < ATTEN2DSIZE;x++)
                {
-                       v[0] = (x + 0.5f) * (2.0f / 128.0f) - 1.0f;
-                       v[1] = (y + 0.5f) * (2.0f / 128.0f) - 1.0f;
+                       v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
+                       v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
                        v[2] = 0;
-                       if (DotProduct(v, v) < 1)
-                               intensity = (((r_shadow_atten1 / (DotProduct(v, v)+r_shadow_atten5)) - (r_shadow_atten1 * r_shadow_atten2))) / 256.0f;
-                       else
-                               intensity = 0;
-                       d = bound(0, intensity, 255) / sqrt(DotProduct(v, v));
-                       data[0][y][x][0] = d;
-                       data[0][y][x][1] = d;
-                       data[0][y][x][2] = d;
-                       data[0][y][x][3] = 255;
+                       intensity = 1.0f - sqrt(DotProduct(v, v));
+                       if (intensity > 0)
+                               intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
+                       d = bound(0, intensity, 255);
+                       data[(y*ATTEN2DSIZE+x)*4+0] = d;
+                       data[(y*ATTEN2DSIZE+x)*4+1] = d;
+                       data[(y*ATTEN2DSIZE+x)*4+2] = d;
+                       data[(y*ATTEN2DSIZE+x)*4+3] = d;
+               }
+       }
+       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
+       if (r_shadow_texture3d.integer)
+       {
+               for (z = 0;z < ATTEN3DSIZE;z++)
+               {
+                       for (y = 0;y < ATTEN3DSIZE;y++)
+                       {
+                               for (x = 0;x < ATTEN3DSIZE;x++)
+                               {
+                                       v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
+                                       v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
+                                       v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
+                                       intensity = 1.0f - sqrt(DotProduct(v, v));
+                                       if (intensity > 0)
+                                               intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
+                                       d = bound(0, intensity, 255);
+                                       data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
+                                       data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
+                                       data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
+                                       data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
+                               }
+                       }
                }
+               r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
        }
-       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", 128, 128, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP);
-       R_Shadow_Make3DTextures();
+       Mem_Free(data);
 }
 
 void R_Shadow_Stage_Begin(void)
 {
        rmeshstate_t m;
 
-       if (r_light_quality.integer == 1 && !gl_texture3d)
-       {
-               Con_Printf("3D texture support not detected, falling back on slower 2D + 1D + normalization lighting\n");
-               Cvar_SetValueQuick(&r_light_quality, 0);
-       }
+       if (r_shadow_texture3d.integer && !gl_texture3d)
+               Cvar_SetValueQuick(&r_shadow_texture3d, 0);
+
        //cl.worldmodel->numlights = min(cl.worldmodel->numlights, 1);
        if (!r_shadow_attenuation2dtexture
-        || (r_light_quality.integer == 1 && !r_shadow_normalsattenuationtexture)
-        || r_shadow1.value != r_shadow_atten1
-        || r_shadow2.value != r_shadow_atten2
-        || r_shadow5.value != r_shadow_atten5)
+        || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
+        || r_shadow_lightattenuationpower.value != r_shadow_attenpower
+        || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
                R_Shadow_MakeTextures();
+       if (r_shadow_reloadlights && cl.worldmodel)
+       {
+               R_Shadow_ClearWorldLights();
+               r_shadow_reloadlights = false;
+               R_Shadow_LoadWorldLights();
+               if (r_shadow_worldlightchain == NULL)
+               {
+                       R_Shadow_LoadLightsFile();
+                       if (r_shadow_worldlightchain == NULL)
+                               R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
+               }
+       }
 
        memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_ONE;
        m.blendfunc2 = GL_ZERO;
        R_Mesh_State(&m);
        GL_Color(0, 0, 0, 1);
+       r_shadowstage = SHADOWSTAGE_NONE;
+
+       c_rt_lights = c_rt_clears = c_rt_scissored = 0;
+       c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0;
+       c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
 }
 
 void R_Shadow_Stage_ShadowVolumes(void)
@@ -448,14 +552,46 @@ void R_Shadow_Stage_ShadowVolumes(void)
        qglDisable(GL_BLEND);
        qglDepthMask(0);
        qglDepthFunc(GL_LESS);
-       qglClearStencil(0);
-       qglClear(GL_STENCIL_BUFFER_BIT);
        qglEnable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-       qglStencilFunc(GL_ALWAYS, 0, 0xFF);
+       qglStencilFunc(GL_ALWAYS, 128, 0xFF);
+       qglEnable(GL_CULL_FACE);
+       qglEnable(GL_DEPTH_TEST);
+       r_shadowstage = SHADOWSTAGE_STENCIL;
+       qglClear(GL_STENCIL_BUFFER_BIT);
+       c_rt_clears++;
+       // LordHavoc note: many shadow volumes reside entirely inside the world
+       // (that is to say they are entirely bounded by their lit surfaces),
+       // which can be optimized by handling things as an inverted light volume,
+       // with the shadow boundaries of the world being simulated by an altered
+       // (129) bias to stencil clearing on such lights
+       // FIXME: generate inverted light volumes for use as shadow volumes and
+       // optimize for them as noted above
+}
+
+void R_Shadow_Stage_LightWithoutShadows(void)
+{
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       R_Mesh_TextureState(&m);
+       qglActiveTexture(GL_TEXTURE0_ARB);
+
+       qglEnable(GL_BLEND);
+       qglBlendFunc(GL_ONE, GL_ONE);
+       GL_Color(1, 1, 1, 1);
+       qglColorMask(1, 1, 1, 1);
+       qglDepthMask(0);
+       qglDepthFunc(GL_EQUAL);
+       qglDisable(GL_STENCIL_TEST);
+       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+       qglStencilFunc(GL_EQUAL, 128, 0xFF);
+       qglEnable(GL_CULL_FACE);
+       qglEnable(GL_DEPTH_TEST);
+       r_shadowstage = SHADOWSTAGE_LIGHT;
+       c_rt_lights++;
 }
 
-void R_Shadow_Stage_Light(void)
+void R_Shadow_Stage_LightWithShadows(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
@@ -471,8 +607,12 @@ void R_Shadow_Stage_Light(void)
        qglEnable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        // only draw light where this geometry was already rendered AND the
-       // stencil is 0 (non-zero means shadow)
-       qglStencilFunc(GL_EQUAL, 0, 0xFF);
+       // stencil is 128 (values other than this mean shadow)
+       qglStencilFunc(GL_EQUAL, 128, 0xFF);
+       qglEnable(GL_CULL_FACE);
+       qglEnable(GL_DEPTH_TEST);
+       r_shadowstage = SHADOWSTAGE_LIGHT;
+       c_rt_lights++;
 }
 
 void R_Shadow_Stage_End(void)
@@ -485,163 +625,1943 @@ void R_Shadow_Stage_End(void)
        // now restore the rest of the state to normal
        GL_Color(1, 1, 1, 1);
        qglColorMask(1, 1, 1, 1);
+       qglDisable(GL_SCISSOR_TEST);
        qglDepthFunc(GL_LEQUAL);
        qglDisable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-       qglStencilFunc(GL_ALWAYS, 0, 0xFF);
+       qglStencilFunc(GL_ALWAYS, 128, 0xFF);
+       qglEnable(GL_CULL_FACE);
+       qglEnable(GL_DEPTH_TEST);
+       // force mesh state to reset by using various combinations of features
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       R_Mesh_State(&m);
+       m.blendfunc1 = GL_ONE;
+       m.blendfunc2 = GL_ZERO;
+       R_Mesh_State(&m);
+       r_shadowstage = SHADOWSTAGE_NONE;
 }
 
-void R_Shadow_GenTexCoords_Attenuation2D(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const vec3_t relativelightorigin, float lightradius)
+#if 0
+int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius)
 {
-       int i;
-       float lightvec[3], iradius;
-       iradius = 0.5f / lightradius;
-       for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, out += 4)
+       int i, ix1, iy1, ix2, iy2;
+       float x1, y1, x2, y2, x, y;
+       vec3_t smins, smaxs;
+       vec4_t v, v2;
+       if (!r_shadow_scissor.integer)
+               return false;
+       // if view is inside the box, just say yes it's visible
+       if (r_origin[0] >= mins[0] && r_origin[0] <= maxs[0]
+        && r_origin[1] >= mins[1] && r_origin[1] <= maxs[1]
+        && r_origin[2] >= mins[2] && r_origin[2] <= maxs[2])
        {
-               VectorSubtract(vertex, relativelightorigin, lightvec);
-               out[0] = 0.5f + DotProduct(svectors, lightvec) * iradius;
-               out[1] = 0.5f + DotProduct(tvectors, lightvec) * iradius;
+               qglDisable(GL_SCISSOR_TEST);
+               return false;
        }
-}
-
-void R_Shadow_GenTexCoords_Attenuation1D(float *out, int numverts, const float *vertex, const float *normals, const vec3_t relativelightorigin, float lightradius)
-{
-       int i;
-       float lightvec[3], iradius;
-       iradius = 0.5f / lightradius;
-       for (i = 0;i < numverts;i++, vertex += 4, normals += 4, out += 4)
+       VectorSubtract(r_origin, origin, v);
+       if (DotProduct(v, v) < radius * radius)
        {
-               VectorSubtract(vertex, relativelightorigin, lightvec);
-               out[0] = 0.5f + DotProduct(normals, lightvec) * iradius;
-               out[1] = 0.5f;
+               qglDisable(GL_SCISSOR_TEST);
+               return false;
        }
-}
-
-void R_Shadow_GenTexCoords_Diffuse_Attenuation3D(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, float lightradius)
-{
-       int i;
-       float lightvec[3], iradius;
-       iradius = 0.5f / lightradius;
-       for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
+       // create viewspace bbox
+       for (i = 0;i < 8;i++)
        {
-               VectorSubtract(vertex, relativelightorigin, lightvec);
-               out[0] = 0.5f + DotProduct(svectors, lightvec) * iradius;
-               out[1] = 0.5f + DotProduct(tvectors, lightvec) * iradius;
-               out[2] = 0.5f + DotProduct(normals, lightvec) * iradius;
+               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);
+               if (i)
+               {
+                       if (smins[0] > v2[0]) smins[0] = v2[0];
+                       if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
+                       if (smins[1] > v2[1]) smins[1] = v2[1];
+                       if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
+                       if (smins[2] > v2[2]) smins[2] = v2[2];
+                       if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
+               }
+               else
+               {
+                       smins[0] = smaxs[0] = v2[0];
+                       smins[1] = smaxs[1] = v2[1];
+                       smins[2] = smaxs[2] = v2[2];
+               }
        }
-}
-
-void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, float lightradius)
-{
-       int i;
-       float lightdir[3], iradius;
-       iradius = 0.5f / lightradius;
-       for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
+       // now we have a bbox in viewspace
+       // clip it to the viewspace version of the sphere
+       v[0] = origin[0] - r_origin[0];
+       v[1] = origin[1] - r_origin[1];
+       v[2] = origin[2] - r_origin[2];
+       v2[0] = DotProduct(v, vright);
+       v2[1] = DotProduct(v, vup);
+       v2[2] = DotProduct(v, vpn);
+       if (smins[0] < v2[0] - radius) smins[0] = v2[0] - radius;
+       if (smaxs[0] < v2[0] - radius) smaxs[0] = v2[0] + radius;
+       if (smins[1] < v2[1] - radius) smins[1] = v2[1] - radius;
+       if (smaxs[1] < v2[1] - radius) smaxs[1] = v2[1] + radius;
+       if (smins[2] < v2[2] - radius) smins[2] = v2[2] - radius;
+       if (smaxs[2] < v2[2] - radius) smaxs[2] = v2[2] + radius;
+       // clip it to the view plane
+       if (smins[2] < 1)
+               smins[2] = 1;
+       // return true if that culled the box
+       if (smins[2] >= smaxs[2])
+               return true;
+       // ok some of it is infront of the view, transform each corner back to
+       // worldspace and then to screenspace and make screen rect
+       // initialize these variables just to avoid compiler warnings
+       x1 = y1 = x2 = y2 = 0;
+       for (i = 0;i < 8;i++)
        {
-               VectorSubtract(vertex, relativelightorigin, lightdir);
-               // the cubemap normalizes this for us
-               out[0] = DotProduct(svectors, lightdir);
-               out[1] = DotProduct(tvectors, lightdir);
-               out[2] = DotProduct(normals, lightdir);
+               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[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]);
+               x = v2[0];
+               y = v2[1];
+               if (i)
+               {
+                       if (x1 > x) x1 = x;
+                       if (x2 < x) x2 = x;
+                       if (y1 > y) y1 = y;
+                       if (y2 < y) y2 = y;
+               }
+               else
+               {
+                       x1 = x2 = x;
+                       y1 = y2 = y;
+               }
        }
-}
-
-void R_Shadow_GenTexCoords_Specular_Attenuation3D(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin, float lightradius)
-{
-       int i;
-       float lightdir[3], eyedir[3], halfdir[3], lightdirlen, ilen, iradius;
-       iradius = 0.5f / lightradius;
-       for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
+       /*
+       // this code doesn't handle boxes with any points behind view properly
+       x1 = 1000;x2 = -1000;
+       y1 = 1000;y2 = -1000;
+       for (i = 0;i < 8;i++)
        {
-               VectorSubtract(vertex, relativelightorigin, lightdir);
-               // this is used later to make the attenuation correct
-               lightdirlen = sqrt(DotProduct(lightdir, lightdir)) * iradius;
-               VectorNormalizeFast(lightdir);
-               VectorSubtract(vertex, relativeeyeorigin, eyedir);
-               VectorNormalizeFast(eyedir);
-               VectorAdd(lightdir, eyedir, halfdir);
-               VectorNormalizeFast(halfdir);
-               out[0] = 0.5f + DotProduct(svectors, halfdir) * lightdirlen;
-               out[1] = 0.5f + DotProduct(tvectors, halfdir) * lightdirlen;
-               out[2] = 0.5f + DotProduct(normals, halfdir) * lightdirlen;
+               v[0] = (i & 1) ? mins[0] : maxs[0];
+               v[1] = (i & 2) ? mins[1] : maxs[1];
+               v[2] = (i & 4) ? mins[2] : maxs[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]);
+               if (v2[2] > 0)
+               {
+                       x = v2[0];
+                       y = v2[1];
+
+                       if (x1 > x) x1 = x;
+                       if (x2 < x) x2 = x;
+                       if (y1 > y) y1 = y;
+                       if (y2 < y) y2 = y;
+               }
        }
+       */
+       ix1 = x1 - 1.0f;
+       iy1 = y1 - 1.0f;
+       ix2 = x2 + 1.0f;
+       iy2 = y2 + 1.0f;
+       //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
+       if (ix1 < r_refdef.x) ix1 = r_refdef.x;
+       if (iy1 < r_refdef.y) iy1 = r_refdef.y;
+       if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width;
+       if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height;
+       if (ix2 <= ix1 || iy2 <= iy1)
+               return true;
+       // set up the scissor rectangle
+       qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
+       qglEnable(GL_SCISSOR_TEST);
+       c_rt_scissored++;
+       return false;
 }
+#endif
 
-void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin, float lightradius)
+int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
 {
-       int i;
-       float lightdir[3], eyedir[3], halfdir[3], lightdirlen, ilen, iradius;
-       iradius = 0.5f / lightradius;
-       for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
+       int i, ix1, iy1, ix2, iy2;
+       float x1, y1, x2, y2, x, y, f;
+       vec3_t smins, smaxs;
+       vec4_t v, v2;
+       if (!r_shadow_scissor.integer)
+               return false;
+       // if view is inside the box, just say yes it's visible
+       if (BoxesOverlap(r_origin, r_origin, mins, maxs))
        {
-               VectorSubtract(vertex, relativelightorigin, lightdir);
-               VectorNormalizeFast(lightdir);
-               VectorSubtract(vertex, relativeeyeorigin, eyedir);
-               VectorNormalizeFast(eyedir);
-               VectorAdd(lightdir, eyedir, halfdir);
-               // the cubemap normalizes this for us
-               out[0] = DotProduct(svectors, halfdir);
-               out[1] = DotProduct(tvectors, halfdir);
-               out[2] = DotProduct(normals, halfdir);
+               qglDisable(GL_SCISSOR_TEST);
+               return false;
        }
-}
-
-void R_Shadow_GenTexCoords_LightCubeMap(float *out, int numverts, const float *vertex, const vec3_t relativelightorigin)
-{
-       int i;
-       for (i = 0;i < numverts;i++, vertex += 4, out += 4)
-               VectorSubtract(vertex, relativelightorigin, out);
-}
-
-void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, rtexture_t *basetexture, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
-{
-       float f;
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       if (!bumptexture)
-               bumptexture = r_shadow_blankbumptexture;
-       f = 1.0f / r_shadow3.value;
-       if (r_light_quality.integer == 1)
+       for (i = 0;i < 3;i++)
        {
-               // 4 texture 3D path, two pass
-               GL_Color(1,1,1,1);
-               //lightcolor[0] * f, lightcolor[1] * f, lightcolor[2] * f, 1);
-               memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-               memcpy(varray_texcoord[2], texcoords, numverts * sizeof(float[4]));
-               if (r_light_gloss.integer != 2)
+               if (vpn[i] >= 0)
                {
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.tex3d[1] = R_GetTexture(r_shadow_normalsattenuationtexture);
-                       m.tex[2] = R_GetTexture(basetexture);
-                       m.texcubemap[3] = R_GetTexture(lightcubemap);
-                       m.texcombinergb[0] = GL_REPLACE;
-                       m.texcombinergb[1] = GL_DOT3_RGB_ARB;
-                       m.texcombinergb[2] = GL_MODULATE;
-                       m.texcombinergb[3] = GL_MODULATE;
-                       R_Mesh_TextureState(&m);
-                       R_Shadow_GenTexCoords_Diffuse_Attenuation3D(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
-                       if (m.texcubemap[3])
-                               R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[3], numverts, varray_vertex, relativelightorigin);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       v[i] = mins[i];
+                       v2[i] = maxs[i];
                }
-               if (r_light_gloss.integer && glosstexture)
+               else
                {
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.tex3d[1] = R_GetTexture(r_shadow_normalsattenuationtexture);
-                       m.tex[2] = R_GetTexture(glosstexture);
-                       m.texcubemap[3] = R_GetTexture(lightcubemap);
-                       m.texcombinergb[0] = GL_REPLACE;
-                       m.texcombinergb[1] = GL_DOT3_RGB_ARB;
-                       m.texcombinergb[2] = GL_MODULATE;
-                       m.texcombinergb[3] = GL_MODULATE;
-                       R_Mesh_TextureState(&m);
-                       R_Shadow_GenTexCoords_Specular_Attenuation3D(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, relativeeyeorigin, lightradius);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       v[i] = maxs[i];
+                       v2[i] = mins[i];
                }
        }
-       else
+       f = DotProduct(vpn, r_origin) + 1;
+       if (DotProduct(vpn, v2) <= f)
        {
-               //R_Mesh_TextureState(&m);
+               // entirely behind nearclip plane
+               qglDisable(GL_SCISSOR_TEST);
+               return false;
        }
-}
-
+       if (DotProduct(vpn, v) >= f)
+       {
+               // entirely infront of nearclip plane
+               x1 = y1 = x2 = y2 = 0;
+               for (i = 0;i < 8;i++)
+               {
+                       v[0] = (i & 1) ? mins[0] : maxs[0];
+                       v[1] = (i & 2) ? mins[1] : maxs[1];
+                       v[2] = (i & 4) ? mins[2] : maxs[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]);
+                       x = v2[0];
+                       y = v2[1];
+                       if (i)
+                       {
+                               if (x1 > x) x1 = x;
+                               if (x2 < x) x2 = x;
+                               if (y1 > y) y1 = y;
+                               if (y2 < y) y2 = y;
+                       }
+                       else
+                       {
+                               x1 = x2 = x;
+                               y1 = y2 = y;
+                       }
+               }
+       }
+       else
+       {
+               // clipped by nearclip plane
+               // this is nasty and crude...
+               // 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);
+                       if (i)
+                       {
+                               if (smins[0] > v2[0]) smins[0] = v2[0];
+                               if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
+                               if (smins[1] > v2[1]) smins[1] = v2[1];
+                               if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
+                               if (smins[2] > v2[2]) smins[2] = v2[2];
+                               if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
+                       }
+                       else
+                       {
+                               smins[0] = smaxs[0] = v2[0];
+                               smins[1] = smaxs[1] = v2[1];
+                               smins[2] = smaxs[2] = v2[2];
+                       }
+               }
+               // now we have a bbox in viewspace
+               // clip it to the view plane
+               if (smins[2] < 1)
+                       smins[2] = 1;
+               // return true if that culled the box
+               if (smins[2] >= smaxs[2])
+                       return true;
+               // ok some of it is infront of the view, transform each corner back to
+               // worldspace and then to screenspace and make screen rect
+               // initialize these variables just to avoid compiler warnings
+               x1 = y1 = x2 = y2 = 0;
+               for (i = 0;i < 8;i++)
+               {
+                       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[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]);
+                       x = v2[0];
+                       y = v2[1];
+                       if (i)
+                       {
+                               if (x1 > x) x1 = x;
+                               if (x2 < x) x2 = x;
+                               if (y1 > y) y1 = y;
+                               if (y2 < y) y2 = y;
+                       }
+                       else
+                       {
+                               x1 = x2 = x;
+                               y1 = y2 = y;
+                       }
+               }
+               /*
+               // this code doesn't handle boxes with any points behind view properly
+               x1 = 1000;x2 = -1000;
+               y1 = 1000;y2 = -1000;
+               for (i = 0;i < 8;i++)
+               {
+                       v[0] = (i & 1) ? mins[0] : maxs[0];
+                       v[1] = (i & 2) ? mins[1] : maxs[1];
+                       v[2] = (i & 4) ? mins[2] : maxs[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]);
+                       if (v2[2] > 0)
+                       {
+                               x = v2[0];
+                               y = v2[1];
+
+                               if (x1 > x) x1 = x;
+                               if (x2 < x) x2 = x;
+                               if (y1 > y) y1 = y;
+                               if (y2 < y) y2 = y;
+                       }
+               }
+               */
+       }
+       ix1 = x1 - 1.0f;
+       iy1 = y1 - 1.0f;
+       ix2 = x2 + 1.0f;
+       iy2 = y2 + 1.0f;
+       //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
+       if (ix1 < r_refdef.x) ix1 = r_refdef.x;
+       if (iy1 < r_refdef.y) iy1 = r_refdef.y;
+       if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width;
+       if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height;
+       if (ix2 <= ix1 || iy2 <= iy1)
+               return true;
+       // set up the scissor rectangle
+       qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
+       qglEnable(GL_SCISSOR_TEST);
+       c_rt_scissored++;
+       return false;
+}
+
+void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const float *relativelightorigin, float lightradius)
+{
+       float *color4f = varray_color4f;
+       float dist, dot, intensity, iradius = 1.0f / lightradius, radius2 = lightradius * lightradius, v[3];
+       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+       {
+               VectorSubtract(vertex3f, relativelightorigin, v);
+               if ((dot = DotProduct(normal3f, v)) > 0 && (dist = DotProduct(v, v)) < radius2)
+               {
+                       dist = sqrt(dist);
+                       intensity = pow(1 - (dist * iradius), r_shadow_attenpower) * r_shadow_attenscale * dot / dist;
+                       VectorScale(lightcolor, intensity, color4f);
+                       color4f[3] = 1;
+               }
+               else
+               {
+                       VectorClear(color4f);
+                       color4f[3] = 1;
+               }
+       }
+}
+
+void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const float *relativelightorigin, float lightradius, const float *zdir)
+{
+       float *color4f = varray_color4f;
+       float dist, dot, intensity, iradius = 1.0f / lightradius, v[3];
+       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+       {
+               VectorSubtract(vertex3f, relativelightorigin, v);
+               if ((dot = DotProduct(normal3f, v)) > 0 && (dist = fabs(DotProduct(zdir, v))) < lightradius)
+               {
+                       intensity = pow(1 - (dist * iradius), r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(v,v));
+                       VectorScale(lightcolor, intensity, color4f);
+                       color4f[3] = 1;
+               }
+               else
+               {
+                       VectorClear(color4f);
+                       color4f[3] = 1;
+               }
+       }
+}
+
+// FIXME: this should be done in a vertex program when possible
+// FIXME: if vertex program not available, this would really benefit from 3DNow! or SSE
+void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
+{
+       do
+       {
+               tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
+               tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
+               tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
+               vertex3f += 3;
+               tc3f += 3;
+       }
+       while (--numverts);
+}
+
+void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
+{
+       do
+       {
+               tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
+               tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
+               vertex3f += 3;
+               tc2f += 2;
+       }
+       while (--numverts);
+}
+
+void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
+{
+       int i;
+       float lightdir[3];
+       for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
+       {
+               VectorSubtract(vertex3f, relativelightorigin, lightdir);
+               // the cubemap normalizes this for us
+               out3f[0] = DotProduct(svector3f, lightdir);
+               out3f[1] = DotProduct(tvector3f, lightdir);
+               out3f[2] = DotProduct(normal3f, lightdir);
+       }
+}
+
+void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
+{
+       int i;
+       float lightdir[3], eyedir[3], halfdir[3];
+       for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
+       {
+               VectorSubtract(vertex3f, relativelightorigin, lightdir);
+               VectorNormalizeFast(lightdir);
+               VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
+               VectorNormalizeFast(eyedir);
+               VectorAdd(lightdir, eyedir, halfdir);
+               // the cubemap normalizes this for us
+               out3f[0] = DotProduct(svector3f, halfdir);
+               out3f[1] = DotProduct(tvector3f, halfdir);
+               out3f[2] = DotProduct(normal3f, halfdir);
+       }
+}
+
+void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+{
+       int renders;
+       float color[3], color2[3];
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
+       {
+               if (!bumptexture)
+                       bumptexture = r_shadow_blankbumptexture;
+               // colorscale accounts for how much we multiply the brightness during combine
+               // mult is how many times the final pass of the lighting will be
+               // performed to get more brightness than otherwise possible
+               // limit mult to 64 for sanity sake
+               if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
+               {
+                       // 3/2 3D combine path (Geforce3, Radeon 8500)
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                       m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(0,0,0,1);
+                       qglDisable(GL_BLEND);
+                       GL_Color(1,1,1,1);
+                       R_Mesh_GetSpace(numverts);
+                       R_Mesh_CopyVertex3f(vertex3f, numverts);
+                       R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.tex[1] = 0;
+                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       m.tex3d[2] = 0;
+                       m.texcombinergb[0] = GL_MODULATE;
+                       m.texcombinergb[1] = GL_MODULATE;
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(1,1,1,0);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+                       qglEnable(GL_BLEND);
+
+                       VectorScale(lightcolor, r_colorscale * 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]--)
+                       {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_GetSpace(numverts);
+                               R_Mesh_CopyVertex3f(vertex3f, numverts);
+                               R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                               if (lightcubemap)
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+               }
+               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
+               {
+                       // 1/2/2 3D combine path (original Radeon)
+                       m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(0,0,0,1);
+                       qglDisable(GL_BLEND);
+                       GL_Color(1,1,1,1);
+                       R_Mesh_GetSpace(numverts);
+                       R_Mesh_CopyVertex3f(vertex3f, numverts);
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.tex3d[0] = 0;
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       R_Mesh_TextureState(&m);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
+                       qglEnable(GL_BLEND);
+                       R_Mesh_GetSpace(numverts);
+                       R_Mesh_CopyVertex3f(vertex3f, numverts);
+                       R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       m.texcombinergb[0] = GL_MODULATE;
+                       m.texcombinergb[1] = GL_MODULATE;
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(1,1,1,0);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+
+                       VectorScale(lightcolor, r_colorscale * 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]--)
+                       {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_GetSpace(numverts);
+                               R_Mesh_CopyVertex3f(vertex3f, numverts);
+                               R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                               if (lightcubemap)
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+               }
+               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
+               {
+                       // 2/2 3D combine path (original Radeon)
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       R_Mesh_TextureState(&m);
+                       GL_Color(1,1,1,1);
+                       qglColorMask(0,0,0,1);
+                       qglDisable(GL_BLEND);
+                       R_Mesh_GetSpace(numverts);
+                       R_Mesh_CopyVertex3f(vertex3f, numverts);
+                       R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+                       m.texcubemap[1] = 0;
+                       m.texcombinergb[0] = GL_MODULATE;
+                       m.texcombinergb[1] = GL_MODULATE;
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(1,1,1,0);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+                       qglEnable(GL_BLEND);
+
+                       VectorScale(lightcolor, r_colorscale * 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]--)
+                       {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_GetSpace(numverts);
+                               R_Mesh_CopyVertex3f(vertex3f, numverts);
+                               R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+               }
+               else if (r_textureunits.integer >= 4)
+               {
+                       // 4/2 2D combine path (Geforce3, Radeon 8500)
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(0,0,0,1);
+                       qglDisable(GL_BLEND);
+                       GL_Color(1,1,1,1);
+                       R_Mesh_GetSpace(numverts);
+                       R_Mesh_CopyVertex3f(vertex3f, numverts);
+                       R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       m.texcombinergb[0] = GL_MODULATE;
+                       m.texcombinergb[1] = GL_MODULATE;
+                       m.tex[2] = 0;
+                       m.tex[3] = 0;
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(1,1,1,0);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+                       qglEnable(GL_BLEND);
+
+                       VectorScale(lightcolor, r_colorscale * 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]--)
+                       {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_GetSpace(numverts);
+                               R_Mesh_CopyVertex3f(vertex3f, numverts);
+                               R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                               if (lightcubemap)
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+               }
+               else
+               {
+                       // 2/2/2 2D combine path (any dot3 card)
+                       m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(0,0,0,1);
+                       qglDisable(GL_BLEND);
+                       GL_Color(1,1,1,1);
+                       R_Mesh_GetSpace(numverts);
+                       R_Mesh_CopyVertex3f(vertex3f, numverts);
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.tex[1] = 0;
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       R_Mesh_TextureState(&m);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
+                       qglEnable(GL_BLEND);
+                       R_Mesh_GetSpace(numverts);
+                       R_Mesh_CopyVertex3f(vertex3f, numverts);
+                       R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       m.texcombinergb[0] = GL_MODULATE;
+                       m.texcombinergb[1] = GL_MODULATE;
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(1,1,1,0);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+
+                       VectorScale(lightcolor, r_colorscale * 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]--)
+                       {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_GetSpace(numverts);
+                               R_Mesh_CopyVertex3f(vertex3f, numverts);
+                               R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                               if (lightcubemap)
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+               }
+       }
+       else
+       {
+               if (r_textureunits.integer >= 2)
+               {
+                       // voodoo2
+#if 1
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       R_Mesh_TextureState(&m);
+                       qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       qglEnable(GL_BLEND);
+#else
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       m.blendfunc1 = GL_SRC_ALPHA;
+                       m.blendfunc2 = GL_ONE;
+                       R_Mesh_State(&m);
+#endif
+                       VectorScale(lightcolor, r_colorscale * 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]--)
+                       {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
+                               GL_UseColorArray();
+                               R_Mesh_GetSpace(numverts);
+                               R_Mesh_CopyVertex3f(vertex3f, numverts);
+                               R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                               R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color2, relativelightorigin, lightradius, matrix_modeltofilter->m[2]);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                       }
+               }
+               else
+               {
+                       // voodoo1
+#if 1
+                       m.tex[0] = R_GetTexture(basetexture);
+                       R_Mesh_TextureState(&m);
+                       qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       qglEnable(GL_BLEND);
+#else
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.blendfunc1 = GL_SRC_ALPHA;
+                       m.blendfunc2 = GL_ONE;
+                       R_Mesh_State(&m);
+#endif
+                       VectorScale(lightcolor, r_colorscale * 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]--)
+                       {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
+                               GL_UseColorArray();
+                               R_Mesh_GetSpace(numverts);
+                               R_Mesh_CopyVertex3f(vertex3f, numverts);
+                               R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                               VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+                               R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, relativelightorigin, lightradius);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                       }
+               }
+       }
+}
+
+void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+{
+       int renders;
+       float color[3], color2[3];
+       rmeshstate_t m;
+       if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil)
+               return;
+       memset(&m, 0, sizeof(m));
+       if (!bumptexture)
+               bumptexture = r_shadow_blankbumptexture;
+       if (!glosstexture)
+               glosstexture = r_shadow_blankglosstexture;
+       if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
+       {
+               if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+               {
+                       // 2/0/0/1/2 3D combine blendsquare path
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(0,0,0,1);
+                       // this squares the result
+                       qglEnable(GL_BLEND);
+                       qglBlendFunc(GL_SRC_ALPHA, GL_ZERO);
+                       GL_Color(1,1,1,1);
+                       R_Mesh_GetSpace(numverts);
+                       R_Mesh_CopyVertex3f(vertex3f, numverts);
+                       R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = 0;
+                       m.texcubemap[1] = 0;
+                       m.texcombinergb[1] = GL_MODULATE;
+                       R_Mesh_TextureState(&m);
+                       // square alpha in framebuffer a few times to make it shiny
+                       qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
+                       // these comments are a test run through this math for intensity 0.5
+                       // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+                       // 0.25 * 0.25 = 0.0625 (this is another pass)
+                       // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+                       for (renders = 0;renders < 2;renders++)
+                       {
+                               R_Mesh_GetSpace(numverts);
+                               R_Mesh_CopyVertex3f(vertex3f, numverts);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                       }
+                       c_rt_lightmeshes += 3;
+                       c_rt_lighttris += numtriangles * 3;
+
+                       m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+                       R_Mesh_TextureState(&m);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
+                       R_Mesh_GetSpace(numverts);
+                       R_Mesh_CopyVertex3f(vertex3f, numverts);
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex3d[0] = 0;
+                       m.tex[0] = R_GetTexture(glosstexture);
+                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(1,1,1,0);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
+                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_GetSpace(numverts);
+                               R_Mesh_CopyVertex3f(vertex3f, numverts);
+                               R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                               if (lightcubemap)
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+               }
+               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+               {
+                       // 2/0/0/2 3D combine blendsquare path
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(0,0,0,1);
+                       // this squares the result
+                       qglEnable(GL_BLEND);
+                       qglBlendFunc(GL_SRC_ALPHA, GL_ZERO);
+                       GL_Color(1,1,1,1);
+                       R_Mesh_GetSpace(numverts);
+                       R_Mesh_CopyVertex3f(vertex3f, numverts);
+                       R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = 0;
+                       m.texcubemap[1] = 0;
+                       m.texcombinergb[1] = GL_MODULATE;
+                       R_Mesh_TextureState(&m);
+                       // square alpha in framebuffer a few times to make it shiny
+                       qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
+                       // these comments are a test run through this math for intensity 0.5
+                       // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+                       // 0.25 * 0.25 = 0.0625 (this is another pass)
+                       // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+                       for (renders = 0;renders < 2;renders++)
+                       {
+                               R_Mesh_GetSpace(numverts);
+                               R_Mesh_CopyVertex3f(vertex3f, numverts);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                       }
+                       c_rt_lightmeshes += 3;
+                       c_rt_lighttris += numtriangles * 3;
+
+                       R_Mesh_CopyVertex3f(vertex3f, numverts);
+                       R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                       m.tex[0] = R_GetTexture(glosstexture);
+                       m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(1,1,1,0);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
+                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_GetSpace(numverts);
+                               R_Mesh_CopyVertex3f(vertex3f, numverts);
+                               R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+               }
+               else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+               {
+                       // 2/0/0/2/2 2D combine blendsquare path
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(0,0,0,1);
+                       // this squares the result
+                       qglEnable(GL_BLEND);
+                       qglBlendFunc(GL_SRC_ALPHA, GL_ZERO);
+                       GL_Color(1,1,1,1);
+                       R_Mesh_GetSpace(numverts);
+                       R_Mesh_CopyVertex3f(vertex3f, numverts);
+                       R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = 0;
+                       m.texcubemap[1] = 0;
+                       m.texcombinergb[1] = GL_MODULATE;
+                       R_Mesh_TextureState(&m);
+                       // square alpha in framebuffer a few times to make it shiny
+                       qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
+                       // these comments are a test run through this math for intensity 0.5
+                       // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+                       // 0.25 * 0.25 = 0.0625 (this is another pass)
+                       // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+                       for (renders = 0;renders < 2;renders++)
+                       {
+                               R_Mesh_GetSpace(numverts);
+                               R_Mesh_CopyVertex3f(vertex3f, numverts);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                       }
+                       c_rt_lightmeshes += 3;
+                       c_rt_lighttris += numtriangles * 3;
+
+                       m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       R_Mesh_TextureState(&m);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
+                       R_Mesh_GetSpace(numverts);
+                       R_Mesh_CopyVertex3f(vertex3f, numverts);
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = R_GetTexture(glosstexture);
+                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(1,1,1,0);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
+                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_GetSpace(numverts);
+                               R_Mesh_CopyVertex3f(vertex3f, numverts);
+                               R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                               if (lightcubemap)
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+               }
+       }
+}
+
+void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light)
+{
+       R_Mesh_Matrix(matrix);
+       R_Shadow_RenderShadowMeshVolume(light->shadowvolume);
+}
+
+cvar_t r_editlights = {0, "r_editlights", "0"};
+cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
+cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
+cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
+cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
+cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
+cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
+cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
+worldlight_t *r_shadow_worldlightchain;
+worldlight_t *r_shadow_selectedlight;
+vec3_t r_editlights_cursorlocation;
+
+static int castshadowcount = 1;
+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, *mark, tris;
+       float *vertex3f = NULL;
+       worldlight_t *e;
+       shadowmesh_t *mesh, *castmesh;
+       mleaf_t *leaf;
+       msurface_t *surf;
+       qbyte *pvs;
+       surfmesh_t *surfmesh;
+
+       if (radius < 15 || DotProduct(color, color) < 0.03)
+       {
+               Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
+               return;
+       }
+
+       e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t));
+       VectorCopy(origin, e->origin);
+       VectorCopy(color, e->light);
+       e->lightradius = radius;
+       e->style = style;
+       if (e->style < 0 || e->style >= MAX_LIGHTSTYLES)
+       {
+               Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", e->style, MAX_LIGHTSTYLES);
+               e->style = 0;
+       }
+       e->castshadows = castshadow;
+
+       e->cullradius = e->lightradius;
+       for (k = 0;k < 3;k++)
+       {
+               e->mins[k] = e->origin[k] - e->lightradius;
+               e->maxs[k] = e->origin[k] + e->lightradius;
+       }
+
+       e->next = r_shadow_worldlightchain;
+       r_shadow_worldlightchain = e;
+       if (cubemapname && cubemapname[0])
+       {
+               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)
+       }
+       if (cl.worldmodel)
+       {
+               castshadowcount++;
+               i = Mod_PointContents(e->origin, cl.worldmodel);
+               if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY)
+               {
+                       qbyte *byteleafpvs;
+                       qbyte *bytesurfacepvs;
+
+                       byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->numleafs + 1);
+                       bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->numsurfaces);
+
+                       Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin));
+
+                       for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
+                               if (byteleafpvs[i+1] && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
+                                       leaf->worldnodeframe = castshadowcount;
+
+                       for (i = 0, surf = cl.worldmodel->surfaces;i < cl.worldmodel->numsurfaces;i++, surf++)
+                               if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs))
+                                       surf->castshadow = castshadowcount;
+
+                       Mem_Free(byteleafpvs);
+                       Mem_Free(bytesurfacepvs);
+               }
+               else
+               {
+                       leaf = Mod_PointInLeaf(origin, cl.worldmodel);
+                       pvs = Mod_LeafPVS(leaf, cl.worldmodel);
+                       for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
+                       {
+                               if (pvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
+                               {
+                                       leaf->worldnodeframe = castshadowcount;
+                                       for (j = 0, mark = leaf->firstmarksurface;j < leaf->nummarksurfaces;j++, mark++)
+                                       {
+                                               surf = cl.worldmodel->surfaces + *mark;
+                                               if (surf->castshadow != castshadowcount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs))
+                                                       surf->castshadow = castshadowcount;
+                                       }
+                               }
+                       }
+               }
+
+               e->numleafs = 0;
+               for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
+                       if (leaf->worldnodeframe == castshadowcount)
+                               e->numleafs++;
+               e->numsurfaces = 0;
+               for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
+                       if (surf->castshadow == castshadowcount)
+                               e->numsurfaces++;
+
+               if (e->numleafs)
+                       e->leafs = Mem_Alloc(r_shadow_mempool, e->numleafs * sizeof(mleaf_t *));
+               if (e->numsurfaces)
+                       e->surfaces = Mem_Alloc(r_shadow_mempool, e->numsurfaces * sizeof(msurface_t *));
+               e->numleafs = 0;
+               for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
+                       if (leaf->worldnodeframe == castshadowcount)
+                               e->leafs[e->numleafs++] = leaf;
+               e->numsurfaces = 0;
+               for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
+                       if (surf->castshadow == castshadowcount)
+                               e->surfaces[e->numsurfaces++] = surf;
+
+               // find bounding box of lit leafs
+               VectorCopy(e->origin, e->mins);
+               VectorCopy(e->origin, e->maxs);
+               for (j = 0;j < e->numleafs;j++)
+               {
+                       leaf = e->leafs[j];
+                       for (k = 0;k < 3;k++)
+                       {
+                               if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
+                               if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
+                       }
+               }
+
+               for (k = 0;k < 3;k++)
+               {
+                       if (e->mins[k] < e->origin[k] - e->lightradius) e->mins[k] = e->origin[k] - e->lightradius;
+                       if (e->maxs[k] > e->origin[k] + e->lightradius) e->maxs[k] = e->origin[k] + e->lightradius;
+               }
+               e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin);
+
+               if (e->castshadows)
+               {
+                       castshadowcount++;
+                       for (j = 0;j < e->numsurfaces;j++)
+                       {
+                               surf = e->surfaces[j];
+                               if (surf->flags & SURF_SHADOWCAST)
+                               {
+                                       surf->castshadow = castshadowcount;
+                                       if (maxverts < surf->poly_numverts)
+                                               maxverts = surf->poly_numverts;
+                               }
+                       }
+                       e->shadowvolume = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
+                       // make a mesh to cast a shadow volume from
+                       castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
+                       for (j = 0;j < e->numsurfaces;j++)
+                               if (e->surfaces[j]->castshadow == castshadowcount)
+                                       for (surfmesh = e->surfaces[j]->mesh;surfmesh;surfmesh = surfmesh->chain)
+                                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, surfmesh->numverts, surfmesh->vertex3f, surfmesh->numtriangles, surfmesh->element3i);
+                       castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh);
+
+                       // cast shadow volume from castmesh
+                       for (mesh = castmesh;mesh;mesh = mesh->next)
+                       {
+                               R_Shadow_ResizeTriangleFacingLight(castmesh->numtriangles);
+                               R_Shadow_ResizeShadowElements(castmesh->numtriangles);
+
+                               if (maxverts < castmesh->numverts * 2)
+                               {
+                                       maxverts = castmesh->numverts * 2;
+                                       if (vertex3f)
+                                               Mem_Free(vertex3f);
+                                       vertex3f = NULL;
+                               }
+                               if (vertex3f == NULL && maxverts > 0)
+                                       vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
+
+                               // now that we have the buffers big enough, construct shadow volume mesh
+                               memcpy(vertex3f, castmesh->vertex3f, castmesh->numverts * sizeof(float[3]));
+                               R_Shadow_ProjectVertex3f(vertex3f, castmesh->numverts, e->origin, r_shadow_projectdistance.value);//, e->lightradius);
+                               tris = R_Shadow_MakeTriangleShadowFlags_Vertex3f(castmesh->element3i, vertex3f, castmesh->numtriangles, trianglefacinglight, trianglefacinglightlist, e->origin);
+                               tris = R_Shadow_BuildShadowVolumeTriangles(castmesh->element3i, castmesh->neighbor3i, castmesh->numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements);
+                               // add the constructed shadow volume mesh
+                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, castmesh->numverts, vertex3f, tris, shadowelements);
+                       }
+                       if (vertex3f)
+                               Mem_Free(vertex3f);
+                       vertex3f = NULL;
+                       // we're done with castmesh now
+                       Mod_ShadowMesh_Free(castmesh);
+                       e->shadowvolume = Mod_ShadowMesh_Finish(r_shadow_mempool, e->shadowvolume);
+                       for (l = 0, mesh = e->shadowvolume;mesh;mesh = mesh->next)
+                               l += mesh->numtriangles;
+                       Con_Printf("static shadow volume built containing %i triangles\n", l);
+               }
+       }
+       Con_Printf("%f %f %f, %f %f %f, %f, %f, %d, %d\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], e->cullradius, e->lightradius, e->numleafs, e->numsurfaces);
+}
+
+void R_Shadow_FreeWorldLight(worldlight_t *light)
+{
+       worldlight_t **lightpointer;
+       for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
+       if (*lightpointer != light)
+               Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
+       *lightpointer = light->next;
+       if (light->cubemapname)
+               Mem_Free(light->cubemapname);
+       if (light->shadowvolume)
+               Mod_ShadowMesh_Free(light->shadowvolume);
+       if (light->surfaces)
+               Mem_Free(light->surfaces);
+       if (light->leafs)
+               Mem_Free(light->leafs);
+       Mem_Free(light);
+}
+
+void R_Shadow_ClearWorldLights(void)
+{
+       while (r_shadow_worldlightchain)
+               R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
+       r_shadow_selectedlight = NULL;
+}
+
+void R_Shadow_SelectLight(worldlight_t *light)
+{
+       if (r_shadow_selectedlight)
+               r_shadow_selectedlight->selected = false;
+       r_shadow_selectedlight = light;
+       if (r_shadow_selectedlight)
+               r_shadow_selectedlight->selected = true;
+}
+
+
+void R_DrawLightSprite(int texnum, const vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca)
+{
+       rmeshstate_t m;
+       float diff[3];
+
+       if (fogenabled)
+       {
+               VectorSubtract(origin, r_origin, diff);
+               ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
+       }
+
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE;
+       m.tex[0] = texnum;
+       R_Mesh_Matrix(&r_identitymatrix);
+       R_Mesh_State(&m);
+
+       GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
+       R_DrawSpriteMesh(origin, vright, vup, scale, -scale, -scale, scale);
+}
+
+void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
+{
+       cachepic_t *pic;
+       pic = Draw_CachePic("gfx/crosshair1.tga");
+       if (pic)
+               R_DrawLightSprite(R_GetTexture(pic->tex), r_editlights_cursorlocation, r_editlights_cursorgrid.value * 0.5f, 1, 1, 1, 0.5);
+}
+
+void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
+{
+       float intensity;
+       const worldlight_t *light;
+       light = calldata1;
+       intensity = 0.5;
+       if (light->selected)
+               intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
+       if (light->shadowvolume)
+               R_DrawLightSprite(calldata2, light->origin, 8, intensity, intensity, intensity, 0.5);
+       else
+               R_DrawLightSprite(calldata2, light->origin, 8, intensity * 0.5, intensity * 0.5, intensity * 0.5, 0.5);
+}
+
+void R_Shadow_DrawLightSprites(void)
+{
+       int i, texnums[5];
+       cachepic_t *pic;
+       worldlight_t *light;
+
+       for (i = 0;i < 5;i++)
+       {
+               pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1));
+               if (pic)
+                       texnums[i] = R_GetTexture(pic->tex);
+               else
+                       texnums[i] = 0;
+       }
+
+       for (light = r_shadow_worldlightchain;light;light = light->next)
+               R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, texnums[((int) light) % 5]);
+       R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
+}
+
+void R_Shadow_SelectLightInView(void)
+{
+       float bestrating, rating, temp[3];
+       worldlight_t *best, *light;
+       best = NULL;
+       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)));
+               if (rating >= 0.95)
+               {
+                       rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
+                       if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.vieworg, NULL, NULL, 0, true, NULL) == 1.0f)
+                       {
+                               bestrating = rating;
+                               best = light;
+                       }
+               }
+       }
+       R_Shadow_SelectLight(best);
+}
+
+void R_Shadow_LoadWorldLights(void)
+{
+       int n, a, style, shadow;
+       char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
+       float origin[3], radius, color[3];
+       if (cl.worldmodel == NULL)
+       {
+               Con_Printf("No map loaded.\n");
+               return;
+       }
+       FS_StripExtension(cl.worldmodel->name, name);
+       strcat(name, ".rtlights");
+       lightsstring = FS_LoadFile(name, false);
+       if (lightsstring)
+       {
+               s = lightsstring;
+               n = 0;
+               while (*s)
+               {
+                       t = s;
+                       while (*s && *s != '\n')
+                               s++;
+                       if (!*s)
+                               break;
+                       *s = 0;
+                       shadow = true;
+                       // check for modifier flags
+                       if (*t == '!')
+                       {
+                               shadow = false;
+                               t++;
+                       }
+                       a = sscanf(t, "%f %f %f %f %f %f %f %d %s", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname);
+                       if (a < 9)
+                               cubemapname[0] = 0;
+                       *s = '\n';
+                       if (a < 8)
+                       {
+                               Con_Printf("found %d parameters on line %i, should be 8 or 9 parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style cubemapname)\n", a, n + 1);
+                               break;
+                       }
+                       VectorScale(color, r_editlights_rtlightscolorscale.value, color);
+                       radius *= r_editlights_rtlightssizescale.value;
+                       R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadow);
+                       s++;
+                       n++;
+               }
+               if (*s)
+                       Con_Printf("invalid rtlights file \"%s\"\n", name);
+               Mem_Free(lightsstring);
+       }
+}
+
+void R_Shadow_SaveWorldLights(void)
+{
+       worldlight_t *light;
+       int bufchars, bufmaxchars;
+       char *buf, *oldbuf;
+       char name[MAX_QPATH];
+       char line[1024];
+       if (!r_shadow_worldlightchain)
+               return;
+       if (cl.worldmodel == NULL)
+       {
+               Con_Printf("No map loaded.\n");
+               return;
+       }
+       FS_StripExtension(cl.worldmodel->name, name);
+       strcat(name, ".rtlights");
+       bufchars = bufmaxchars = 0;
+       buf = NULL;
+       for (light = r_shadow_worldlightchain;light;light = light->next)
+       {
+               sprintf(line, "%s%g %g %g %g %g %g %g %d %s\n", light->castshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->lightradius / r_editlights_rtlightssizescale.value, light->light[0] / r_editlights_rtlightscolorscale.value, light->light[1] / r_editlights_rtlightscolorscale.value, light->light[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "");
+               if (bufchars + strlen(line) > bufmaxchars)
+               {
+                       bufmaxchars = bufchars + strlen(line) + 2048;
+                       oldbuf = buf;
+                       buf = Mem_Alloc(r_shadow_mempool, bufmaxchars);
+                       if (oldbuf)
+                       {
+                               if (bufchars)
+                                       memcpy(buf, oldbuf, bufchars);
+                               Mem_Free(oldbuf);
+                       }
+               }
+               if (strlen(line))
+               {
+                       memcpy(buf + bufchars, line, strlen(line));
+                       bufchars += strlen(line);
+               }
+       }
+       if (bufchars)
+               FS_WriteFile(name, buf, bufchars);
+       if (buf)
+               Mem_Free(buf);
+}
+
+void R_Shadow_LoadLightsFile(void)
+{
+       int n, a, style;
+       char name[MAX_QPATH], *lightsstring, *s, *t;
+       float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
+       if (cl.worldmodel == NULL)
+       {
+               Con_Printf("No map loaded.\n");
+               return;
+       }
+       FS_StripExtension(cl.worldmodel->name, name);
+       strcat(name, ".lights");
+       lightsstring = FS_LoadFile(name, false);
+       if (lightsstring)
+       {
+               s = lightsstring;
+               n = 0;
+               while (*s)
+               {
+                       t = s;
+                       while (*s && *s != '\n')
+                               s++;
+                       if (!*s)
+                               break;
+                       *s = 0;
+                       a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style);
+                       *s = '\n';
+                       if (a < 14)
+                       {
+                               Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1);
+                               break;
+                       }
+                       radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
+                       radius = bound(15, radius, 4096);
+                       VectorScale(color, (2.0f / (8388608.0f)), color);
+                       R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
+                       s++;
+                       n++;
+               }
+               if (*s)
+                       Con_Printf("invalid lights file \"%s\"\n", name);
+               Mem_Free(lightsstring);
+       }
+}
+
+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];
+       const char *data;
+
+       if (cl.worldmodel == NULL)
+       {
+               Con_Printf("No map loaded.\n");
+               return;
+       }
+       data = cl.worldmodel->entities;
+       if (!data)
+               return;
+       for (entnum = 0;COM_ParseToken(&data) && com_token[0] == '{';entnum++)
+       {
+               light = 0;
+               origin[0] = origin[1] = origin[2] = 0;
+               originhack[0] = originhack[1] = originhack[2] = 0;
+               color[0] = color[1] = color[2] = 1;
+               overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
+               scale = 1;
+               style = 0;
+               islight = false;
+               while (1)
+               {
+                       if (!COM_ParseToken(&data))
+                               break; // error
+                       if (com_token[0] == '}')
+                               break; // end of entity
+                       if (com_token[0] == '_')
+                               strcpy(key, com_token + 1);
+                       else
+                               strcpy(key, com_token);
+                       while (key[strlen(key)-1] == ' ') // remove trailing spaces
+                               key[strlen(key)-1] = 0;
+                       if (!COM_ParseToken(&data))
+                               break; // error
+                       strcpy(value, com_token);
+
+                       // now that we have the key pair worked out...
+                       if (!strcmp("light", key))
+                               light = atof(value);
+                       else if (!strcmp("origin", key))
+                               sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
+                       else if (!strcmp("color", key))
+                               sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
+                       else if (!strcmp("wait", key))
+                               scale = atof(value);
+                       else if (!strcmp("classname", key))
+                       {
+                               if (!strncmp(value, "light", 5))
+                               {
+                                       islight = true;
+                                       if (!strcmp(value, "light_fluoro"))
+                                       {
+                                               originhack[0] = 0;
+                                               originhack[1] = 0;
+                                               originhack[2] = 0;
+                                               overridecolor[0] = 1;
+                                               overridecolor[1] = 1;
+                                               overridecolor[2] = 1;
+                                       }
+                                       if (!strcmp(value, "light_fluorospark"))
+                                       {
+                                               originhack[0] = 0;
+                                               originhack[1] = 0;
+                                               originhack[2] = 0;
+                                               overridecolor[0] = 1;
+                                               overridecolor[1] = 1;
+                                               overridecolor[2] = 1;
+                                       }
+                                       if (!strcmp(value, "light_globe"))
+                                       {
+                                               originhack[0] = 0;
+                                               originhack[1] = 0;
+                                               originhack[2] = 0;
+                                               overridecolor[0] = 1;
+                                               overridecolor[1] = 0.8;
+                                               overridecolor[2] = 0.4;
+                                       }
+                                       if (!strcmp(value, "light_flame_large_yellow"))
+                                       {
+                                               originhack[0] = 0;
+                                               originhack[1] = 0;
+                                               originhack[2] = 48;
+                                               overridecolor[0] = 1;
+                                               overridecolor[1] = 0.5;
+                                               overridecolor[2] = 0.1;
+                                       }
+                                       if (!strcmp(value, "light_flame_small_yellow"))
+                                       {
+                                               originhack[0] = 0;
+                                               originhack[1] = 0;
+                                               originhack[2] = 40;
+                                               overridecolor[0] = 1;
+                                               overridecolor[1] = 0.5;
+                                               overridecolor[2] = 0.1;
+                                       }
+                                       if (!strcmp(value, "light_torch_small_white"))
+                                       {
+                                               originhack[0] = 0;
+                                               originhack[1] = 0;
+                                               originhack[2] = 40;
+                                               overridecolor[0] = 1;
+                                               overridecolor[1] = 0.5;
+                                               overridecolor[2] = 0.1;
+                                       }
+                                       if (!strcmp(value, "light_torch_small_walltorch"))
+                                       {
+                                               originhack[0] = 0;
+                                               originhack[1] = 0;
+                                               originhack[2] = 40;
+                                               overridecolor[0] = 1;
+                                               overridecolor[1] = 0.5;
+                                               overridecolor[2] = 0.1;
+                                       }
+                               }
+                       }
+                       else if (!strcmp("style", key))
+                               style = atoi(value);
+               }
+               if (light <= 0 && islight)
+                       light = 300;
+               radius = min(light * r_editlights_quakelightsizescale.value / scale, 1048576);
+               light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f);
+               if (color[0] == 1 && color[1] == 1 && color[2] == 1)
+                       VectorCopy(overridecolor, color);
+               VectorScale(color, light, color);
+               VectorAdd(origin, originhack, origin);
+               if (radius >= 15)
+                       R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
+       }
+}
+
+
+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, 0, true, NULL);
+       if (frac < 1)
+       {
+               dist = frac * r_editlights_cursordistance.value;
+               push = r_editlights_cursorpushback.value;
+               if (push > dist)
+                       push = dist;
+               push = -push;
+               VectorMA(endpos, push, vpn, 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;
+       r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
+       r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
+}
+
+void R_Shadow_UpdateLightingMode(void)
+{
+       r_shadow_lightingmode = 0;
+       if (r_shadow_realtime.integer)
+       {
+               if (r_shadow_worldlightchain)
+                       r_shadow_lightingmode = 2;
+               else
+                       r_shadow_lightingmode = 1;
+       }
+}
+
+void R_Shadow_UpdateWorldLightSelection(void)
+{
+       R_Shadow_SetCursorLocationForView();
+       if (r_editlights.integer)
+       {
+               R_Shadow_SelectLightInView();
+               R_Shadow_DrawLightSprites();
+       }
+       else
+               R_Shadow_SelectLight(NULL);
+}
+
+void R_Shadow_EditLights_Clear_f(void)
+{
+       R_Shadow_ClearWorldLights();
+}
+
+void R_Shadow_EditLights_Reload_f(void)
+{
+       r_shadow_reloadlights = true;
+}
+
+void R_Shadow_EditLights_Save_f(void)
+{
+       if (cl.worldmodel)
+               R_Shadow_SaveWorldLights();
+}
+
+void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
+{
+       R_Shadow_ClearWorldLights();
+       R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
+}
+
+void R_Shadow_EditLights_ImportLightsFile_f(void)
+{
+       R_Shadow_ClearWorldLights();
+       R_Shadow_LoadLightsFile();
+}
+
+void R_Shadow_EditLights_Spawn_f(void)
+{
+       vec3_t color;
+       if (!r_editlights.integer)
+       {
+               Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (Cmd_Argc() != 1)
+       {
+               Con_Printf("r_editlights_spawn does not take parameters\n");
+               return;
+       }
+       color[0] = color[1] = color[2] = 1;
+       R_Shadow_NewWorldLight(r_editlights_cursorlocation, 200, color, 0, NULL, true);
+}
+
+void R_Shadow_EditLights_Edit_f(void)
+{
+       vec3_t origin, color;
+       vec_t radius;
+       int style, shadows;
+       char cubemapname[1024];
+       if (!r_editlights.integer)
+       {
+               Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (!r_shadow_selectedlight)
+       {
+               Con_Printf("No selected light.\n");
+               return;
+       }
+       VectorCopy(r_shadow_selectedlight->origin, origin);
+       radius = r_shadow_selectedlight->lightradius;
+       VectorCopy(r_shadow_selectedlight->light, color);
+       style = r_shadow_selectedlight->style;
+       if (r_shadow_selectedlight->cubemapname)
+               strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
+       else
+               cubemapname[0] = 0;
+       shadows = r_shadow_selectedlight->castshadows;
+       if (!strcmp(Cmd_Argv(1), "origin"))
+       {
+               if (Cmd_Argc() != 5)
+               {
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0));
+                       return;
+               }
+               origin[0] = atof(Cmd_Argv(2));
+               origin[1] = atof(Cmd_Argv(3));
+               origin[2] = atof(Cmd_Argv(4));
+       }
+       else if (!strcmp(Cmd_Argv(1), "originx"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       return;
+               }
+               origin[0] = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "originy"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       return;
+               }
+               origin[1] = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "originz"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       return;
+               }
+               origin[2] = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "move"))
+       {
+               if (Cmd_Argc() != 5)
+               {
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0));
+                       return;
+               }
+               origin[0] += atof(Cmd_Argv(2));
+               origin[1] += atof(Cmd_Argv(3));
+               origin[2] += atof(Cmd_Argv(4));
+       }
+       else if (!strcmp(Cmd_Argv(1), "movex"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       return;
+               }
+               origin[0] += atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "movey"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       return;
+               }
+               origin[1] += atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "movez"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       return;
+               }
+               origin[2] += atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "color"))
+       {
+               if (Cmd_Argc() != 5)
+               {
+                       Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(0));
+                       return;
+               }
+               color[0] = atof(Cmd_Argv(2));
+               color[1] = atof(Cmd_Argv(3));
+               color[2] = atof(Cmd_Argv(4));
+       }
+       else if (!strcmp(Cmd_Argv(1), "radius"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       return;
+               }
+               radius = atof(Cmd_Argv(2));
+       }
+       else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "style"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       return;
+               }
+               style = atoi(Cmd_Argv(2));
+       }
+       else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "cubemap"))
+       {
+               if (Cmd_Argc() > 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       return;
+               }
+               if (Cmd_Argc() == 3)
+                       strcpy(cubemapname, Cmd_Argv(2));
+               else
+                       cubemapname[0] = 0;
+       }
+       else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "shadows"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       return;
+               }
+               shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
+       }
+       else
+       {
+               Con_Printf("usage: r_editlights_edit [property] [value]\n");
+               Con_Printf("Selected light's properties:\n");
+               Con_Printf("Origin: %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
+               Con_Printf("Radius: %f\n", r_shadow_selectedlight->lightradius);
+               Con_Printf("Color: %f %f %f\n", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);
+               Con_Printf("Style: %i\n", r_shadow_selectedlight->style);
+               Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
+               Con_Printf("Shadows: %s\n", r_shadow_selectedlight->castshadows ? "yes" : "no");
+               return;
+       }
+       R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+       r_shadow_selectedlight = NULL;
+       R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadows);
+}
+
+extern int con_vislines;
+void R_Shadow_EditLights_DrawSelectedLightProperties(void)
+{
+       float x, y;
+       char temp[256];
+       if (r_shadow_selectedlight == NULL)
+               return;
+       x = 0;
+       y = con_vislines;
+       sprintf(temp, "Light properties");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Origin %f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Radius %f", r_shadow_selectedlight->lightradius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Color %f %f %f", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Cubemap %s", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Shadows %s", r_shadow_selectedlight->castshadows ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+}
+
+void R_Shadow_EditLights_ToggleShadow_f(void)
+{
+       if (!r_editlights.integer)
+       {
+               Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (!r_shadow_selectedlight)
+       {
+               Con_Printf("No selected light.\n");
+               return;
+       }
+       R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->lightradius, r_shadow_selectedlight->light, r_shadow_selectedlight->style, r_shadow_selectedlight->cubemapname, !r_shadow_selectedlight->castshadows);
+       R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+       r_shadow_selectedlight = NULL;
+}
+
+void R_Shadow_EditLights_Remove_f(void)
+{
+       if (!r_editlights.integer)
+       {
+               Con_Printf("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (!r_shadow_selectedlight)
+       {
+               Con_Printf("No selected light.\n");
+               return;
+       }
+       R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+       r_shadow_selectedlight = NULL;
+}
+
+void R_Shadow_EditLights_Init(void)
+{
+       Cvar_RegisterVariable(&r_editlights);
+       Cvar_RegisterVariable(&r_editlights_cursordistance);
+       Cvar_RegisterVariable(&r_editlights_cursorpushback);
+       Cvar_RegisterVariable(&r_editlights_cursorpushoff);
+       Cvar_RegisterVariable(&r_editlights_cursorgrid);
+       Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
+       Cvar_RegisterVariable(&r_editlights_rtlightssizescale);
+       Cvar_RegisterVariable(&r_editlights_rtlightscolorscale);
+       Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
+       Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
+       Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
+       Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
+       Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
+       Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
+       Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
+       Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
+       Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
+}