]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
CL_VM_GetLight: allow 2'nd optional parm which sets sampling mask: 1 lightmap (defaul...
[xonotic/darkplaces.git] / r_shadow.c
index e4f4c101f4c1a5642ea52edd38f491ddca462bda..279736d37fc42db58fa2cd36a881fab6f454745a 100644 (file)
@@ -140,6 +140,11 @@ demonstrated by the game Doom3.
 #include "portals.h"
 #include "image.h"
 
+#ifdef SUPPORTD3D
+#include <d3d9.h>
+extern LPDIRECT3DDEVICE9 vid_d3d9dev;
+#endif
+
 extern void R_Shadow_EditLights_Init(void);
 
 typedef enum r_shadow_rendermode_e
@@ -158,18 +163,14 @@ typedef enum r_shadow_rendermode_e
        R_SHADOW_RENDERMODE_LIGHT_GLSL,
        R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
        R_SHADOW_RENDERMODE_VISIBLELIGHTING,
-       R_SHADOW_RENDERMODE_SHADOWMAP2D,
-       R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
-       R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
+       R_SHADOW_RENDERMODE_SHADOWMAP2D
 }
 r_shadow_rendermode_t;
 
 typedef enum r_shadow_shadowmode_e
 {
     R_SHADOW_SHADOWMODE_STENCIL,
-    R_SHADOW_SHADOWMODE_SHADOWMAP2D,
-    R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
-    R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
+    R_SHADOW_SHADOWMODE_SHADOWMAP2D
 }
 r_shadow_shadowmode_t;
 
@@ -177,9 +178,7 @@ r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
-qboolean r_shadow_usingshadowmaprect;
 qboolean r_shadow_usingshadowmap2d;
-qboolean r_shadow_usingshadowmapcube;
 qboolean r_shadow_usingshadowmaportho;
 int r_shadow_shadowmapside;
 float r_shadow_shadowmap_texturescale[2];
@@ -189,12 +188,9 @@ int r_shadow_drawbuffer;
 int r_shadow_readbuffer;
 #endif
 int r_shadow_cullface_front, r_shadow_cullface_back;
-GLuint r_shadow_fborectangle;
-GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
 GLuint r_shadow_fbo2d;
 r_shadow_shadowmode_t r_shadow_shadowmode;
 int r_shadow_shadowmapfilterquality;
-int r_shadow_shadowmaptexturetype;
 int r_shadow_shadowmapdepthbits;
 int r_shadow_shadowmapmaxsize;
 qboolean r_shadow_shadowmapvsdct;
@@ -247,9 +243,8 @@ rtexture_t *r_shadow_attenuationgradienttexture;
 rtexture_t *r_shadow_attenuation2dtexture;
 rtexture_t *r_shadow_attenuation3dtexture;
 skinframe_t *r_shadow_lightcorona;
-rtexture_t *r_shadow_shadowmaprectangletexture;
 rtexture_t *r_shadow_shadowmap2dtexture;
-rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
+rtexture_t *r_shadow_shadowmap2dcolortexture;
 rtexture_t *r_shadow_shadowmapvsdcttexture;
 int r_shadow_shadowmapsize; // changes for each light based on distance
 int r_shadow_shadowmaplod; // changes for each light based on distance
@@ -259,6 +254,7 @@ GLuint r_shadow_prepasslightingfbo;
 int r_shadow_prepass_width;
 int r_shadow_prepass_height;
 rtexture_t *r_shadow_prepassgeometrydepthtexture;
+rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
 rtexture_t *r_shadow_prepasslightingdiffusetexture;
 rtexture_t *r_shadow_prepasslightingspeculartexture;
@@ -303,7 +299,6 @@ cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compi
 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
-cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
@@ -317,6 +312,7 @@ cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nea
 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
+cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
@@ -349,6 +345,7 @@ static memexpandablearray_t r_shadow_worldlightsarray;
 dlight_t *r_shadow_selectedlight;
 dlight_t r_shadow_bufferlight;
 vec3_t r_editlights_cursorlocation;
+qboolean r_editlights_lockcursor;
 
 extern int con_vislines;
 
@@ -373,9 +370,8 @@ skinframe_t *r_editlights_sprselection;
 void R_Shadow_SetShadowMode(void)
 {
        r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
-       r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer && !vid.cgcontext;
+       r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
        r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
-       r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
        r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
        r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
        r_shadow_shadowmaplod = -1;
@@ -383,12 +379,11 @@ void R_Shadow_SetShadowMode(void)
        r_shadow_shadowmapsampler = false;
        r_shadow_shadowmappcf = 0;
        r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
-       switch(vid.renderpath)
+       if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
        {
-       case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
-               if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
+               switch(vid.renderpath)
                {
+               case RENDERPATH_GL20:
                        if(r_shadow_shadowmapfilterquality < 0)
                        {
                                if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
@@ -422,38 +417,24 @@ void R_Shadow_SetShadowMode(void)
                                        break;
                                }
                        }
-                       switch (r_shadow_shadowmaptexturetype)
-                       {
-                       case 0:
-                               r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
-                               break;
-                       case 1:
-                               r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
-                               break;
-                       case 2:
-                               r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
-                               break;
-                       default:
-                               if((vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
-                                       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
-                               else if(vid.support.arb_texture_rectangle) 
-                                       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
-                               else
-                                       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
-                               break;
-                       }
+                       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
                        // Cg has very little choice in depth texture sampling
                        if (vid.cgcontext)
-                       {
-                               r_shadow_shadowmapsampler = true;
-                               r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
-                       }
+                               r_shadow_shadowmapsampler = false;
+                       break;
+               case RENDERPATH_CGGL:
+               case RENDERPATH_D3D9:
+               case RENDERPATH_D3D10:
+               case RENDERPATH_D3D11:
+                       r_shadow_shadowmapsampler = false;
+                       r_shadow_shadowmappcf = 1;
+                       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
+                       break;
+               case RENDERPATH_GL13:
+                       break;
+               case RENDERPATH_GL11:
+                       break;
                }
-               break;
-       case RENDERPATH_GL13:
-               break;
-       case RENDERPATH_GL11:
-               break;
        }
 }
 
@@ -462,8 +443,6 @@ qboolean R_Shadow_ShadowMappingEnabled(void)
        switch (r_shadow_shadowmode)
        {
        case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
-       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
-       case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
                return true;
        default:
                return false;
@@ -472,45 +451,23 @@ qboolean R_Shadow_ShadowMappingEnabled(void)
 
 void R_Shadow_FreeShadowMaps(void)
 {
-       int i;
-
        R_Shadow_SetShadowMode();
 
-       if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader)
-               return;
-
-       CHECKGLERROR
-
-       if (r_shadow_fborectangle)
-               qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
-       r_shadow_fborectangle = 0;
+       R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
 
-       if (r_shadow_fbo2d)
-               qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
        r_shadow_fbo2d = 0;
-       for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
-               if (r_shadow_fbocubeside[i])
-                       qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR
-       memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
-
-       if (r_shadow_shadowmaprectangletexture)
-               R_FreeTexture(r_shadow_shadowmaprectangletexture);
-       r_shadow_shadowmaprectangletexture = NULL;
 
        if (r_shadow_shadowmap2dtexture)
                R_FreeTexture(r_shadow_shadowmap2dtexture);
        r_shadow_shadowmap2dtexture = NULL;
 
-       for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
-               if (r_shadow_shadowmapcubetexture[i])
-                       R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
-       memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
+       if (r_shadow_shadowmap2dcolortexture)
+               R_FreeTexture(r_shadow_shadowmap2dcolortexture);
+       r_shadow_shadowmap2dcolortexture = NULL;
 
        if (r_shadow_shadowmapvsdcttexture)
                R_FreeTexture(r_shadow_shadowmapvsdcttexture);
        r_shadow_shadowmapvsdcttexture = NULL;
-
-       CHECKGLERROR
 }
 
 void r_shadow_start(void)
@@ -520,22 +477,18 @@ void r_shadow_start(void)
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
        r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
-       r_shadow_shadowmaprectangletexture = NULL;
        r_shadow_shadowmap2dtexture = NULL;
-       memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
+       r_shadow_shadowmap2dcolortexture = NULL;
        r_shadow_shadowmapvsdcttexture = NULL;
        r_shadow_shadowmapmaxsize = 0;
        r_shadow_shadowmapsize = 0;
        r_shadow_shadowmaplod = 0;
        r_shadow_shadowmapfilterquality = -1;
-       r_shadow_shadowmaptexturetype = -1;
        r_shadow_shadowmapdepthbits = 0;
        r_shadow_shadowmapvsdct = false;
        r_shadow_shadowmapsampler = false;
        r_shadow_shadowmappcf = 0;
-       r_shadow_fborectangle = 0;
        r_shadow_fbo2d = 0;
-       memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
 
        R_Shadow_FreeShadowMaps();
 
@@ -665,7 +618,7 @@ void r_shadow_newmap(void)
        if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
        if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
        if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
-       if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
+       if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
                R_Shadow_EditLights_Reload_f();
 }
 
@@ -704,7 +657,6 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_scissor);
        Cvar_RegisterVariable(&r_shadow_shadowmapping);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
-       Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
@@ -717,6 +669,7 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
+       Cvar_RegisterVariable(&r_shadow_sortsurfaces);
        Cvar_RegisterVariable(&r_shadow_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_texture3d);
@@ -760,7 +713,7 @@ void R_Shadow_Init(void)
        r_shadow_buffer_surfacesides = NULL;
        r_shadow_buffer_shadowtrispvs = NULL;
        r_shadow_buffer_lighttrispvs = NULL;
-       R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
+       R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
 }
 
 matrix4x4_t matrix_attenuationxyz =
@@ -1323,8 +1276,8 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
        else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
        {
                tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
-               R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
-               R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
+               R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f);
+               R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
        }
        else
        {
@@ -1337,30 +1290,28 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
                        tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
                r_refdef.stats.lights_dynamicshadowtriangles += tris;
                r_refdef.stats.lights_shadowtriangles += tris;
-               CHECKGLERROR
-               R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
                if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
                {
                        // increment stencil if frontface is infront of depthbuffer
                        GL_CullFace(r_refdef.view.cullface_front);
-                       qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
-                       R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
+                       R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
+                       R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
                        // decrement stencil if backface is infront of depthbuffer
                        GL_CullFace(r_refdef.view.cullface_back);
-                       qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+                       R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
                }
                else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
                {
                        // decrement stencil if backface is behind depthbuffer
                        GL_CullFace(r_refdef.view.cullface_front);
-                       qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
-                       R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
+                       R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
+                       R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
                        // increment stencil if frontface is behind depthbuffer
                        GL_CullFace(r_refdef.view.cullface_back);
-                       qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
+                       R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
                }
-               R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
-               CHECKGLERROR
+               R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f);
+               R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
        }
 }
 
@@ -1753,12 +1704,12 @@ static void R_Shadow_MakeTextures(void)
        // 1D gradient texture
        for (x = 0;x < ATTEN1DSIZE;x++)
                data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
-       r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
+       r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
        // 2D circle texture
        for (y = 0;y < ATTEN2DSIZE;y++)
                for (x = 0;x < ATTEN2DSIZE;x++)
                        data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
-       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
+       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
        // 3D sphere texture
        if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
        {
@@ -1766,7 +1717,7 @@ static void R_Shadow_MakeTextures(void)
                        for (y = 0;y < ATTEN3DSIZE;y++)
                                for (x = 0;x < ATTEN3DSIZE;x++)
                                        data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
-               r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
+               r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
        }
        else
                r_shadow_attenuation3dtexture = NULL;
@@ -1895,6 +1846,8 @@ void R_Shadow_ValidateCvars(void)
                Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
 }
 
+//static const r_vertexposition_t resetvertexposition[3] = {{0, 0, 0}};
+
 void R_Shadow_RenderMode_Begin(void)
 {
 #if 0
@@ -1910,8 +1863,8 @@ void R_Shadow_RenderMode_Begin(void)
                R_Shadow_MakeTextures();
 
        CHECKGLERROR
-       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
+//     R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthRange(0, 1);
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
@@ -1942,6 +1895,9 @@ void R_Shadow_RenderMode_Begin(void)
        {
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
                r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
                break;
        case RENDERPATH_GL13:
@@ -1975,32 +1931,16 @@ void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
 
 void R_Shadow_RenderMode_Reset(void)
 {
-       CHECKGLERROR
-       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
-       {
-               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
-       }
-       if (vid.support.ext_framebuffer_object)
-       {
-               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
-       }
-#if 0
-       qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
-       qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
-#endif
+       R_Mesh_ResetRenderTargets();
        R_SetViewport(&r_refdef.view.viewport);
        GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
-       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
+//     R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
        GL_DepthRange(0, 1);
        GL_DepthTest(true);
        GL_DepthMask(false);
-       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+       GL_DepthFunc(GL_LEQUAL);
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
-       qglDisable(GL_STENCIL_TEST);CHECKGLERROR
-       qglStencilMask(255);CHECKGLERROR
-       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
-       qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR
        r_refdef.view.cullface_front = r_shadow_cullface_front;
        r_refdef.view.cullface_back = r_shadow_cullface_back;
        GL_CullFace(r_refdef.view.cullface_back);
@@ -2008,17 +1948,14 @@ void R_Shadow_RenderMode_Reset(void)
        GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
-       r_shadow_usingshadowmaprect = false;
-       r_shadow_usingshadowmapcube = false;
        r_shadow_usingshadowmap2d = false;
        r_shadow_usingshadowmaportho = false;
-       CHECKGLERROR
+       R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
 }
 
 void R_Shadow_ClearStencil(void)
 {
-       CHECKGLERROR
-       GL_Clear(GL_STENCIL_BUFFER_BIT);
+       GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
        r_refdef.stats.lights_clears++;
 }
 
@@ -2027,47 +1964,24 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
        r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
        if (r_shadow_rendermode == mode)
                return;
-       CHECKGLERROR
        R_Shadow_RenderMode_Reset();
+       GL_DepthFunc(GL_LESS);
        GL_ColorMask(0, 0, 0, 0);
        GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
+       GL_CullFace(GL_NONE);
        R_SetupShader_DepthOrShadow();
-       qglDepthFunc(GL_LESS);CHECKGLERROR
-       qglEnable(GL_STENCIL_TEST);CHECKGLERROR
        r_shadow_rendermode = mode;
        switch(mode)
        {
        default:
                break;
-       case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
-               GL_CullFace(GL_NONE);
-               qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
-               qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
-               break;
-       case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
-               GL_CullFace(GL_NONE);
-               qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
-               qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
-               break;
        case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
-               GL_CullFace(GL_NONE);
-               qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
-               qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
-               qglStencilMask(255);CHECKGLERROR
-               qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
-               qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
-               qglStencilMask(255);CHECKGLERROR
-               qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+       case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
+               R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
                break;
        case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
-               GL_CullFace(GL_NONE);
-               qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
-               qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
-               qglStencilMask(255);CHECKGLERROR
-               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
-               qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
-               qglStencilMask(255);CHECKGLERROR
-               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
+       case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
+               R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
                break;
        }
 }
@@ -2089,57 +2003,58 @@ static void R_Shadow_MakeVSDCT(void)
                0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
                0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
        };
-       r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL);
+       r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
 }
 
 static void R_Shadow_MakeShadowMap(int side, int size)
 {
-       int status;
        switch (r_shadow_shadowmode)
        {
        case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
                if (r_shadow_shadowmap2dtexture) return;
                r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
-               qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
-               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
-               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
-               break;
-       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
-               if (r_shadow_shadowmaprectangletexture) return;
-               r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", size*2, size*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
-               qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
-               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
-               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
-               break;
-       case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
-               if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) return;
-               r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
-               qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
-               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
-               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
+               r_shadow_shadowmap2dcolortexture = NULL;
+               switch(vid.renderpath)
+               {
+#ifdef SUPPORTD3D
+               case RENDERPATH_D3D9:
+                       r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
+                       r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
+                       break;
+#endif
+               default:
+                       r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
+                       break;
+               }
                break;
        default:
                return;
        }
+
        // render depth into the fbo, do not render color at all
-       qglDrawBuffer(GL_NONE);CHECKGLERROR
-       qglReadBuffer(GL_NONE);CHECKGLERROR
-       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
-       {
-               Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
-               Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
-               Cvar_SetValueQuick(&r_shadow_deferred, 0);
+       // validate the fbo now
+       if (qglDrawBuffer)
+       {
+               int status;
+               qglDrawBuffer(GL_NONE);CHECKGLERROR
+               qglReadBuffer(GL_NONE);CHECKGLERROR
+               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+               if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
+               {
+                       Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
+                       Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
+                       Cvar_SetValueQuick(&r_shadow_deferred, 0);
+               }
        }
 }
-       
+
 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
 {
        float nearclip, farclip, bias;
        r_viewport_t viewport;
        int flipped;
        GLuint fbo = 0;
-       CHECKGLERROR
+       float clearcolor[4];
        nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
        farclip = 1.0f;
        bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
@@ -2147,89 +2062,49 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
        r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
        r_shadow_shadowmapside = side;
        r_shadow_shadowmapsize = size;
-       switch (r_shadow_shadowmode)
-       {
-       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
-               r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
-               r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
-               R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
-               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
-
-               // complex unrolled cube approach (more flexible)
-               if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
-                       R_Shadow_MakeVSDCT();
-               if (!r_shadow_shadowmap2dtexture)
-                       R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
-               CHECKGLERROR
-               if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
-               r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
-               r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
-               r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
-               break;
-       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
-               r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
-               r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
-               R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
-               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
-
-               // complex unrolled cube approach (more flexible)
-               if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
-                       R_Shadow_MakeVSDCT();
-               if (!r_shadow_shadowmaprectangletexture)
-                       R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
-               CHECKGLERROR
-               if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
-               r_shadow_shadowmap_texturescale[0] = 1.0f;
-               r_shadow_shadowmap_texturescale[1] = 1.0f;
-               r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
-               break;
-       case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
-               r_shadow_shadowmap_parameters[0] = 1.0f;
-               r_shadow_shadowmap_parameters[2] = 1.0f;
-               R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
-               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
-
-               // simple cube approach
-               if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
-                       R_Shadow_MakeShadowMap(side, size);
-               CHECKGLERROR
-               if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
-               r_shadow_shadowmap_texturescale[0] = 0.0f;
-               r_shadow_shadowmap_texturescale[1] = 0.0f;
-               r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
-               break;
-       default:
-               break;
-       }
 
+       r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
+       r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
+       R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
+       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
+
+       // complex unrolled cube approach (more flexible)
+       if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
+               R_Shadow_MakeVSDCT();
+       if (!r_shadow_shadowmap2dtexture)
+               R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
+       if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
+       r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
+       r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
+       r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
+
+       R_Mesh_ResetTextureState();
+       R_Mesh_ResetRenderTargets();
        R_Shadow_RenderMode_Reset();
        if (fbo)
        {
-               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
+               R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
                R_SetupShader_DepthOrShadow();
        }
        else
-       {
                R_SetupShader_ShowDepth();
-               qglClearColor(1,1,1,1);CHECKGLERROR
-       }
-       CHECKGLERROR
        GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
        GL_DepthMask(true);
        GL_DepthTest(true);
-       qglClearDepth(1);
-       CHECKGLERROR
 
 init_done:
        R_SetViewport(&viewport);
-       switch (r_shadow_rendermode)
+       flipped = (side & 1) ^ (side >> 2);
+       r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
+       r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
+       switch(vid.renderpath)
        {
-       case R_SHADOW_RENDERMODE_SHADOWMAP2D:
-       case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
-               flipped = (side & 1) ^ (side >> 2);
-               r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
-               r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
                GL_CullFace(r_refdef.view.cullface_back);
+               // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
                if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
                {
                        // get tightest scissor rectangle that encloses all viewports in the clear mask
@@ -2238,24 +2113,48 @@ init_done:
                        int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
                        int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
                        GL_Scissor(x1, y1, x2 - x1, y2 - y1);
-                       GL_Clear(GL_DEPTH_BUFFER_BIT);
+                       GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
                }
                GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
                break;
-       case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
-               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
+       case RENDERPATH_D3D9:
+               Vector4Set(clearcolor, 1,1,1,1);
+               // completely different meaning than in OpenGL path
+               r_shadow_shadowmap_parameters[1] = 0;
+               r_shadow_shadowmap_parameters[3] = -bias;
+               // we invert the cull mode because we flip the projection matrix
+               // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
+               GL_CullFace(r_refdef.view.cullface_front);
+               // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
                GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
-               if (clear)
-                       GL_Clear(GL_DEPTH_BUFFER_BIT);
+               if (r_shadow_shadowmapsampler)
+               {
+                       GL_ColorMask(0,0,0,0);
+                       if (clear)
+                               GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
+               }
+               else
+               {
+                       GL_ColorMask(1,1,1,1);
+                       if (clear)
+                               GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
+               }
                break;
-       default:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+               // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
+               GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
+               GL_ColorMask(0,0,0,0);
+               if (clear)
+                       GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
                break;
        }
-       CHECKGLERROR
 }
 
 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
 {
+       R_Mesh_ResetTextureState();
+       R_Mesh_ResetRenderTargets();
        if (transparent)
        {
                r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
@@ -2263,46 +2162,21 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb
                r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
                r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
        }
-       CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        if (!transparent)
-       {
-               qglDepthFunc(GL_EQUAL);CHECKGLERROR
-       }
-       if (stenciltest)
-       {
-               qglEnable(GL_STENCIL_TEST);CHECKGLERROR
-               // only draw light where this geometry was already rendered AND the
-               // stencil is 128 (values other than this mean shadow)
-               qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
-       }
-       r_shadow_rendermode = r_shadow_lightingrendermode;
+               GL_DepthFunc(GL_EQUAL);
        // do global setup needed for the chosen lighting mode
        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
-       {
                GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
-               CHECKGLERROR
-       }
-       if (shadowmapping)
-       {
-               switch (r_shadow_shadowmode)
-               {
-               case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
-                       r_shadow_usingshadowmap2d = true;
-                       break;
-               case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
-                       r_shadow_usingshadowmaprect = true;
-                       break;
-               case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
-                       r_shadow_usingshadowmapcube = true;
-                       break;
-               default:
-                       break;
-               }
-       }
-       R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
-       CHECKGLERROR
+       r_shadow_usingshadowmap2d = shadowmapping;
+       r_shadow_rendermode = r_shadow_lightingrendermode;
+       // only draw light where this geometry was already rendered AND the
+       // stencil is 128 (values other than this mean shadow)
+       if (stenciltest)
+               R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
+       else
+               R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
 }
 
 static const unsigned short bboxelements[36] =
@@ -2332,60 +2206,35 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow
        int i;
        float vertex3f[8*3];
        const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
-       CHECKGLERROR
+// do global setup needed for the chosen lighting mode
        R_Shadow_RenderMode_Reset();
        r_shadow_rendermode = r_shadow_lightingrendermode;
-       // do global setup needed for the chosen lighting mode
-       {
-               R_EntityMatrix(&identitymatrix);
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               if (stenciltest)
-               {
-                       qglEnable(GL_STENCIL_TEST);CHECKGLERROR
-                       // only draw light where this geometry was already rendered AND the
-                       // stencil is 128 (values other than this mean shadow)
-                       qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
-               }
-               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
-               if (shadowmapping)
-               {
-                       switch (r_shadow_shadowmode)
-                       {
-                       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
-                               r_shadow_usingshadowmap2d = true;
-                               break;
-                       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
-                               r_shadow_usingshadowmaprect = true;
-                               break;
-                       case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
-                               r_shadow_usingshadowmapcube = true;
-                               break;
-                       default:
-                               break;
-                       }
-               }
+       R_EntityMatrix(&identitymatrix);
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       // only draw light where this geometry was already rendered AND the
+       // stencil is 128 (values other than this mean shadow)
+       R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
+       R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
 
-               // render the lighting
-               R_SetupShader_DeferredLight(rsurface.rtlight);
-               for (i = 0;i < 8;i++)
-                       Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
-               CHECKGLERROR
-               R_Mesh_VertexPointer(vertex3f, 0, 0);
-               R_Mesh_ColorPointer(NULL, 0, 0);
-               GL_ColorMask(1,1,1,1);
-               GL_DepthMask(false);
-               GL_DepthRange(0, 1);
-               GL_PolygonOffset(0, 0);
-               GL_DepthTest(true);
-               qglDepthFunc(GL_GREATER);CHECKGLERROR
-               GL_CullFace(r_refdef.view.cullface_back);
-               R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
-       }
+       r_shadow_usingshadowmap2d = shadowmapping;
+
+       // render the lighting
+       R_SetupShader_DeferredLight(rsurface.rtlight);
+       for (i = 0;i < 8;i++)
+               Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
+       GL_ColorMask(1,1,1,1);
+       GL_DepthMask(false);
+       GL_DepthRange(0, 1);
+       GL_PolygonOffset(0, 0);
+       GL_DepthTest(true);
+       GL_DepthFunc(GL_GREATER);
+       GL_CullFace(r_refdef.view.cullface_back);
+       R_Mesh_PrepareVertices_Position_Arrays(8, vertex3f);
+       R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
 }
 
 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
 {
-       CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthRange(0, 1);
@@ -2398,27 +2247,19 @@ void R_Shadow_RenderMode_VisibleShadowVolumes(void)
 
 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
 {
-       CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthRange(0, 1);
        GL_DepthTest(r_showlighting.integer < 2);
        GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
        if (!transparent)
-       {
-               qglDepthFunc(GL_EQUAL);CHECKGLERROR
-       }
-       if (stenciltest)
-       {
-               qglEnable(GL_STENCIL_TEST);CHECKGLERROR
-               qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
-       }
+               GL_DepthFunc(GL_EQUAL);
+       R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
        r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
 }
 
 void R_Shadow_RenderMode_End(void)
 {
-       CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        R_Shadow_RenderMode_ActiveLight(NULL);
        GL_DepthMask(true);
@@ -2447,124 +2288,30 @@ int bboxedges[12][2] =
 
 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
 {
-       int i, ix1, iy1, ix2, iy2;
-       float x1, y1, x2, y2;
-       vec4_t v, v2;
-       float vertex[20][3];
-       int j, k;
-       vec4_t plane4f;
-       int numvertices;
-       float corner[8][4];
-       float dist[8];
-       int sign[8];
-       float f;
-
-       r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
-       r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
-       r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
-       r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
-
        if (!r_shadow_scissor.integer)
-               return false;
-
-       // if view is inside the light box, just say yes it's visible
-       if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
-               return false;
-
-       x1 = y1 = x2 = y2 = 0;
-
-       // transform all corners that are infront of the nearclip plane
-       VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
-       plane4f[3] = r_refdef.view.frustum[4].dist;
-       numvertices = 0;
-       for (i = 0;i < 8;i++)
-       {
-               Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
-               dist[i] = DotProduct4(corner[i], plane4f);
-               sign[i] = dist[i] > 0;
-               if (!sign[i])
-               {
-                       VectorCopy(corner[i], vertex[numvertices]);
-                       numvertices++;
-               }
-       }
-       // if some points are behind the nearclip, add clipped edge points to make
-       // sure that the scissor boundary is complete
-       if (numvertices > 0 && numvertices < 8)
-       {
-               // add clipped edge points
-               for (i = 0;i < 12;i++)
-               {
-                       j = bboxedges[i][0];
-                       k = bboxedges[i][1];
-                       if (sign[j] != sign[k])
-                       {
-                               f = dist[j] / (dist[j] - dist[k]);
-                               VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
-                               numvertices++;
-                       }
-               }
-       }
-
-       // if we have no points to check, the light is behind the view plane
-       if (!numvertices)
-               return true;
-
-       // if we have some points to transform, check what screen area is covered
-       x1 = y1 = x2 = y2 = 0;
-       v[3] = 1.0f;
-       //Con_Printf("%i vertices to transform...\n", numvertices);
-       for (i = 0;i < numvertices;i++)
        {
-               VectorCopy(vertex[i], v);
-               R_Viewport_TransformToScreen(&r_refdef.view.viewport, 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 (i)
-               {
-                       if (x1 > v2[0]) x1 = v2[0];
-                       if (x2 < v2[0]) x2 = v2[0];
-                       if (y1 > v2[1]) y1 = v2[1];
-                       if (y2 < v2[1]) y2 = v2[1];
-               }
-               else
-               {
-                       x1 = x2 = v2[0];
-                       y1 = y2 = v2[1];
-               }
+               r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
+               r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
+               r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
+               r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
+               return false;
        }
-
-       // now convert the scissor rectangle to integer screen coordinates
-       ix1 = (int)(x1 - 1.0f);
-       iy1 = vid.height - (int)(y2 - 1.0f);
-       ix2 = (int)(x2 + 1.0f);
-       iy2 = vid.height - (int)(y1 + 1.0f);
-       //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
-
-       // clamp it to the screen
-       if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
-       if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
-       if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
-       if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
-
-       // if it is inside out, it's not visible
-       if (ix2 <= ix1 || iy2 <= iy1)
-               return true;
-
-       // the light area is visible, set up the scissor rectangle
-       r_shadow_lightscissor[0] = ix1;
-       r_shadow_lightscissor[1] = iy1;
-       r_shadow_lightscissor[2] = ix2 - ix1;
-       r_shadow_lightscissor[3] = iy2 - iy1;
-
-       r_refdef.stats.lights_scissored++;
+       if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
+               return true; // invisible
+       if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
+       || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
+       || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
+       || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
+               r_refdef.stats.lights_scissored++;
        return false;
 }
 
-static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
+static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
 {
-       const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
-       const float *normal3f = rsurface.normal3f + 3 * firstvertex;
-       float *color4f = rsurface.array_color4f + 4 * firstvertex;
+       int i;
+       const float *vertex3f;
+       const float *normal3f;
+       float *color4f;
        float dist, dot, distintensity, shadeintensity, v[3], n[3];
        switch (r_shadow_rendermode)
        {
@@ -2572,7 +2319,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
                if (VectorLength2(diffusecolor) > 0)
                {
-                       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
@@ -2594,7 +2341,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                }
                else
                {
-                       for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
                        {
                                VectorCopy(ambientcolor, color4f);
                                if (r_refdef.fogenabled)
@@ -2602,7 +2349,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                        float f;
                                        Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                        f = RSurf_FogVertex(vertex3f);
-                                       VectorScale(color4f, f, color4f);
+                                       VectorScale(color4f + 4*i, f, color4f);
                                }
                                color4f[3] = 1;
                        }
@@ -2611,7 +2358,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
                if (VectorLength2(diffusecolor) > 0)
                {
-                       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
@@ -2644,7 +2391,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                }
                else
                {
-                       for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
@@ -2668,7 +2415,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
                if (VectorLength2(diffusecolor) > 0)
                {
-                       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
@@ -2702,7 +2449,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                }
                else
                {
-                       for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
@@ -2729,25 +2476,23 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
        }
 }
 
-static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
+static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
 {
        // used to display how many times a surface is lit for level design purposes
-       R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
+       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
+       R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
+       RSurf_DrawBatch();
 }
 
-static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
+static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
-       R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
+       R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
-       {
-               qglDepthFunc(GL_EQUAL);CHECKGLERROR
-       }
-       R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
+               GL_DepthFunc(GL_EQUAL);
+       RSurf_DrawBatch();
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
-       {
-               qglDepthFunc(GL_LEQUAL);CHECKGLERROR
-       }
+               GL_DepthFunc(GL_LEQUAL);
 }
 
 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
@@ -2763,7 +2508,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
        float *c;
        int maxtriangles = 4096;
        static int newelements[4096*3];
-       R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
+       R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
        for (renders = 0;renders < 4;renders++)
        {
                stop = true;
@@ -2778,7 +2523,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
                // renders them at once
                for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
                {
-                       if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
+                       if (VectorLength2(rsurface.array_passcolor4f + e[0] * 4) + VectorLength2(rsurface.array_passcolor4f + e[1] * 4) + VectorLength2(rsurface.array_passcolor4f + e[2] * 4) >= 0.01)
                        {
                                if (newnumtriangles)
                                {
@@ -2801,7 +2546,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
                                newe += 3;
                                if (newnumtriangles >= maxtriangles)
                                {
-                                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
+                                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
                                        newnumtriangles = 0;
                                        newe = newelements;
                                        stop = false;
@@ -2810,7 +2555,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
                }
                if (newnumtriangles >= 1)
                {
-                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
+                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
                        stop = false;
                }
                // if we couldn't find any lit triangles, exit early
@@ -2821,7 +2566,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
                // handling of negative colors
                // (some old drivers even have improper handling of >1 color)
                stop = true;
-               for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
+               for (i = 0, c = rsurface.array_passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
                {
                        if (c[0] > 1 || c[1] > 1 || c[2] > 1)
                        {
@@ -2839,7 +2584,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
        }
 }
 
-static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolor, float ambientscale, float diffusescale)
+static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
 {
        // OpenGL 1.1 path (anything)
        float ambientcolorbase[3], diffusecolorbase[3];
@@ -2861,29 +2606,32 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice
        diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
        ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
        diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
+       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD, texturenumsurfaces, texturesurfacelist);
+       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
+       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
+       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
        R_Mesh_TexBind(0, basetexture);
        R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
        R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
-       R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
        switch(r_shadow_rendermode)
        {
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
                R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
                R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
                R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
-               R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
+               R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
                break;
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
                R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
                R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
                R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
-               R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
+               R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
                // fall through
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
                R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
                R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
                R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
-               R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
+               R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
                break;
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
                break;
@@ -2891,21 +2639,21 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice
                break;
        }
        //R_Mesh_TexBind(0, basetexture);
-       R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
+       R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
        if (dopants)
        {
                R_Mesh_TexBind(0, pantstexture);
-               R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
+               R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
        }
        if (doshirt)
        {
                R_Mesh_TexBind(0, shirttexture);
-               R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
+               R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
        }
 }
 
 extern cvar_t gl_lightmaps;
-void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
+void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
 {
        float ambientscale, diffusescale, specularscale;
        qboolean negated;
@@ -2926,30 +2674,70 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle
        if(negated)
        {
                VectorNegate(lightcolor, lightcolor);
-               qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
+               switch(vid.renderpath)
+               {
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL20:
+               case RENDERPATH_CGGL:
+                       qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
+                       break;
+               case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
+#endif
+                       break;
+               case RENDERPATH_D3D10:
+                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               case RENDERPATH_D3D11:
+                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               }
        }
        RSurf_SetupDepthAndCulling();
        switch (r_shadow_rendermode)
        {
        case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
                GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
-               R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
+               R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
                break;
        case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-               R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolor, ambientscale, diffusescale, specularscale);
+               R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
                break;
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-               R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolor, ambientscale, diffusescale);
+               R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
                break;
        default:
                Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
                break;
        }
        if(negated)
-               qglBlendEquationEXT(GL_FUNC_ADD_EXT);
+       {
+               switch(vid.renderpath)
+               {
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL20:
+               case RENDERPATH_CGGL:
+                       qglBlendEquationEXT(GL_FUNC_ADD_EXT);
+                       break;
+               case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
+#endif
+                       break;
+               case RENDERPATH_D3D10:
+                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               case RENDERPATH_D3D11:
+                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               }
+       }
 }
 
 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
@@ -3055,8 +2843,6 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                switch (rtlight->shadowmode)
                {
                case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
-               case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
-               case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
                        if (model->CompileShadowMap && rtlight->shadow)
                                model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
                        break;
@@ -3326,8 +3112,8 @@ void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const
                        if (!mesh->sidetotals[r_shadow_shadowmapside])
                                continue;
             r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
-            R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
-            R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
+            R_Mesh_PrepareVertices_Position(mesh->numverts, mesh->vertexposition, mesh->vertexpositionbuffer);
+            R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
         }
         CHECKGLERROR
     }
@@ -3359,28 +3145,28 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co
                for (;mesh;mesh = mesh->next)
                {
                        r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
-                       R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
+                       R_Mesh_PrepareVertices_Position(mesh->numverts, mesh->vertexposition, mesh->vertexpositionbuffer);
                        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
                        {
                                // increment stencil if frontface is infront of depthbuffer
                                GL_CullFace(r_refdef.view.cullface_back);
-                               qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
-                               R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
+                               R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
+                               R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
                                // decrement stencil if backface is infront of depthbuffer
                                GL_CullFace(r_refdef.view.cullface_front);
-                               qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+                               R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
                        }
                        else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
                        {
                                // decrement stencil if backface is behind depthbuffer
                                GL_CullFace(r_refdef.view.cullface_front);
-                               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
-                               R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
+                               R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
+                               R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
                                // increment stencil if frontface is behind depthbuffer
                                GL_CullFace(r_refdef.view.cullface_back);
-                               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
+                               R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
                        }
-                       R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
+                       R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
                }
                CHECKGLERROR
        }
@@ -3420,8 +3206,6 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent)
        switch (r_shadow_rendermode)
        {
        case R_SHADOW_RENDERMODE_SHADOWMAP2D:
-       case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
-       case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
                ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
                break;
        default:
@@ -3798,7 +3582,7 @@ void R_Shadow_DrawLight(rtlight_t *rtlight)
        //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
        lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
 
-       if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
+       if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
        {
                float borderbias;
                int side;
@@ -3813,10 +3597,7 @@ void R_Shadow_DrawLight(rtlight_t *rtlight)
                        if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
                                r_shadow_shadowmaplod = i;
 
-               if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
-                       size = max(1, r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod);
-               else
-                       size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
+               size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
                        
                borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
 
@@ -3943,7 +3724,7 @@ void R_Shadow_DrawLight(rtlight_t *rtlight)
        if (r_shadow_usingdeferredprepass)
        {
                // when rendering deferred lighting, we simply rasterize the box
-               if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
+               if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
                        R_Shadow_RenderMode_DrawDeferredLight(false, true);
                else if (castshadows && vid.stencil)
                        R_Shadow_RenderMode_DrawDeferredLight(true, false);
@@ -3954,18 +3735,20 @@ void R_Shadow_DrawLight(rtlight_t *rtlight)
 
 static void R_Shadow_FreeDeferred(void)
 {
-       if (r_shadow_prepassgeometryfbo)
-               qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
+       R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
        r_shadow_prepassgeometryfbo = 0;
 
-       if (r_shadow_prepasslightingfbo)
-               qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
+       R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingfbo);
        r_shadow_prepasslightingfbo = 0;
 
        if (r_shadow_prepassgeometrydepthtexture)
                R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
        r_shadow_prepassgeometrydepthtexture = NULL;
 
+       if (r_shadow_prepassgeometrydepthcolortexture)
+               R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
+       r_shadow_prepassgeometrydepthcolortexture = NULL;
+
        if (r_shadow_prepassgeometrynormalmaptexture)
                R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
        r_shadow_prepassgeometrynormalmaptexture = NULL;
@@ -3988,18 +3771,20 @@ void R_Shadow_DrawPrepass(void)
        dlight_t *light;
        size_t range;
        entity_render_t *ent;
+       float clearcolor[4];
 
        GL_AlphaTest(false);
-       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
        GL_DepthMask(true);
        GL_ColorMask(1,1,1,1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_Color(1,1,1,1);
        GL_DepthTest(true);
-       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
-       qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR
-       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR
+       R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
+       Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
+       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
+       if (r_timereport_active)
+               R_TimeReport("prepasscleargeom");
 
        if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
                r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
@@ -4022,11 +3807,11 @@ void R_Shadow_DrawPrepass(void)
        GL_ColorMask(1,1,1,1);
        GL_Color(1,1,1,1);
        GL_DepthTest(true);
-       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
-       qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR
-       GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
-       if (r_refdef.fogenabled)
-               qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
+       R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+       Vector4Set(clearcolor, 0, 0, 0, 0);
+       GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
+       if (r_timereport_active)
+               R_TimeReport("prepassclearlit");
 
        R_Shadow_RenderMode_Begin();
 
@@ -4035,7 +3820,7 @@ void R_Shadow_DrawPrepass(void)
        {
                lightindex = r_shadow_debuglight.integer;
                light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-               if (light && (light->flags & flag))
+               if (light && (light->flags & flag) && light->rtlight.draw)
                        R_Shadow_DrawLight(&light->rtlight);
        }
        else
@@ -4044,17 +3829,16 @@ void R_Shadow_DrawPrepass(void)
                for (lightindex = 0;lightindex < range;lightindex++)
                {
                        light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-                       if (light && (light->flags & flag))
+                       if (light && (light->flags & flag) && light->rtlight.draw)
                                R_Shadow_DrawLight(&light->rtlight);
                }
        }
        if (r_refdef.scene.rtdlight)
                for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
-                       R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
+                       if (r_refdef.scene.lights[lnum]->draw)
+                               R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
 
-       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
-       if (r_refdef.fogenabled)
-               qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
+       R_Mesh_ResetRenderTargets();
 
        R_Shadow_RenderMode_End();
 
@@ -4075,8 +3859,7 @@ void R_Shadow_PrepareLights(void)
 
        if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
                (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
-               r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer && !vid.cgcontext) || 
-               r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
+               r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || 
                r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
                r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
                r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
@@ -4088,6 +3871,9 @@ void R_Shadow_PrepareLights(void)
        {
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
                if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
                {
                        r_shadow_usingdeferredprepass = false;
@@ -4105,35 +3891,38 @@ void R_Shadow_PrepareLights(void)
                        r_shadow_prepass_width = vid.width;
                        r_shadow_prepass_height = vid.height;
                        r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
-                       r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
-                       r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
-                       r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
+                       switch (vid.renderpath)
+                       {
+                       case RENDERPATH_D3D9:
+                               r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+                               break;
+                       default:
+                               break;
+                       }
+                       r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+                       r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+                       r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
 
                        // set up the geometry pass fbo (depth + normalmap)
-                       qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
+                       r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
+                       R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
                        // render depth into one texture and normalmap into the other
                        if (qglDrawBuffersARB)
                        {
                                qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
                                qglReadBuffer(GL_NONE);CHECKGLERROR
-                       }
-                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
-                       {
-                               Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
-                               Cvar_SetValueQuick(&r_shadow_deferred, 0);
-                               r_shadow_usingdeferredprepass = false;
+                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+                               if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                               {
+                                       Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
+                                       Cvar_SetValueQuick(&r_shadow_deferred, 0);
+                                       r_shadow_usingdeferredprepass = false;
+                               }
                        }
 
                        // set up the lighting pass fbo (diffuse + specular)
-                       qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
+                       r_shadow_prepasslightingfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+                       R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
                        // render diffuse into one texture and specular into another,
                        // with depth and normalmap bound as textures,
                        // with depth bound as attachment as well
@@ -4141,13 +3930,13 @@ void R_Shadow_PrepareLights(void)
                        {
                                qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
                                qglReadBuffer(GL_NONE);CHECKGLERROR
-                       }
-                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
-                       {
-                               Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
-                               Cvar_SetValueQuick(&r_shadow_deferred, 0);
-                               r_shadow_usingdeferredprepass = false;
+                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+                               if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                               {
+                                       Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
+                                       Cvar_SetValueQuick(&r_shadow_deferred, 0);
+                                       r_shadow_usingdeferredprepass = false;
+                               }
                        }
                }
                break;
@@ -4257,8 +4046,9 @@ void R_Shadow_PrepareModelShadows(void)
        switch (r_shadow_shadowmode)
        {
        case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
-       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
-               break;
+               if (r_shadows.integer >= 2) 
+                       break;
+               // fall through
        case R_SHADOW_SHADOWMODE_STENCIL:
                for (i = 0;i < r_refdef.scene.numentities;i++)
                {
@@ -4325,6 +4115,7 @@ void R_DrawModelShadowMaps(void)
        matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
        r_viewport_t viewport;
        GLuint fbo = 0;
+       float clearcolor[4];
 
        if (!r_refdef.scene.numentities)
                return;
@@ -4332,13 +4123,11 @@ void R_DrawModelShadowMaps(void)
        switch (r_shadow_shadowmode)
        {
        case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
-       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
                break;
        default:
                return;
        }
 
-       CHECKGLERROR
        R_ResetViewRendering3D();
        R_Shadow_RenderMode_Begin();
        R_Shadow_RenderMode_ActiveLight(NULL);
@@ -4353,14 +4142,6 @@ void R_DrawModelShadowMaps(void)
                r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
                r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
                break;
-       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
-               if (!r_shadow_shadowmaprectangletexture)
-                       R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
-               fbo = r_shadow_fborectangle;
-               r_shadow_shadowmap_texturescale[0] = 1.0f;
-               r_shadow_shadowmap_texturescale[1] = 1.0f;
-               r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
-               break;
        default:
                break;
        }
@@ -4405,29 +4186,33 @@ void R_DrawModelShadowMaps(void)
        R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL); 
 
        VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
-#if 0
-       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
-       R_SetupShader_ShowDepth();
-#else
-       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
+
+       R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
        R_SetupShader_DepthOrShadow();
-#endif
-       CHECKGLERROR
        GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
        GL_DepthMask(true);
        GL_DepthTest(true);
        R_SetViewport(&viewport);
        GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
-       qglClearDepth(1);
+       Vector4Set(clearcolor, 1,1,1,1);
+       // in D3D9 we have to render to a color texture shadowmap
+       // in GL we render directly to a depth texture only
+       if (r_shadow_shadowmap2dtexture)
+               GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
+       else
+               GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
+       // render into a slightly restricted region so that the borders of the
+       // shadowmap area fade away, rather than streaking across everything
+       // outside the usable area
+       GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
+
 #if 0
-       qglClearColor(1,1,1,1);
-       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-#else
-       GL_Clear(GL_DEPTH_BUFFER_BIT);
+       // debugging
+       R_Mesh_ResetRenderTargets();
+       R_SetupShader_ShowDepth();
+       GL_ColorMask(1,1,1,1);
+       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
 #endif
-       GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
-       CHECKGLERROR
 
        for (i = 0;i < r_refdef.scene.numentities;i++)
        {
@@ -4453,6 +4238,19 @@ void R_DrawModelShadowMaps(void)
                }
        }
 
+#if 0
+       if (r_test.integer)
+       {
+               unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
+               CHECKGLERROR
+               qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
+               CHECKGLERROR
+               Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
+               Cvar_SetValueQuick(&r_test, 0);
+               Z_Free(rawpixels);
+       }
+#endif
+
        R_Shadow_RenderMode_End();
 
        Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
@@ -4462,15 +4260,36 @@ void R_DrawModelShadowMaps(void)
        Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
        Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
 
+       switch (vid.renderpath)
+       {
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               break;
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+#ifdef OPENGL_ORIENTATION
+               r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
+               r_shadow_shadowmapmatrix.m[0][1]        *= -1.0f;
+               r_shadow_shadowmapmatrix.m[0][2]        *= -1.0f;
+               r_shadow_shadowmapmatrix.m[0][3]        *= -1.0f;
+#else
+               r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
+               r_shadow_shadowmapmatrix.m[1][0]        *= -1.0f;
+               r_shadow_shadowmapmatrix.m[2][0]        *= -1.0f;
+               r_shadow_shadowmapmatrix.m[3][0]        *= -1.0f;
+#endif
+               break;
+       }
+
        r_shadow_usingshadowmaportho = true;
        switch (r_shadow_shadowmode)
        {
        case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
                r_shadow_usingshadowmap2d = true;
                break;
-       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
-               r_shadow_usingshadowmaprect = true;
-               break;
        default:
                break;
        }
@@ -4486,10 +4305,9 @@ void R_DrawModelShadows(void)
        vec3_t relativeshadowmins, relativeshadowmaxs;
        vec3_t tmp, shadowdir;
 
-       if (!r_refdef.scene.numentities || !vid.stencil || r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL)
+       if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
                return;
 
-       CHECKGLERROR
        R_ResetViewRendering3D();
        //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
        //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
@@ -4576,9 +4394,6 @@ void R_DrawModelShadows(void)
        //R_EntityMatrix(&identitymatrix);
        //R_Mesh_ResetTextureState();
        R_ResetViewRendering2D();
-       R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
-       R_Mesh_ColorPointer(NULL, 0, 0);
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
 
        // set up a darkening blend on shadowed areas
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -4588,14 +4403,13 @@ void R_DrawModelShadows(void)
        //GL_PolygonOffset(0, 0);CHECKGLERROR
        GL_Color(0, 0, 0, r_shadows_darken.value);
        //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
-       //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
-       qglEnable(GL_STENCIL_TEST);CHECKGLERROR
-       qglStencilMask(255);CHECKGLERROR
-       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
-       qglStencilFunc(GL_NOTEQUAL, 128, 255);CHECKGLERROR
+       //GL_DepthFunc(GL_ALWAYS);
+       R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
 
        // apply the blend to the shadowed areas
-       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
+       R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
 
        // restore the viewport
        R_SetViewport(&r_refdef.view.viewport);
@@ -4622,21 +4436,38 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
                // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
                VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
 
-               CHECKGLERROR
-               // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead
-               qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
-               qglDepthFunc(GL_ALWAYS);
-               R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
-               R_Mesh_VertexPointer(vertex3f, 0, 0);
-               R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
-               qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
-               qglDepthFunc(GL_LEQUAL);
-               qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
-               R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
-               R_Mesh_VertexPointer(vertex3f, 0, 0);
-               R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
-               qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
-               CHECKGLERROR
+               switch(vid.renderpath)
+               {
+               case RENDERPATH_GL20:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL11:
+               case RENDERPATH_CGGL:
+                       CHECKGLERROR
+                       // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
+                       qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
+                       GL_DepthFunc(GL_ALWAYS);
+                       R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
+                       R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
+                       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+                       qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+                       GL_DepthFunc(GL_LEQUAL);
+                       qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
+                       R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
+                       R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
+                       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+                       qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+                       CHECKGLERROR
+                       break;
+               case RENDERPATH_D3D9:
+                       Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               case RENDERPATH_D3D10:
+                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               case RENDERPATH_D3D11:
+                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               }
        }
        rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
 }
@@ -4650,10 +4481,27 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
        // now we have to check the query result
        if (rtlight->corona_queryindex_visiblepixels)
        {
-               CHECKGLERROR
-               qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
-               qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
-               CHECKGLERROR
+               switch(vid.renderpath)
+               {
+               case RENDERPATH_GL20:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL11:
+               case RENDERPATH_CGGL:
+                       CHECKGLERROR
+                       qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
+                       qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
+                       CHECKGLERROR
+                       break;
+               case RENDERPATH_D3D9:
+                       Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               case RENDERPATH_D3D10:
+                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               case RENDERPATH_D3D11:
+                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               }
                //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
                if (visiblepixels < 1 || allpixels < 1)
                        return;
@@ -4674,20 +4522,60 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                if(negated)
                {
                        VectorNegate(color, color);
-                       qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
+                       switch(vid.renderpath)
+                       {
+                       case RENDERPATH_GL11:
+                       case RENDERPATH_GL13:
+                       case RENDERPATH_GL20:
+                       case RENDERPATH_CGGL:
+                               qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
+                               break;
+                       case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+                               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
+#endif
+                               break;
+                       case RENDERPATH_D3D10:
+                               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                               break;
+                       case RENDERPATH_D3D11:
+                               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                               break;
+                       }
                }
                R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
                RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
                R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
                if(negated)
-                       qglBlendEquationEXT(GL_FUNC_ADD_EXT);
+               {
+                       switch(vid.renderpath)
+                       {
+                       case RENDERPATH_GL11:
+                       case RENDERPATH_GL13:
+                       case RENDERPATH_GL20:
+                       case RENDERPATH_CGGL:
+                               qglBlendEquationEXT(GL_FUNC_ADD_EXT);
+                               break;
+                       case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+                               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
+#endif
+                               break;
+                       case RENDERPATH_D3D10:
+                               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                               break;
+                       case RENDERPATH_D3D11:
+                               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                               break;
+                       }
+               }
        }
 }
 
 void R_Shadow_DrawCoronas(void)
 {
        int i, flag;
-       qboolean usequery;
+       qboolean usequery = false;
        size_t lightindex;
        dlight_t *light;
        rtlight_t *rtlight;
@@ -4705,30 +4593,47 @@ void R_Shadow_DrawCoronas(void)
        // use GL_ARB_occlusion_query if available
        // otherwise use raytraces
        r_numqueries = 0;
-       usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
-       if (usequery)
+       switch (vid.renderpath)
        {
-               GL_ColorMask(0,0,0,0);
-               if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
-               if (r_maxqueries < MAX_OCCLUSION_QUERIES)
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
+               if (usequery)
                {
-                       i = r_maxqueries;
-                       r_maxqueries = (range + r_refdef.scene.numlights) * 4;
-                       r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
-                       CHECKGLERROR
-                       qglGenQueriesARB(r_maxqueries - i, r_queries + i);
-                       CHECKGLERROR
+                       GL_ColorMask(0,0,0,0);
+                       if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
+                       if (r_maxqueries < MAX_OCCLUSION_QUERIES)
+                       {
+                               i = r_maxqueries;
+                               r_maxqueries = (range + r_refdef.scene.numlights) * 4;
+                               r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
+                               CHECKGLERROR
+                               qglGenQueriesARB(r_maxqueries - i, r_queries + i);
+                               CHECKGLERROR
+                       }
+                       RSurf_ActiveWorldEntity();
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       GL_CullFace(GL_NONE);
+                       GL_DepthMask(false);
+                       GL_DepthRange(0, 1);
+                       GL_PolygonOffset(0, 0);
+                       GL_DepthTest(true);
+                       R_Mesh_ResetTextureState();
+                       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
                }
-               RSurf_ActiveWorldEntity();
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_CullFace(GL_NONE);
-               GL_DepthMask(false);
-               GL_DepthRange(0, 1);
-               GL_PolygonOffset(0, 0);
-               GL_DepthTest(true);
-               R_Mesh_ColorPointer(NULL, 0, 0);
-               R_Mesh_ResetTextureState();
-               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+               break;
+       case RENDERPATH_D3D9:
+               usequery = false;
+               //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
+       case RENDERPATH_D3D10:
+               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
+       case RENDERPATH_D3D11:
+               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
        }
        for (lightindex = 0;lightindex < range;lightindex++)
        {
@@ -4928,7 +4833,8 @@ void R_Shadow_DrawLightSprites(void)
                if (light)
                        R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
        }
-       R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
+       if (!r_editlights_lockcursor)
+               R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
 }
 
 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
@@ -4960,6 +4866,9 @@ void R_Shadow_SelectLightInView(void)
        size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
        best = NULL;
        bestrating = 0;
+
+       if (r_editlights_lockcursor)
+               return;
        for (lightindex = 0;lightindex < range;lightindex++)
        {
                light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
@@ -4990,8 +4899,7 @@ void R_Shadow_LoadWorldLights(void)
                Con_Print("No map loaded.\n");
                return;
        }
-       FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
-       strlcat (name, ".rtlights", sizeof (name));
+       dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
        lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
        if (lightsstring)
        {
@@ -5101,8 +5009,7 @@ void R_Shadow_SaveWorldLights(void)
                Con_Print("No map loaded.\n");
                return;
        }
-       FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
-       strlcat (name, ".rtlights", sizeof (name));
+       dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
        bufchars = bufmaxchars = 0;
        buf = NULL;
        for (lightindex = 0;lightindex < range;lightindex++)
@@ -5150,8 +5057,7 @@ void R_Shadow_LoadLightsFile(void)
                Con_Print("No map loaded.\n");
                return;
        }
-       FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
-       strlcat (name, ".lights", sizeof (name));
+       dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
        lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
        if (lightsstring)
        {
@@ -5213,8 +5119,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                return;
        }
        // try to load a .ent file first
-       FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
-       strlcat (key, ".ent", sizeof (key));
+       dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
        data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
        // and if that is not found, fall back to the bsp file entity string
        if (!data)
@@ -5463,7 +5368,7 @@ void R_Shadow_EditLights_Reload_f(void)
 {
        if (!cl.worldmodel)
                return;
-       strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
+       strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
        R_Shadow_ClearWorldLights();
        R_Shadow_LoadWorldLights();
        if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
@@ -5828,7 +5733,7 @@ void R_Shadow_EditLights_Edit_f(void)
 void R_Shadow_EditLights_EditAll_f(void)
 {
        size_t lightindex;
-       dlight_t *light;
+       dlight_t *light, *oldselected;
        size_t range;
 
        if (!r_editlights.integer)
@@ -5837,6 +5742,7 @@ void R_Shadow_EditLights_EditAll_f(void)
                return;
        }
 
+       oldselected = r_shadow_selectedlight;
        // EditLights doesn't seem to have a "remove" command or something so:
        range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
        for (lightindex = 0;lightindex < range;lightindex++)
@@ -5847,6 +5753,8 @@ void R_Shadow_EditLights_EditAll_f(void)
                R_Shadow_SelectLight(light);
                R_Shadow_EditLights_Edit_f();
        }
+       // return to old selected (to not mess editing once selection is locked)
+       R_Shadow_SelectLight(oldselected);
 }
 
 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
@@ -5956,6 +5864,7 @@ void R_Shadow_EditLights_Help_f(void)
 "r_editlights_help : this help\n"
 "r_editlights_clear : remove all lights\n"
 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
+"r_editlights_lock : lock selection to current light, if already locked - unlock\n"
 "r_editlights_save : save to .rtlights file\n"
 "r_editlights_spawn : create a light with default settings\n"
 "r_editlights_edit command : edit selected light - more documentation below\n"
@@ -6040,6 +5949,26 @@ void R_Shadow_EditLights_PasteInfo_f(void)
        R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
 }
 
+void R_Shadow_EditLights_Lock_f(void)
+{
+       if (!r_editlights.integer)
+       {
+               Con_Print("Cannot lock on light when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (r_editlights_lockcursor)
+       {
+               r_editlights_lockcursor = false;
+               return;
+       }
+       if (!r_shadow_selectedlight)
+       {
+               Con_Print("No selected light to lock on.\n");
+               return;
+       }
+       r_editlights_lockcursor = true;
+}
+
 void R_Shadow_EditLights_Init(void)
 {
        Cvar_RegisterVariable(&r_editlights);
@@ -6062,6 +5991,7 @@ void R_Shadow_EditLights_Init(void)
        Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
        Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
        Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
+       Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
 }
 
 
@@ -6074,31 +6004,72 @@ LIGHT SAMPLING
 =============================================================================
 */
 
-void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
+void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, const int flags)
 {
+       int i, numlights, flag;
+       float f, relativepoint[3], dist, dist2, lightradius2;
+       rtlight_t *light;
+       dlight_t *dlight;
+
        VectorClear(diffusecolor);
        VectorClear(diffusenormal);
 
-       if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+       if (flags & LP_LIGHTMAP)
        {
-               ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
-               r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
+               if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+               {
+                       ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
+                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
+               }
+               else
+                       VectorSet(ambientcolor, 1, 1, 1);
        }
-       else
-               VectorSet(ambientcolor, 1, 1, 1);
-
-       if (dynamic)
+       if (flags & LP_RTWORLD)
        {
-               int i;
-               float f, v[3];
-               rtlight_t *light;
+               flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+               numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
+               for (i = 0; i < numlights; i++)
+               {
+                       dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
+                       if (!dlight)
+                               continue;
+                       light = &dlight->rtlight;
+                       if (!(light->flags & flag))
+                               continue;
+                       // sample
+                       lightradius2 = light->radius * light->radius;
+                       VectorSubtract(light->shadoworigin, p, relativepoint);
+                       dist2 = VectorLength2(relativepoint);
+                       if (dist2 >= lightradius2)
+                               continue;
+                       dist = sqrt(dist2) / light->radius;
+                       f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
+                       if (f <= 0)
+                               continue;
+                       // todo: add to both ambient and diffuse
+                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
+                               VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
+               }
+       }
+       if (flags & LP_DYNLIGHT)
+       {
+               // sample dlights
                for (i = 0;i < r_refdef.scene.numlights;i++)
                {
                        light = r_refdef.scene.lights[i];
-                       Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
-                       f = 1 - VectorLength2(v);
-                       if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
-                               VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
+                       // sample
+                       lightradius2 = light->radius * light->radius;
+                       VectorSubtract(light->shadoworigin, p, relativepoint);
+                       dist2 = VectorLength2(relativepoint);
+                       if (dist2 >= lightradius2)
+                               continue;
+                       dist = sqrt(dist2) / light->radius;
+                       f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
+                       if (f <= 0)
+                               continue;
+                       // todo: add to both ambient and diffuse
+                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
+                               VectorMA(ambientcolor, f, light->color, ambientcolor);
                }
        }
 }