]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
Redesigned TaskQueue to have a queue and distributor model so that threads can keep...
[xonotic/darkplaces.git] / r_shadow.c
index bc7de2a9d5d213ef82fa2d5b5220d46ce7fc3cd9..3d14ab03dcc9ad09610f0e83a9421667d7e4ecf0 100644 (file)
@@ -135,124 +135,123 @@ unsigned int r_shadow_occlusion_buf = 0;
 // used only for light filters (cubemaps)
 rtexturepool_t *r_shadow_filters_texturepool;
 
-cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
-cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
-cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
-cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
-cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
-cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
-cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
-cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
-cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
-cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
-cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
-cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
-cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
-cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
-cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
-cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
-cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
-cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
-cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
-cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
-cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
-cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
-cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
-cvar_t r_shadow_realtime_world_importlightentitiesfrommap = {0, "r_shadow_realtime_world_importlightentitiesfrommap", "1", "load lights from .ent file or map entities at startup if no .rtlights or .lights file is present (if set to 2, always use the .ent or map entities)"};
-cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
-cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
-cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
-cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
-cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
-cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "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", "1", "enables use of shadowmapping (shadow rendering by depth texture sampling)"};
-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_useshadowsampler = {CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
-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"};
-cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "limit of shadowmap side size - must be at least r_shadow_shadowmapping_bordersize+2"};
-cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "limit of shadowmap side size - can not be more than 1/8th of atlassize because lights store 6 sides (2x3 grid) and sometimes 12 sides (4x3 grid for shadows from EF_NOSELFSHADOW entities) and there are multiple lights..."};
-cvar_t r_shadow_shadowmapping_texturesize = { CVAR_SAVE, "r_shadow_shadowmapping_texturesize", "8192", "size of shadowmap atlas texture - all shadowmaps are packed into this texture at frame start"};
-cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
-//cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
-//cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
-cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "5", "shadowmap size bias for filtering"};
-cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
-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_culllights_pvs = {CVAR_SAVE, "r_shadow_culllights_pvs", "1", "check if light overlaps any visible bsp leafs when determining if the light is visible"};
-cvar_t r_shadow_culllights_trace = {CVAR_SAVE, "r_shadow_culllights_trace", "1", "use raytraces from the eye to random places within light bounds to determine if the light is visible"};
-cvar_t r_shadow_culllights_trace_eyejitter = {CVAR_SAVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"};
-cvar_t r_shadow_culllights_trace_enlarge = {CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0", "make light bounds bigger by *(1.0+enlarge)"};
-cvar_t r_shadow_culllights_trace_expand = {CVAR_SAVE, "r_shadow_culllights_trace_expand", "8", "make light bounds bigger by this many units"};
-cvar_t r_shadow_culllights_trace_pad = {CVAR_SAVE, "r_shadow_culllights_trace_pad", "8", "accept traces that hit within this many units of the light bounds"};
-cvar_t r_shadow_culllights_trace_samples = {CVAR_SAVE, "r_shadow_culllights_trace_samples", "16", "use this many traces to random positions (in addition to center trace)"};
-cvar_t r_shadow_culllights_trace_tempsamples = {CVAR_SAVE, "r_shadow_culllights_trace_tempsamples", "16", "use this many traces if the light was created by csqc (no inter-frame caching), -1 disables the check (to avoid flicker entirely)"};
-cvar_t r_shadow_culllights_trace_delay = {CVAR_SAVE, "r_shadow_culllights_trace_delay", "1", "light will be considered visible for this many seconds after any trace connects"};
-cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
-cvar_t r_shadow_bouncegrid_blur = {CVAR_SAVE, "r_shadow_bouncegrid_blur", "0", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"};
-cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
-cvar_t r_shadow_bouncegrid_dynamic_bounceminimumintensity = { CVAR_SAVE, "r_shadow_bouncegrid_dynamic_bounceminimumintensity", "0.05", "stop bouncing once intensity drops below this fraction of the original particle color" };
-cvar_t r_shadow_bouncegrid_dynamic_culllightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_culllightpaths", "1", "skip accumulating light in the bouncegrid texture where the light paths are out of view (dynamic mode only)"};
-cvar_t r_shadow_bouncegrid_dynamic_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_directionalshading", "1", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
-cvar_t r_shadow_bouncegrid_dynamic_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_dlightparticlemultiplier", "1", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
-cvar_t r_shadow_bouncegrid_dynamic_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
-cvar_t r_shadow_bouncegrid_dynamic_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_lightradiusscale", "5", "particles stop at this fraction of light radius (can be more than 1)"};
-cvar_t r_shadow_bouncegrid_dynamic_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0)"};
-cvar_t r_shadow_bouncegrid_dynamic_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxphotons", "25000", "upper bound on photons to shoot per update, divided proportionately between lights - normally the number of photons is calculated by energyperphoton"};
-cvar_t r_shadow_bouncegrid_dynamic_quality = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_quality", "1", "amount of photons that should be fired (this is multiplied by spacing^2 to make it adaptive with spacing changes)"};
-cvar_t r_shadow_bouncegrid_dynamic_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_spacing", "64", "unit size of bouncegrid pixel"};
-cvar_t r_shadow_bouncegrid_dynamic_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
-cvar_t r_shadow_bouncegrid_dynamic_x = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_x", "64", "maximum texture size of bouncegrid on X axis"};
-cvar_t r_shadow_bouncegrid_dynamic_y = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_y", "64", "maximum texture size of bouncegrid on Y axis"};
-cvar_t r_shadow_bouncegrid_dynamic_z = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_z", "32", "maximum texture size of bouncegrid on Z axis"};
-cvar_t r_shadow_bouncegrid_floatcolors = {CVAR_SAVE, "r_shadow_bouncegrid_floatcolors", "1", "upload texture as RGBA16F (or RGBA32F when set to 2) rather than RGBA8 format - this gives more dynamic range and accuracy"};
-cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
-cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "1", "overall brightness of bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_lightpathsize_conespread = {CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize_conespread", "0.015625", "increase lightpathsize over distance at this rate per grid cell"};
-cvar_t r_shadow_bouncegrid_lightpathsize_initial = {CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize_initial", "0.5", "width (in grid cells) of the light path for accumulation of light in the bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_normalizevectors = { CVAR_SAVE, "r_shadow_bouncegrid_normalizevectors", "1", "normalize random vectors (otherwise their length can vary, which dims the lighting further from the light)" };
-cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "2", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
-cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "0.25", "brightness of particles contributing to bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_rng_seed = { CVAR_SAVE, "r_shadow_bouncegrid_rng_seed", "0", "0+ = use this number as RNG seed, -1 = use time instead for disco-like craziness in dynamic mode" };
-cvar_t r_shadow_bouncegrid_rng_type = { CVAR_SAVE, "r_shadow_bouncegrid_rng_type", "0", "0 = Lehmer 128bit RNG (slow but high quality), 1 = lhcheeserand 32bit RNG (quick)" };
-cvar_t r_shadow_bouncegrid_sortlightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_sortlightpaths", "1", "sort light paths before accumulating them into the bouncegrid texture, this reduces cpu cache misses"};
-cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
-cvar_t r_shadow_bouncegrid_static_bounceminimumintensity = { CVAR_SAVE, "r_shadow_bouncegrid_static_bounceminimumintensity", "0.01", "stop bouncing once intensity drops below this fraction of the original particle color" };
-cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
-cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "5", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
-cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"};
-cvar_t r_shadow_bouncegrid_static_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxphotons", "250000", "upper bound on photons in static mode"};
-cvar_t r_shadow_bouncegrid_static_quality = { CVAR_SAVE, "r_shadow_bouncegrid_static_quality", "16", "amount of photons that should be fired (this is multiplied by spacing^2 to make it adaptive with spacing changes)" };
-cvar_t r_shadow_bouncegrid_static_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_static_spacing", "64", "unit size of bouncegrid pixel when in static mode"};
-cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
-cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
-cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "0", "fades coronas according to visibility"};
-cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
-cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
-cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
-cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
-cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
-cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
-cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
-cvar_t r_editlights_drawproperties = {0, "r_editlights_drawproperties", "1", "draw properties of currently selected light"};
-cvar_t r_editlights_current_origin = {0, "r_editlights_current_origin", "0 0 0", "origin of selected light"};
-cvar_t r_editlights_current_angles = {0, "r_editlights_current_angles", "0 0 0", "angles of selected light"};
-cvar_t r_editlights_current_color = {0, "r_editlights_current_color", "1 1 1", "color of selected light"};
-cvar_t r_editlights_current_radius = {0, "r_editlights_current_radius", "0", "radius of selected light"};
-cvar_t r_editlights_current_corona = {0, "r_editlights_current_corona", "0", "corona intensity of selected light"};
-cvar_t r_editlights_current_coronasize = {0, "r_editlights_current_coronasize", "0", "corona size of selected light"};
-cvar_t r_editlights_current_style = {0, "r_editlights_current_style", "0", "style of selected light"};
-cvar_t r_editlights_current_shadows = {0, "r_editlights_current_shadows", "0", "shadows flag of selected light"};
-cvar_t r_editlights_current_cubemap = {0, "r_editlights_current_cubemap", "0", "cubemap of selected light"};
-cvar_t r_editlights_current_ambient = {0, "r_editlights_current_ambient", "0", "ambient intensity of selected light"};
-cvar_t r_editlights_current_diffuse = {0, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"};
-cvar_t r_editlights_current_specular = {0, "r_editlights_current_specular", "1", "specular intensity of selected light"};
-cvar_t r_editlights_current_normalmode = {0, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"};
-cvar_t r_editlights_current_realtimemode = {0, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"};
+cvar_t r_shadow_bumpscale_basetexture = {CVAR_CLIENT, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
+cvar_t r_shadow_bumpscale_bumpmap = {CVAR_CLIENT, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
+cvar_t r_shadow_debuglight = {CVAR_CLIENT, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
+cvar_t r_shadow_deferred = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
+cvar_t r_shadow_usebihculling = {CVAR_CLIENT, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
+cvar_t r_shadow_usenormalmap = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
+cvar_t r_shadow_gloss = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
+cvar_t r_shadow_gloss2intensity = {CVAR_CLIENT, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
+cvar_t r_shadow_glossintensity = {CVAR_CLIENT, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
+cvar_t r_shadow_glossexponent = {CVAR_CLIENT, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
+cvar_t r_shadow_gloss2exponent = {CVAR_CLIENT, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
+cvar_t r_shadow_glossexact = {CVAR_CLIENT, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
+cvar_t r_shadow_lightattenuationdividebias = {CVAR_CLIENT, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
+cvar_t r_shadow_lightattenuationlinearscale = {CVAR_CLIENT, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
+cvar_t r_shadow_lightintensityscale = {CVAR_CLIENT, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
+cvar_t r_shadow_lightradiusscale = {CVAR_CLIENT, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
+cvar_t r_shadow_projectdistance = {CVAR_CLIENT, "r_shadow_projectdistance", "0", "how far to cast shadows"};
+cvar_t r_shadow_frontsidecasting = {CVAR_CLIENT, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
+cvar_t r_shadow_realtime_dlight = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
+cvar_t r_shadow_realtime_dlight_shadows = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
+cvar_t r_shadow_realtime_dlight_svbspculling = {CVAR_CLIENT, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
+cvar_t r_shadow_realtime_dlight_portalculling = {CVAR_CLIENT, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
+cvar_t r_shadow_realtime_world = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
+cvar_t r_shadow_realtime_world_importlightentitiesfrommap = {CVAR_CLIENT, "r_shadow_realtime_world_importlightentitiesfrommap", "1", "load lights from .ent file or map entities at startup if no .rtlights or .lights file is present (if set to 2, always use the .ent or map entities)"};
+cvar_t r_shadow_realtime_world_lightmaps = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
+cvar_t r_shadow_realtime_world_shadows = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
+cvar_t r_shadow_realtime_world_compile = {CVAR_CLIENT, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
+cvar_t r_shadow_realtime_world_compileshadow = {CVAR_CLIENT, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
+cvar_t r_shadow_realtime_world_compilesvbsp = {CVAR_CLIENT, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
+cvar_t r_shadow_realtime_world_compileportalculling = {CVAR_CLIENT, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
+cvar_t r_shadow_scissor = {CVAR_CLIENT, "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_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (shadow rendering by depth texture sampling)"};
+cvar_t r_shadow_shadowmapping_filterquality = {CVAR_CLIENT | 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_useshadowsampler = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
+cvar_t r_shadow_shadowmapping_depthbits = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
+cvar_t r_shadow_shadowmapping_vsdct = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
+cvar_t r_shadow_shadowmapping_minsize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "limit of shadowmap side size - must be at least r_shadow_shadowmapping_bordersize+2"};
+cvar_t r_shadow_shadowmapping_maxsize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "limit of shadowmap side size - can not be more than 1/8th of atlassize because lights store 6 sides (2x3 grid) and sometimes 12 sides (4x3 grid for shadows from EF_NOSELFSHADOW entities) and there are multiple lights..."};
+cvar_t r_shadow_shadowmapping_texturesize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_texturesize", "8192", "size of shadowmap atlas texture - all shadowmaps are packed into this texture at frame start"};
+cvar_t r_shadow_shadowmapping_precision = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
+//cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
+//cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
+cvar_t r_shadow_shadowmapping_bordersize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "5", "shadowmap size bias for filtering"};
+cvar_t r_shadow_shadowmapping_nearclip = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
+cvar_t r_shadow_shadowmapping_bias = {CVAR_CLIENT | 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_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
+cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
+cvar_t r_shadow_sortsurfaces = {CVAR_CLIENT, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
+cvar_t r_shadow_culllights_pvs = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_pvs", "1", "check if light overlaps any visible bsp leafs when determining if the light is visible"};
+cvar_t r_shadow_culllights_trace = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace", "1", "use raytraces from the eye to random places within light bounds to determine if the light is visible"};
+cvar_t r_shadow_culllights_trace_eyejitter = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"};
+cvar_t r_shadow_culllights_trace_enlarge = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0", "make light bounds bigger by *(1.0+enlarge)"};
+cvar_t r_shadow_culllights_trace_expand = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_expand", "8", "make light bounds bigger by this many units"};
+cvar_t r_shadow_culllights_trace_pad = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_pad", "8", "accept traces that hit within this many units of the light bounds"};
+cvar_t r_shadow_culllights_trace_samples = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_samples", "16", "use this many traces to random positions (in addition to center trace)"};
+cvar_t r_shadow_culllights_trace_tempsamples = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_tempsamples", "16", "use this many traces if the light was created by csqc (no inter-frame caching), -1 disables the check (to avoid flicker entirely)"};
+cvar_t r_shadow_culllights_trace_delay = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_delay", "1", "light will be considered visible for this many seconds after any trace connects"};
+cvar_t r_shadow_bouncegrid = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
+cvar_t r_shadow_bouncegrid_blur = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_blur", "0", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"};
+cvar_t r_shadow_bouncegrid_dynamic_bounceminimumintensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_bounceminimumintensity", "0.05", "stop bouncing once intensity drops below this fraction of the original particle color"};
+cvar_t r_shadow_bouncegrid_dynamic_culllightpaths = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_culllightpaths", "0", "skip accumulating light in the bouncegrid texture where the light paths are out of view (dynamic mode only)"};
+cvar_t r_shadow_bouncegrid_dynamic_directionalshading = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_directionalshading", "1", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
+cvar_t r_shadow_bouncegrid_dynamic_dlightparticlemultiplier = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_dlightparticlemultiplier", "1", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
+cvar_t r_shadow_bouncegrid_dynamic_hitmodels = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
+cvar_t r_shadow_bouncegrid_dynamic_lightradiusscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_lightradiusscale", "5", "particles stop at this fraction of light radius (can be more than 1)"};
+cvar_t r_shadow_bouncegrid_dynamic_maxbounce = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0)"};
+cvar_t r_shadow_bouncegrid_dynamic_maxphotons = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxphotons", "25000", "upper bound on photons to shoot per update, divided proportionately between lights - normally the number of photons is calculated by energyperphoton"};
+cvar_t r_shadow_bouncegrid_dynamic_quality = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_quality", "1", "amount of photons that should be fired (this is multiplied by spacing ^ 2 to make it adaptive with spacing changes)"};
+cvar_t r_shadow_bouncegrid_dynamic_spacing = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_spacing", "64", "unit size of bouncegrid pixel"};
+cvar_t r_shadow_bouncegrid_dynamic_updateinterval = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
+cvar_t r_shadow_bouncegrid_dynamic_x = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_x", "64", "maximum texture size of bouncegrid on X axis"};
+cvar_t r_shadow_bouncegrid_dynamic_y = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_y", "64", "maximum texture size of bouncegrid on Y axis"};
+cvar_t r_shadow_bouncegrid_dynamic_z = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_z", "32", "maximum texture size of bouncegrid on Z axis"};
+cvar_t r_shadow_bouncegrid_floatcolors = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_floatcolors", "1", "upload texture as RGBA16F (or RGBA32F when set to 2) rather than RGBA8 format - this gives more dynamic range and accuracy"};
+cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
+cvar_t r_shadow_bouncegrid_intensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_lightpathsize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize", "64", "radius (in game units) of the light path for accumulation of light in the bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_normalizevectors = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_normalizevectors", "1", "normalize random vectors (otherwise their length can vary, which dims the lighting further from the light)"};
+cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
+cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_rng_seed = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_rng_seed", "0", "0+ = use this number as RNG seed, -1 = use time instead for disco-like craziness in dynamic mode"};
+cvar_t r_shadow_bouncegrid_rng_type = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_rng_type", "0", "0 = Lehmer 128bit RNG (slow but high quality), 1 = lhcheeserand 32bit RNG (quick)"};
+cvar_t r_shadow_bouncegrid_static = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
+cvar_t r_shadow_bouncegrid_static_bounceminimumintensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_bounceminimumintensity", "0.01", "stop bouncing once intensity drops below this fraction of the original particle color"};
+cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
+cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "5", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
+cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"};
+cvar_t r_shadow_bouncegrid_static_maxphotons = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_maxphotons", "250000", "upper bound on photons in static mode"};
+cvar_t r_shadow_bouncegrid_static_quality = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_quality", "16", "amount of photons that should be fired (this is multiplied by spacing ^ 2 to make it adaptive with spacing changes)"};
+cvar_t r_shadow_bouncegrid_static_spacing = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_spacing", "64", "unit size of bouncegrid pixel when in static mode"};
+cvar_t r_shadow_bouncegrid_subsamples = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_subsamples", "1", "when generating the texture, sample this many points along each dimension (multisampling uses more compute but not more memory bandwidth)"};
+cvar_t r_shadow_bouncegrid_threaded = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_threaded", "1", "enables use of taskqueue_maxthreads to perform the traces and slice rendering of bouncegrid"};
+cvar_t r_coronas = {CVAR_CLIENT | CVAR_SAVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
+cvar_t r_coronas_occlusionsizescale = {CVAR_CLIENT | CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
+cvar_t r_coronas_occlusionquery = {CVAR_CLIENT | CVAR_SAVE, "r_coronas_occlusionquery", "0", "fades coronas according to visibility"};
+cvar_t gl_flashblend = {CVAR_CLIENT | CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
+cvar_t r_editlights = {CVAR_CLIENT, "r_editlights", "0", "enables .rtlights file editing mode"};
+cvar_t r_editlights_cursordistance = {CVAR_CLIENT, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
+cvar_t r_editlights_cursorpushback = {CVAR_CLIENT, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
+cvar_t r_editlights_cursorpushoff = {CVAR_CLIENT, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
+cvar_t r_editlights_cursorgrid = {CVAR_CLIENT, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
+cvar_t r_editlights_quakelightsizescale = {CVAR_CLIENT | CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
+cvar_t r_editlights_drawproperties = {CVAR_CLIENT, "r_editlights_drawproperties", "1", "draw properties of currently selected light"};
+cvar_t r_editlights_current_origin = {CVAR_CLIENT, "r_editlights_current_origin", "0 0 0", "origin of selected light"};
+cvar_t r_editlights_current_angles = {CVAR_CLIENT, "r_editlights_current_angles", "0 0 0", "angles of selected light"};
+cvar_t r_editlights_current_color = {CVAR_CLIENT, "r_editlights_current_color", "1 1 1", "color of selected light"};
+cvar_t r_editlights_current_radius = {CVAR_CLIENT, "r_editlights_current_radius", "0", "radius of selected light"};
+cvar_t r_editlights_current_corona = {CVAR_CLIENT, "r_editlights_current_corona", "0", "corona intensity of selected light"};
+cvar_t r_editlights_current_coronasize = {CVAR_CLIENT, "r_editlights_current_coronasize", "0", "corona size of selected light"};
+cvar_t r_editlights_current_style = {CVAR_CLIENT, "r_editlights_current_style", "0", "style of selected light"};
+cvar_t r_editlights_current_shadows = {CVAR_CLIENT, "r_editlights_current_shadows", "0", "shadows flag of selected light"};
+cvar_t r_editlights_current_cubemap = {CVAR_CLIENT, "r_editlights_current_cubemap", "0", "cubemap of selected light"};
+cvar_t r_editlights_current_ambient = {CVAR_CLIENT, "r_editlights_current_ambient", "0", "ambient intensity of selected light"};
+cvar_t r_editlights_current_diffuse = {CVAR_CLIENT, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"};
+cvar_t r_editlights_current_specular = {CVAR_CLIENT, "r_editlights_current_specular", "1", "specular intensity of selected light"};
+cvar_t r_editlights_current_normalmode = {CVAR_CLIENT, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"};
+cvar_t r_editlights_current_realtimemode = {CVAR_CLIENT, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"};
 
 r_shadow_bouncegrid_state_t r_shadow_bouncegrid_state;
 
@@ -282,7 +281,7 @@ void R_Shadow_SaveWorldLights(void);
 void R_Shadow_LoadWorldLights(void);
 void R_Shadow_LoadLightsFile(void);
 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
-void R_Shadow_EditLights_Reload_f(void);
+void R_Shadow_EditLights_Reload_f(cmd_state_t *cmd);
 static void R_Shadow_MakeTextures(void);
 
 #define EDLIGHTSPRSIZE                 8
@@ -359,7 +358,7 @@ static void R_Shadow_SetShadowMode(void)
        }
 
        if(R_CompileShader_CheckStaticParms())
-               R_GLSL_Restart_f();
+               R_GLSL_Restart_f(&cmd_client);
 }
 
 qboolean R_Shadow_ShadowMappingEnabled(void)
@@ -494,8 +493,9 @@ static void r_shadow_shutdown(void)
        if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL;
        if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL;
        if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL;
-       if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL;
-       r_shadow_bouncegrid_state.maxsplatpaths = 0;
+       if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL;
+       if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL;
+       if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL;
        memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state));
        r_shadow_attenuationgradienttexture = NULL;
        R_FreeTexturePool(&r_shadow_texturepool);
@@ -567,9 +567,9 @@ static void r_shadow_newmap(void)
        if (r_shadow_bouncegrid_state.blurpixels[1]) { Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; }
        if (r_shadow_bouncegrid_state.u8pixels) { Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; }
        if (r_shadow_bouncegrid_state.fp16pixels) { Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; }
-       if (r_shadow_bouncegrid_state.splatpaths) { Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL; }
-
-       r_shadow_bouncegrid_state.maxsplatpaths = 0;
+       if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL;
+       if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL;
+       if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL;
 
        if (r_shadow_bouncegrid_state.texture)    { R_FreeTexture(r_shadow_bouncegrid_state.texture);r_shadow_bouncegrid_state.texture = NULL; }
        if (r_shadow_lightcorona)                 { R_SkinFrame_MarkUsed(r_shadow_lightcorona); }
@@ -580,7 +580,7 @@ static void r_shadow_newmap(void)
        if (r_editlights_sprcubemapnoshadowlight) { R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight); }
        if (r_editlights_sprselection)            { R_SkinFrame_MarkUsed(r_editlights_sprselection); }
        if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
-               R_Shadow_EditLights_Reload_f();
+               R_Shadow_EditLights_Reload_f(&cmd_client);
 }
 
 void R_Shadow_Init(void)
@@ -644,7 +644,6 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_culllights_trace_delay);
        Cvar_RegisterVariable(&r_shadow_bouncegrid);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_blur);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_bounceminimumintensity);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_culllightpaths);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_directionalshading);
@@ -662,14 +661,12 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_bouncegrid_floatcolors);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize_conespread);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize_initial);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_normalizevectors);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_rng_seed);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_rng_type);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_sortlightpaths);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static_bounceminimumintensity);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
@@ -678,6 +675,8 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxphotons);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static_quality);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static_spacing);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_subsamples);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_threaded);
        Cvar_RegisterVariable(&r_coronas);
        Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
        Cvar_RegisterVariable(&r_coronas_occlusionquery);
@@ -1660,110 +1659,6 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping)
        R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
 }
 
-#define MAXBOUNCEGRIDSPLATSIZE 7
-#define MAXBOUNCEGRIDSPLATSIZE1 (MAXBOUNCEGRIDSPLATSIZE+1)
-
-// these are temporary data per-frame, sorted and performed in a more
-// cache-friendly order than the original photons
-typedef struct r_shadow_bouncegrid_splatpath_s
-{
-       vec3_t point;
-       vec3_t step;
-       vec3_t splatcolor;
-       vec3_t splatdir;
-       vec_t splatintensity;
-       vec_t splatsize_current;
-       vec_t splatsize_perstep;
-       int remainingsplats;
-}
-r_shadow_bouncegrid_splatpath_t;
-
-static void R_Shadow_BounceGrid_AddSplatPath(vec3_t originalstart, vec3_t originalend, vec3_t color, vec_t distancetraveled)
-{
-       int bestaxis;
-       int numsplats;
-       float len;
-       float ilen;
-       vec3_t start;
-       vec3_t end;
-       vec3_t diff;
-       vec3_t originaldir;
-       r_shadow_bouncegrid_splatpath_t *path;
-
-       // cull paths that fail R_CullBox in dynamic mode
-       if (!r_shadow_bouncegrid_state.settings.staticmode
-        && r_shadow_bouncegrid_dynamic_culllightpaths.integer)
-       {
-               vec3_t cullmins, cullmaxs;
-               cullmins[0] = min(originalstart[0], originalend[0]) - r_shadow_bouncegrid_state.settings.spacing[0];
-               cullmins[1] = min(originalstart[1], originalend[1]) - r_shadow_bouncegrid_state.settings.spacing[1];
-               cullmins[2] = min(originalstart[2], originalend[2]) - r_shadow_bouncegrid_state.settings.spacing[2];
-               cullmaxs[0] = max(originalstart[0], originalend[0]) + r_shadow_bouncegrid_state.settings.spacing[0];
-               cullmaxs[1] = max(originalstart[1], originalend[1]) + r_shadow_bouncegrid_state.settings.spacing[1];
-               cullmaxs[2] = max(originalstart[2], originalend[2]) + r_shadow_bouncegrid_state.settings.spacing[2];
-               if (R_CullBox(cullmins, cullmaxs))
-                       return;
-       }
-
-       // if the light path is going upward, reverse it - we always draw down.
-       if (originalend[2] < originalstart[2])
-       {
-               VectorCopy(originalend, start);
-               VectorCopy(originalstart, end);
-       }
-       else
-       {
-               VectorCopy(originalstart, start);
-               VectorCopy(originalend, end);
-       }
-
-       // transform to texture pixels
-       start[0] = (start[0] - r_shadow_bouncegrid_state.mins[0]) * r_shadow_bouncegrid_state.ispacing[0];
-       start[1] = (start[1] - r_shadow_bouncegrid_state.mins[1]) * r_shadow_bouncegrid_state.ispacing[1];
-       start[2] = (start[2] - r_shadow_bouncegrid_state.mins[2]) * r_shadow_bouncegrid_state.ispacing[2];
-       end[0] = (end[0] - r_shadow_bouncegrid_state.mins[0]) * r_shadow_bouncegrid_state.ispacing[0];
-       end[1] = (end[1] - r_shadow_bouncegrid_state.mins[1]) * r_shadow_bouncegrid_state.ispacing[1];
-       end[2] = (end[2] - r_shadow_bouncegrid_state.mins[2]) * r_shadow_bouncegrid_state.ispacing[2];
-
-       // check if we need to grow the splatpaths array
-       if (r_shadow_bouncegrid_state.maxsplatpaths <= r_shadow_bouncegrid_state.numsplatpaths)
-       {
-               // double the limit, this will persist from frame to frame so we don't
-               // make the same mistake each time
-               r_shadow_bouncegrid_state.maxsplatpaths *= 2;
-               if (r_shadow_bouncegrid_state.maxsplatpaths < 16384)
-                       r_shadow_bouncegrid_state.maxsplatpaths = 16384;
-               r_shadow_bouncegrid_state.splatpaths = (r_shadow_bouncegrid_splatpath_t *)Mem_Realloc(r_main_mempool, r_shadow_bouncegrid_state.splatpaths, sizeof(r_shadow_bouncegrid_splatpath_t) * r_shadow_bouncegrid_state.maxsplatpaths);
-       }
-
-       // divide a series of splats along the length using the maximum axis
-       VectorSubtract(end, start, diff);
-       // pick the best axis to trace along
-       bestaxis = 0;
-       if (diff[1]*diff[1] > diff[bestaxis]*diff[bestaxis])
-               bestaxis = 1;
-       if (diff[2]*diff[2] > diff[bestaxis]*diff[bestaxis])
-               bestaxis = 2;
-       len = fabs(diff[bestaxis]);
-       ilen = 1.0f / len;
-       numsplats = (int)(floor(len + 0.5f));
-       // sanity limits
-       numsplats = bound(0, numsplats, 1024);
-
-       VectorSubtract(originalstart, originalend, originaldir);
-       VectorNormalize(originaldir);
-
-       path = r_shadow_bouncegrid_state.splatpaths + r_shadow_bouncegrid_state.numsplatpaths++;
-       VectorCopy(start, path->point);
-       VectorScale(diff, ilen, path->step);
-       VectorCopy(color, path->splatcolor);
-       VectorCopy(originaldir, path->splatdir);
-       path->splatsize_current = r_shadow_bouncegrid_state.settings.lightpathsize_initial + r_shadow_bouncegrid_state.settings.lightpathsize_conespread * distancetraveled * r_shadow_bouncegrid_state.ispacing[0];
-       path->splatsize_perstep = r_shadow_bouncegrid_state.settings.lightpathsize_conespread;
-       path->splatintensity = VectorLength(color);
-       path->remainingsplats = numsplats;
-}
-
 static qboolean R_Shadow_BounceGrid_CheckEnable(int flag)
 {
        qboolean enable = r_shadow_bouncegrid_state.capable && r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
@@ -1812,9 +1707,7 @@ static void R_Shadow_BounceGrid_GenerateSettings(r_shadow_bouncegrid_settings_t
        settings->staticmode                    = s;
        settings->blur                          = r_shadow_bouncegrid_blur.integer != 0;
        settings->floatcolors                   = bound(0, r_shadow_bouncegrid_floatcolors.integer, 2);
-       settings->lightpathsize_initial         = bound(0.0f, r_shadow_bouncegrid_lightpathsize_initial.value, 1024.0f);
-       settings->lightpathsize_conespread      = bound(0.0f, r_shadow_bouncegrid_lightpathsize_conespread.value, 1024.0f);
-       settings->bounceanglediffuse            = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
+       settings->lightpathsize                 = bound(0.0f, r_shadow_bouncegrid_lightpathsize.value, 1024.0f);
        settings->directionalshading            = (s ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_dynamic_directionalshading.integer != 0) && r_shadow_bouncegrid_state.allowdirectionalshading;
        settings->dlightparticlemultiplier      = s ? 0 : r_shadow_bouncegrid_dynamic_dlightparticlemultiplier.value;
        settings->hitmodels                     = s ? false : r_shadow_bouncegrid_dynamic_hitmodels.integer != 0;
@@ -1822,9 +1715,9 @@ static void R_Shadow_BounceGrid_GenerateSettings(r_shadow_bouncegrid_settings_t
        settings->lightradiusscale              = (s ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_dynamic_lightradiusscale.value);
        settings->maxbounce                     = (s ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_dynamic_maxbounce.integer);
        settings->particlebounceintensity       = r_shadow_bouncegrid_particlebounceintensity.value;
-       settings->particleintensity             = r_shadow_bouncegrid_particleintensity.value * (settings->directionalshading ? 4.0f : 1.0f) * 16384 / (spacing * spacing) / 262144.0f;
+       settings->particleintensity             = r_shadow_bouncegrid_particleintensity.value * (settings->directionalshading ? 4.0f : 1.0f) / 65536.0f;
        settings->maxphotons                    = s ? r_shadow_bouncegrid_static_maxphotons.integer : r_shadow_bouncegrid_dynamic_maxphotons.integer;
-       settings->energyperphoton               = spacing * spacing / quality;
+       settings->energyperphoton               = 4096.0f / quality;
        settings->spacing[0]                    = spacing;
        settings->spacing[1]                    = spacing;
        settings->spacing[2]                    = spacing;
@@ -1833,6 +1726,7 @@ static void R_Shadow_BounceGrid_GenerateSettings(r_shadow_bouncegrid_settings_t
        settings->bounceminimumintensity2       = bounceminimumintensity * bounceminimumintensity;
        settings->bounceminimumintensity2       = bounceminimumintensity * bounceminimumintensity;
        settings->normalizevectors              = r_shadow_bouncegrid_normalizevectors.integer != 0;
+       settings->subsamples                    = bound(1, r_shadow_bouncegrid_subsamples.integer, 4);
 
        // bound the values for sanity
        settings->maxphotons = bound(1, settings->maxphotons, 25000000);
@@ -1983,9 +1877,10 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void)
                if (r_shadow_bouncegrid_state.blurpixels[1]) { Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; }
                if (r_shadow_bouncegrid_state.u8pixels) { Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; }
                if (r_shadow_bouncegrid_state.fp16pixels) { Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; }
-               if (r_shadow_bouncegrid_state.splatpaths) { Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL; }
+               if (r_shadow_bouncegrid_state.photons) { Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL; }
+               if (r_shadow_bouncegrid_state.photons_tasks) { Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL; }
+               if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL;
 
-               r_shadow_bouncegrid_state.maxsplatpaths = 0;
                r_shadow_bouncegrid_state.numpixels = numpixels;
        }
 
@@ -2001,13 +1896,37 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void)
        Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegrid_state.matrix, m);
 }
 
+static float R_Shadow_BounceGrid_RefractiveIndexAtPoint(vec3_t point)
+{
+       // check material at shadoworigin to see what the initial refractive index should be
+       int hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
+       int skipsupercontentsmask = 0;
+       int skipmaterialflagsmask = MATERIALFLAG_CUSTOMBLEND;
+       trace_t trace = CL_TracePoint(point, r_shadow_bouncegrid_state.settings.staticmode ? MOVE_WORLDONLY : (r_shadow_bouncegrid_state.settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask, true, false, NULL, true);
+       if (trace.starttexture && (trace.starttexture->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER)))
+               return trace.starttexture->refractive_index;
+       else if (trace.startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
+               return 1.333f; // water
+       else
+               return 1.0003f; // air
+}
+
 // enumerate world rtlights and sum the overall amount of light in the world,
 // from that we can calculate a scaling factor to fairly distribute photons
 // to all the lights
 //
 // this modifies rtlight->photoncolor and rtlight->photons
-static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *settings, unsigned int range, unsigned int range1, unsigned int range2, int flag)
+static void R_Shadow_BounceGrid_AssignPhotons_Task(taskqueue_task_t *t)
 {
+       // get the range of light numbers we'll be looping over:
+       // range = static lights
+       // range1 = dynamic lights (optional)
+       // range2 = range + range1
+       unsigned int range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+       unsigned int range1 = r_shadow_bouncegrid_state.settings.staticmode ? 0 : r_refdef.scene.numlights;
+       unsigned int range2 = range + range1;
+       int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+
        float normalphotonscaling;
        float photonscaling;
        float photonintensity;
@@ -2021,7 +1940,15 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
        unsigned int lightindex;
        dlight_t *light;
        rtlight_t *rtlight;
-       normalphotonscaling = 1.0f / max(0.0001f, settings->energyperphoton);
+       int shootparticles;
+       int shotparticles;
+       float bounceminimumintensity2;
+       float startrefractiveindex;
+       unsigned int seed;
+       randomseed_t randomseed;
+       vec3_t baseshotcolor;
+
+       normalphotonscaling = 1.0f / max(0.0000001f, r_shadow_bouncegrid_state.settings.energyperphoton);
        for (lightindex = 0;lightindex < range2;lightindex++)
        {
                if (lightindex < range)
@@ -2037,7 +1964,7 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
                        rtlight->bouncegrid_effectiveradius = 0;
                        if (!(light->flags & flag))
                                continue;
-                       if (settings->staticmode)
+                       if (r_shadow_bouncegrid_state.settings.staticmode)
                        {
                                // when static, we skip styled lights because they tend to change...
                                if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2)
@@ -2056,7 +1983,7 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
                        rtlight->bouncegrid_effectiveradius = 0;
                }
                // draw only visible lights (major speedup)
-               radius = rtlight->radius * settings->lightradiusscale;
+               radius = rtlight->radius * r_shadow_bouncegrid_state.settings.lightradiusscale;
                cullmins[0] = rtlight->shadoworigin[0] - radius;
                cullmins[1] = rtlight->shadoworigin[1] - radius;
                cullmins[2] = rtlight->shadoworigin[2] - radius;
@@ -2064,7 +1991,7 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
                cullmaxs[1] = rtlight->shadoworigin[1] + radius;
                cullmaxs[2] = rtlight->shadoworigin[2] + radius;
                w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
-               if (!settings->staticmode)
+               if (!r_shadow_bouncegrid_state.settings.staticmode)
                {
                        // skip if the expanded light box does not touch any visible leafs
                        if (r_refdef.scene.worldmodel
@@ -2106,10 +2033,10 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
                s = rtlight->radius;
                lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
                if (lightindex >= range)
-                       lightintensity *= settings->dlightparticlemultiplier;
+                       lightintensity *= r_shadow_bouncegrid_state.settings.dlightparticlemultiplier;
                rtlight->bouncegrid_photons = lightintensity * s * s * normalphotonscaling;
                photoncount += rtlight->bouncegrid_photons;
-               VectorScale(rtlight->bouncegrid_photoncolor, settings->particleintensity * settings->energyperphoton, rtlight->bouncegrid_photoncolor);
+               VectorScale(rtlight->bouncegrid_photoncolor, r_shadow_bouncegrid_state.settings.particleintensity * r_shadow_bouncegrid_state.settings.energyperphoton, rtlight->bouncegrid_photoncolor);
                // if the lightstyle happens to be off right now, we can skip actually
                // firing the photons, but we did have to count them in the total.
                //if (VectorLength2(rtlight->photoncolor) == 0.0f)
@@ -2121,9 +2048,9 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
        // like doing that in the typical case
        photonscaling = 1.0f;
        photonintensity = 1.0f;
-       if (photoncount > settings->maxphotons)
+       if (photoncount > r_shadow_bouncegrid_state.settings.maxphotons)
        {
-               photonscaling = settings->maxphotons / photoncount;
+               photonscaling = r_shadow_bouncegrid_state.settings.maxphotons / photoncount;
                photonintensity = 1.0f / photonscaling;
        }
 
@@ -2142,174 +2069,290 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
                rtlight->bouncegrid_photons *= photonscaling;
                VectorScale(rtlight->bouncegrid_photoncolor, photonintensity, rtlight->bouncegrid_photoncolor);
        }
-}
 
-static int R_Shadow_BounceGrid_SplatPathCompare(const void *pa, const void *pb)
-{
-       r_shadow_bouncegrid_splatpath_t *a = (r_shadow_bouncegrid_splatpath_t *)pa;
-       r_shadow_bouncegrid_splatpath_t *b = (r_shadow_bouncegrid_splatpath_t *)pb;
-       // we only really care about sorting by Z
-       if (a->point[2] < b->point[2])
-               return -1;
-       if (a->point[2] > b->point[2])
-               return 1;
-       return 0;
-}
+       // compute a seed for the unstable random modes
+       Math_RandomSeed_FromInts(&randomseed, 0, 0, 0, realtime * 1000.0);
+       seed = realtime * 1000.0;
 
-static void R_Shadow_BounceGrid_ClearPixels(void)
-{
-       // clear the highpixels array we'll be accumulating into
-       if (r_shadow_bouncegrid_state.blurpixels[0] == NULL)
-               r_shadow_bouncegrid_state.blurpixels[0] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
-       if (r_shadow_bouncegrid_state.settings.blur && r_shadow_bouncegrid_state.blurpixels[1] == NULL)
-               r_shadow_bouncegrid_state.blurpixels[1] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
-       r_shadow_bouncegrid_state.highpixels_index = 0;
-       r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
-       memset(r_shadow_bouncegrid_state.highpixels, 0, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+       for (lightindex = 0; lightindex < range2; lightindex++)
+       {
+               if (lightindex < range)
+               {
+                       light = (dlight_t *)Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                       if (!light)
+                               continue;
+                       rtlight = &light->rtlight;
+               }
+               else
+                       rtlight = r_refdef.scene.lights[lightindex - range];
+               // note that this code used to keep track of residual photons and
+               // distribute them evenly to achieve exactly a desired photon count,
+               // but that caused unwanted flickering in dynamic mode
+               shootparticles = (int)floor(rtlight->bouncegrid_photons);
+               // skip if we won't be shooting any photons
+               if (!shootparticles)
+                       continue;
+               radius = rtlight->radius * r_shadow_bouncegrid_state.settings.lightradiusscale;
+               //s = settings.particleintensity / shootparticles;
+               //VectorScale(rtlight->bouncegrid_photoncolor, s, baseshotcolor);
+               VectorCopy(rtlight->bouncegrid_photoncolor, baseshotcolor);
+               if (VectorLength2(baseshotcolor) <= 0.0f)
+                       continue;
+               r_refdef.stats[r_stat_bouncegrid_lights]++;
+               r_refdef.stats[r_stat_bouncegrid_particles] += shootparticles;
+               // we stop caring about bounces once the brightness goes below this fraction of the original intensity
+               bounceminimumintensity2 = VectorLength(baseshotcolor) * r_shadow_bouncegrid_state.settings.bounceminimumintensity2;
+
+               // check material at shadoworigin to see what the initial refractive index should be
+               startrefractiveindex = R_Shadow_BounceGrid_RefractiveIndexAtPoint(rtlight->shadoworigin);
+
+               // for seeded random we start the RNG with the position of the light
+               if (r_shadow_bouncegrid_state.settings.rng_seed >= 0)
+               {
+                       union
+                       {
+                               unsigned int i[4];
+                               float f[4];
+                       }
+                       u;
+                       u.f[0] = rtlight->shadoworigin[0];
+                       u.f[1] = rtlight->shadoworigin[1];
+                       u.f[2] = rtlight->shadoworigin[2];
+                       u.f[3] = 1;
+                       switch (r_shadow_bouncegrid_state.settings.rng_type)
+                       {
+                       default:
+                       case 0:
+                               // we have to shift the seed provided by the user because the result must be odd
+                               Math_RandomSeed_FromInts(&randomseed, u.i[0], u.i[1], u.i[2], u.i[3] ^ (r_shadow_bouncegrid_state.settings.rng_seed << 1));
+                               break;
+                       case 1:
+                               seed = u.i[0] ^ u.i[1] ^ u.i[2] ^ u.i[3] ^ r_shadow_bouncegrid_state.settings.rng_seed;
+                               break;
+                       }
+               }
+
+               for (shotparticles = 0; shotparticles < shootparticles && r_shadow_bouncegrid_state.numphotons < r_shadow_bouncegrid_state.settings.maxphotons; shotparticles++)
+               {
+                       r_shadow_bouncegrid_photon_t *p = r_shadow_bouncegrid_state.photons + r_shadow_bouncegrid_state.numphotons++;
+                       VectorCopy(baseshotcolor, p->color);
+                       VectorCopy(rtlight->shadoworigin, p->start);
+                       switch (r_shadow_bouncegrid_state.settings.rng_type)
+                       {
+                       default:
+                       case 0:
+                               // figure out a random direction for the initial photon to go
+                               VectorLehmerRandom(&randomseed, p->end);
+                               break;
+                       case 1:
+                               // figure out a random direction for the initial photon to go
+                               VectorCheeseRandom(seed, p->end);
+                               break;
+                       }
+
+                       // we want a uniform distribution spherically, not merely within the sphere
+                       if (r_shadow_bouncegrid_state.settings.normalizevectors)
+                               VectorNormalize(p->end);
+
+                       VectorMA(p->start, radius, p->end, p->end);
+                       p->bounceminimumintensity2 = bounceminimumintensity2;
+                       p->startrefractiveindex = startrefractiveindex;
+                       p->numpaths = 0;
+               }
+       }
+
+       t->done = 1;
 }
 
-static void R_Shadow_BounceGrid_PerformSplats(void)
+static void R_Shadow_BounceGrid_Slice(int zi)
 {
-       r_shadow_bouncegrid_splatpath_t *splatpaths = r_shadow_bouncegrid_state.splatpaths;
-       r_shadow_bouncegrid_splatpath_t *splatpath;
        float *highpixels = r_shadow_bouncegrid_state.highpixels;
-       int numsplatpaths = r_shadow_bouncegrid_state.numsplatpaths;
-       int splatindex;
-       vec3_t steppos;
-       vec3_t stepdelta;
-       vec3_t dir;
-       vec_t lightpathsize_current;
-       vec_t lightpathsize_perstep;
-       float splatcolor[32];
+       int xi, yi; // pixel increments
+       float color[32] = { 0 };
+       float radius = r_shadow_bouncegrid_state.settings.lightpathsize;
+       float iradius = 1.0f / radius;
+       int slicemins[3], slicemaxs[3];
        int resolution[3];
        int pixelsperband = r_shadow_bouncegrid_state.pixelsperband;
        int pixelbands = r_shadow_bouncegrid_state.pixelbands;
-       int numsteps;
-       int step;
-
-       // hush warnings about uninitialized data - pixelbands doesn't change but...
-       memset(splatcolor, 0, sizeof(splatcolor));
+       int photonindex;
+       int samples = r_shadow_bouncegrid_state.settings.subsamples;
+       float isamples = 1.0f / samples;
+       float samplescolorscale = isamples * isamples * isamples;
 
-       // we use this a lot, so get a local copy
+       // we use these a lot, so get a local copy
        VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
 
-       // sort the splats before we execute them, to reduce cache misses
-       if (r_shadow_bouncegrid_sortlightpaths.integer)
-               qsort(splatpaths, numsplatpaths, sizeof(*splatpaths), R_Shadow_BounceGrid_SplatPathCompare);
-
-       splatpath = splatpaths;
-       for (splatindex = 0;splatindex < numsplatpaths;splatindex++, splatpath++)
-       {
-               // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
-               // accumulate average shotcolor
-               VectorCopy(splatpath->splatdir, dir);
-               splatcolor[ 0] = splatpath->splatcolor[0];
-               splatcolor[ 1] = splatpath->splatcolor[1];
-               splatcolor[ 2] = splatpath->splatcolor[2];
-               splatcolor[ 3] = 0.0f;
-               if (pixelbands > 1)
-               {
-                       // store bentnormal in case the shader has a use for it,
-                       // bentnormal is an intensity-weighted average of the directions,
-                       // and will be normalized on conversion to texture pixels.
-                       splatcolor[ 4] = dir[0] * splatpath->splatintensity;
-                       splatcolor[ 5] = dir[1] * splatpath->splatintensity;
-                       splatcolor[ 6] = dir[2] * splatpath->splatintensity;
-                       splatcolor[ 7] = splatpath->splatintensity;
-                       // for each color component (R, G, B) calculate the amount that a
-                       // direction contributes
-                       splatcolor[ 8] = splatcolor[0] * max(0.0f, dir[0]);
-                       splatcolor[ 9] = splatcolor[0] * max(0.0f, dir[1]);
-                       splatcolor[10] = splatcolor[0] * max(0.0f, dir[2]);
-                       splatcolor[11] = 0.0f;
-                       splatcolor[12] = splatcolor[1] * max(0.0f, dir[0]);
-                       splatcolor[13] = splatcolor[1] * max(0.0f, dir[1]);
-                       splatcolor[14] = splatcolor[1] * max(0.0f, dir[2]);
-                       splatcolor[15] = 0.0f;
-                       splatcolor[16] = splatcolor[2] * max(0.0f, dir[0]);
-                       splatcolor[17] = splatcolor[2] * max(0.0f, dir[1]);
-                       splatcolor[18] = splatcolor[2] * max(0.0f, dir[2]);
-                       splatcolor[19] = 0.0f;
-                       // and do the same for negative directions
-                       splatcolor[20] = splatcolor[0] * max(0.0f, -dir[0]);
-                       splatcolor[21] = splatcolor[0] * max(0.0f, -dir[1]);
-                       splatcolor[22] = splatcolor[0] * max(0.0f, -dir[2]);
-                       splatcolor[23] = 0.0f;
-                       splatcolor[24] = splatcolor[1] * max(0.0f, -dir[0]);
-                       splatcolor[25] = splatcolor[1] * max(0.0f, -dir[1]);
-                       splatcolor[26] = splatcolor[1] * max(0.0f, -dir[2]);
-                       splatcolor[27] = 0.0f;
-                       splatcolor[28] = splatcolor[2] * max(0.0f, -dir[0]);
-                       splatcolor[29] = splatcolor[2] * max(0.0f, -dir[1]);
-                       splatcolor[30] = splatcolor[2] * max(0.0f, -dir[2]);
-                       splatcolor[31] = 0.0f;
-               }
-               // calculate the number of steps we need to traverse this distance
-               VectorCopy(splatpath->point, steppos);
-               VectorCopy(splatpath->step, stepdelta);
-               numsteps = splatpath->remainingsplats;
-               lightpathsize_current = splatpath->splatsize_current + 1.0f; // add 1.0 for the gradient fade around the sphere
-               lightpathsize_perstep = splatpath->splatsize_perstep;
-               for (step = 0;step < numsteps;step++)
+       for (photonindex = 0; photonindex < r_shadow_bouncegrid_state.numphotons; photonindex++)
+       {
+               r_shadow_bouncegrid_photon_t *photon = r_shadow_bouncegrid_state.photons + photonindex;
+               int pathindex;
+               for (pathindex = 0; pathindex < photon->numpaths; pathindex++)
                {
-                       // the middle row/column/layer of each splat are full intensity
-                       float splatmins[3];
-                       float splatmaxs[3];
-                       if (lightpathsize_current > MAXBOUNCEGRIDSPLATSIZE)
-                               lightpathsize_current = MAXBOUNCEGRIDSPLATSIZE;
-                       splatmins[0] = max(1.0f, steppos[0] - lightpathsize_current * 0.5f);
-                       splatmins[1] = max(1.0f, steppos[1] - lightpathsize_current * 0.5f);
-                       splatmins[2] = max(1.0f, steppos[2] - lightpathsize_current * 0.5f);
-                       splatmaxs[0] = min(steppos[0] + lightpathsize_current * 0.5f, resolution[0] - 1.0f);
-                       splatmaxs[1] = min(steppos[1] + lightpathsize_current * 0.5f, resolution[1] - 1.0f);
-                       splatmaxs[2] = min(steppos[2] + lightpathsize_current * 0.5f, resolution[2] - 1.0f);
-                       if (splatmaxs[0] > splatmins[0] && splatmaxs[1] > splatmins[1] && splatmaxs[2] > splatmins[2])
+                       r_shadow_bouncegrid_photon_path_t *path = photon->paths + pathindex;
+                       float pathstart[3], pathend[3], pathmins[3], pathmaxs[3], pathdelta[3], pathdir[3], pathlength2, pathilength;
+
+                       VectorSubtract(path->start, r_shadow_bouncegrid_state.mins, pathstart);
+                       VectorSubtract(path->end, r_shadow_bouncegrid_state.mins, pathend);
+
+                       pathmins[2] = min(pathstart[2], pathend[2]);
+                       slicemins[2] = (int)floor((pathmins[2] - radius) * r_shadow_bouncegrid_state.ispacing[2]);
+                       pathmaxs[2] = max(pathstart[2], pathend[2]);
+                       slicemaxs[2] = (int)floor((pathmaxs[2] + radius) * r_shadow_bouncegrid_state.ispacing[2] + 1);
+
+                       // skip if the path doesn't touch this slice
+                       if (zi < slicemins[2] || zi >= slicemaxs[2])
+                               continue;
+
+                       pathmins[0] = min(pathstart[0], pathend[0]);
+                       slicemins[0] = (int)floor((pathmins[0] - radius) * r_shadow_bouncegrid_state.ispacing[0]);
+                       slicemins[0] = max(slicemins[0], 1);
+                       pathmaxs[0] = max(pathstart[0], pathend[0]);
+                       slicemaxs[0] = (int)floor((pathmaxs[0] + radius) * r_shadow_bouncegrid_state.ispacing[0]);
+                       slicemaxs[0] = min(slicemaxs[0], resolution[0] - 1);
+
+                       pathmins[1] = min(pathstart[1], pathend[1]);
+                       slicemins[1] = (int)floor((pathmins[1] - radius) * r_shadow_bouncegrid_state.ispacing[1] + 1);
+                       slicemins[1] = max(slicemins[1], 1);
+                       pathmaxs[1] = max(pathstart[1], pathend[1]);
+                       slicemaxs[1] = (int)floor((pathmaxs[1] + radius) * r_shadow_bouncegrid_state.ispacing[1] + 1);
+                       slicemaxs[1] = min(slicemaxs[1], resolution[1] - 1);
+
+                       // skip if the path is out of bounds on X or Y
+                       if (slicemins[0] >= slicemaxs[0] || slicemins[1] >= slicemaxs[1])
+                               continue;
+
+                       // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
+                       // accumulate average shotcolor
+                       VectorSubtract(pathend, pathstart, pathdelta);
+                       pathlength2 = VectorLength2(pathdelta);
+                       pathilength = pathlength2 > 0.0f ? 1.0f / sqrt(pathlength2) : 0.0f;
+                       VectorScale(pathdelta, pathilength, pathdir);
+                       // the color is scaled by the number of subsamples
+                       color[0] = path->color[0] * samplescolorscale;
+                       color[1] = path->color[1] * samplescolorscale;
+                       color[2] = path->color[2] * samplescolorscale;
+                       color[3] = 0.0f;
+                       if (pixelbands > 1)
+                       {
+                               // store bentnormal in case the shader has a use for it,
+                               // bentnormal is an intensity-weighted average of the directions,
+                               // and will be normalized on conversion to texture pixels.
+                               float intensity = VectorLength(color);
+                               color[4] = pathdir[0] * intensity;
+                               color[5] = pathdir[1] * intensity;
+                               color[6] = pathdir[2] * intensity;
+                               color[7] = intensity;
+                               // for each color component (R, G, B) calculate the amount that a
+                               // direction contributes
+                               color[8] = color[0] * max(0.0f, pathdir[0]);
+                               color[9] = color[0] * max(0.0f, pathdir[1]);
+                               color[10] = color[0] * max(0.0f, pathdir[2]);
+                               color[11] = 0.0f;
+                               color[12] = color[1] * max(0.0f, pathdir[0]);
+                               color[13] = color[1] * max(0.0f, pathdir[1]);
+                               color[14] = color[1] * max(0.0f, pathdir[2]);
+                               color[15] = 0.0f;
+                               color[16] = color[2] * max(0.0f, pathdir[0]);
+                               color[17] = color[2] * max(0.0f, pathdir[1]);
+                               color[18] = color[2] * max(0.0f, pathdir[2]);
+                               color[19] = 0.0f;
+                               // and do the same for negative directions
+                               color[20] = color[0] * max(0.0f, -pathdir[0]);
+                               color[21] = color[0] * max(0.0f, -pathdir[1]);
+                               color[22] = color[0] * max(0.0f, -pathdir[2]);
+                               color[23] = 0.0f;
+                               color[24] = color[1] * max(0.0f, -pathdir[0]);
+                               color[25] = color[1] * max(0.0f, -pathdir[1]);
+                               color[26] = color[1] * max(0.0f, -pathdir[2]);
+                               color[27] = 0.0f;
+                               color[28] = color[2] * max(0.0f, -pathdir[0]);
+                               color[29] = color[2] * max(0.0f, -pathdir[1]);
+                               color[30] = color[2] * max(0.0f, -pathdir[2]);
+                               color[31] = 0.0f;
+                       }
+
+                       for (yi = slicemins[1]; yi < slicemaxs[1]; yi++)
                        {
-                               // it is within bounds...  do the real work now
-                               int xi, yi, zi, band, row;
-                               float pixelpos[3];
-                               float w;
-                               float *p;
-                               float colorscale = 1.0f / lightpathsize_current;
-                               r_refdef.stats[r_stat_bouncegrid_splats]++;
-                               // accumulate light onto the pixels
-                               for (zi = (int)floor(splatmins[2]);zi < splatmaxs[2];zi++)
+                               for (xi = slicemins[0]; xi < slicemaxs[0]; xi++)
                                {
-                                       pixelpos[2] = zi + 0.5f;
-                                       for (yi = (int)floor(splatmins[1]); yi < splatmaxs[1]; yi++)
+                                       float sample[3], diff[3], nearest[3], along, distance2;
+                                       float *p = highpixels + 4 * ((zi * resolution[1] + yi) * resolution[0] + xi);
+                                       int xs, ys, zs;
+                                       // loop over the subsamples
+                                       for (zs = 0; zs < samples; zs++)
                                        {
-                                               pixelpos[1] = yi + 0.5f;
-                                               row = (zi*resolution[1] + yi)*resolution[0];
-                                               for (xi = (int)floor(splatmins[0]); xi < splatmaxs[0]; xi++)
+                                               sample[2] = (zi + (zs + 0.5f) * isamples) * r_shadow_bouncegrid_state.spacing[2];
+                                               for (ys = 0; ys < samples; ys++)
                                                {
-                                                       pixelpos[0] = xi + 0.5f;
-                                                       // simple radial antialiased sphere - linear gradient fade over 1 pixel from the edge
-                                                       w = lightpathsize_current - VectorDistance(pixelpos, steppos);
-                                                       if (w > 0.0f)
+                                                       sample[1] = (yi + (ys + 0.5f) * isamples) * r_shadow_bouncegrid_state.spacing[1];
+                                                       for (xs = 0; xs < samples; xs++)
                                                        {
-                                                               if (w > 1.0f)
-                                                                       w = 1.0f;
-                                                               w *= colorscale;
-                                                               p = highpixels + 4 * (row + xi);
-                                                               for (band = 0; band < pixelbands; band++, p += pixelsperband * 4)
+                                                               sample[0] = (xi + (xs + 0.5f) * isamples) * r_shadow_bouncegrid_state.spacing[0];
+
+                                                               // measure distance from subsample to line segment and see if it is within radius
+                                                               along = DotProduct(sample, pathdir) * pathilength;
+                                                               if (along <= 0)
+                                                                       VectorCopy(pathstart, nearest);
+                                                               else if (along >= 1)
+                                                                       VectorCopy(pathend, nearest);
+                                                               else
+                                                                       VectorLerp(pathstart, along, pathend, nearest);
+                                                               VectorSubtract(sample, nearest, diff);
+                                                               VectorScale(diff, iradius, diff);
+                                                               distance2 = VectorLength2(diff);
+                                                               if (distance2 < 1.0f)
                                                                {
-                                                                       // add to the pixel color
-                                                                       p[0] += splatcolor[band * 4 + 0] * w;
-                                                                       p[1] += splatcolor[band * 4 + 1] * w;
-                                                                       p[2] += splatcolor[band * 4 + 2] * w;
-                                                                       p[3] += splatcolor[band * 4 + 3] * w;
+                                                                       // contribute some color to this pixel, across all bands
+                                                                       float w = 1.0f - sqrt(distance2);
+                                                                       int band;
+                                                                       w *= w;
+                                                                       if (pixelbands > 1)
+                                                                       {
+                                                                               // small optimization for alpha - only color[7] is non-zero, so skip the rest of the alpha elements.
+                                                                               p[pixelsperband * 4 + 3] += color[7] * w;
+                                                                       }
+                                                                       for (band = 0; band < pixelbands; band++)
+                                                                       {
+                                                                               // add to the pixel color (RGB only - see above)
+                                                                               p[band * pixelsperband * 4 + 0] += color[band * 4 + 0] * w;
+                                                                               p[band * pixelsperband * 4 + 1] += color[band * 4 + 1] * w;
+                                                                               p[band * pixelsperband * 4 + 2] += color[band * 4 + 2] * w;
+                                                                       }
                                                                }
                                                        }
                                                }
                                        }
                                }
                        }
-                       VectorAdd(steppos, stepdelta, steppos);
-                       lightpathsize_current += lightpathsize_perstep;
                }
        }
 }
 
+static void R_Shadow_BounceGrid_Slice_Task(taskqueue_task_t *t)
+{
+       R_Shadow_BounceGrid_Slice((int)t->i[0]);
+       t->done = 1;
+}
+
+static void R_Shadow_BounceGrid_EnqueueSlices_Task(taskqueue_task_t *t)
+{
+       int i, slices;
+       // we need to wait for the texture clear to finish before we start adding light to it
+       if (r_shadow_bouncegrid_state.cleartex_task.done == 0)
+       {
+               TaskQueue_Yield(t);
+               return;
+       }
+       slices = r_shadow_bouncegrid_state.resolution[2] - 2;
+       for (i = 0; i < slices; i++)
+               TaskQueue_Setup(r_shadow_bouncegrid_state.slices_tasks + i, NULL, R_Shadow_BounceGrid_Slice_Task, i + 1, 0, NULL, NULL);
+       TaskQueue_Enqueue(slices, r_shadow_bouncegrid_state.slices_tasks);
+       TaskQueue_Setup(&r_shadow_bouncegrid_state.slices_done_task, NULL, TaskQueue_Task_CheckTasksDone, slices, 0, r_shadow_bouncegrid_state.slices_tasks, 0);
+       TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.slices_done_task);
+       t->done = 1;
+}
+
 static void R_Shadow_BounceGrid_BlurPixelsInDirection(const float *inpixels, float *outpixels, int off)
 {
        const float *inpixel;
@@ -2342,31 +2385,31 @@ static void R_Shadow_BounceGrid_BlurPixelsInDirection(const float *inpixels, flo
        }
 }
 
-static void R_Shadow_BounceGrid_BlurPixels(void)
+static void R_Shadow_BounceGrid_BlurPixels_Task(taskqueue_task_t *t)
 {
        float *pixels[4];
        unsigned int resolution[3];
+       if (r_shadow_bouncegrid_state.settings.blur)
+       {
+               VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
 
-       if (!r_shadow_bouncegrid_state.settings.blur)
-               return;
-       
-       VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
-
-       pixels[0] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
-       pixels[1] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1];
-       pixels[2] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
-       pixels[3] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1];
+               pixels[0] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
+               pixels[1] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1];
+               pixels[2] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
+               pixels[3] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1];
 
-       // blur on X
-       R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[0], pixels[1], 4);
-       // blur on Y
-       R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[1], pixels[2], resolution[0] * 4);
-       // blur on Z
-       R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[2], pixels[3], resolution[0] * resolution[1] * 4);
+               // blur on X
+               R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[0], pixels[1], 4);
+               // blur on Y
+               R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[1], pixels[2], resolution[0] * 4);
+               // blur on Z
+               R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[2], pixels[3], resolution[0] * resolution[1] * 4);
 
-       // toggle the state, highpixels now points to pixels[3] result
-       r_shadow_bouncegrid_state.highpixels_index ^= 1;
-       r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
+               // toggle the state, highpixels now points to pixels[3] result
+               r_shadow_bouncegrid_state.highpixels_index ^= 1;
+               r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
+       }
+       t->done = 1;
 }
 
 static void R_Shadow_BounceGrid_ConvertPixelsAndUpload(void)
@@ -2543,216 +2586,175 @@ static void R_Shadow_BounceGrid_ConvertPixelsAndUpload(void)
        r_shadow_bouncegrid_state.lastupdatetime = realtime;
 }
 
-static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t settings, unsigned int range, unsigned int range1, unsigned int range2, int flag)
+void R_Shadow_BounceGrid_ClearTex_Task(taskqueue_task_t *t)
 {
-       vec3_t bouncerandom[10];
-       dlight_t *light;
-       int bouncecount;
-       int hitsupercontentsmask;
-       int skipsupercontentsmask;
-       int skipmaterialflagsmask;
-       int maxbounce;
-       int shootparticles;
-       int shotparticles;
-       float bounceminimumintensity2;
-       trace_t cliptrace;
-       //trace_t cliptrace2;
-       //trace_t cliptrace3;
-       unsigned int lightindex;
-       unsigned int seed;
-       randomseed_t randomseed;
-       vec3_t shotcolor;
-       vec3_t baseshotcolor;
-       vec3_t surfcolor;
-       vec3_t clipend;
-       vec3_t clipstart;
-       vec3_t clipdiff;
-       vec_t radius;
-       vec_t distancetraveled;
-       vec_t s;
-       rtlight_t *rtlight;
-
-       // compute a seed for the unstable random modes
-       Math_RandomSeed_FromInts(&randomseed, 0, 0, 0, realtime * 1000.0);
-       seed = realtime * 1000.0;
-
-       r_shadow_bouncegrid_state.numsplatpaths = 0;
+       memset(r_shadow_bouncegrid_state.highpixels, 0, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+       t->done = 1;
+}
 
+static void R_Shadow_BounceGrid_TracePhotons_Shot(r_shadow_bouncegrid_photon_t *p, int remainingbounces, vec3_t shotstart, vec3_t shotend, vec3_t shotcolor, float bounceminimumintensity2, float previousrefractiveindex)
+{
+       int hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask;
+       vec3_t shothit;
+       vec3_t surfacenormal;
+       vec3_t reflectstart, reflectend, reflectcolor;
+       vec3_t refractstart, refractend, refractcolor;
+       vec_t s;
+       float reflectamount = 1.0f;
+       trace_t cliptrace;
        // figure out what we want to interact with
-       if (settings.hitmodels)
-               hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
-       else
-               hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
+       hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
        skipsupercontentsmask = 0;
-       skipmaterialflagsmask = MATERIALFLAGMASK_TRANSLUCENT;
-       maxbounce = settings.maxbounce;
-
-       for (lightindex = 0;lightindex < range2;lightindex++)
+       skipmaterialflagsmask = MATERIALFLAG_CUSTOMBLEND;
+       //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
+       //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
+       if (r_shadow_bouncegrid_state.settings.staticmode || r_shadow_bouncegrid_state.settings.rng_seed < 0 || r_shadow_bouncegrid_threaded.integer)
        {
-               if (lightindex < range)
+               // static mode fires a LOT of rays but none of them are identical, so they are not cached
+               // non-stable random in dynamic mode also never reuses a direction, so there's no reason to cache it
+               cliptrace = CL_TraceLine(shotstart, shotend, r_shadow_bouncegrid_state.settings.staticmode ? MOVE_WORLDONLY : (r_shadow_bouncegrid_state.settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask, collision_extendmovelength.value, true, false, NULL, true, true);
+       }
+       else
+       {
+               // dynamic mode fires many rays and most will match the cache from the previous frame
+               cliptrace = CL_Cache_TraceLineSurfaces(shotstart, shotend, r_shadow_bouncegrid_state.settings.staticmode ? MOVE_WORLDONLY : (r_shadow_bouncegrid_state.settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
+       }
+       VectorCopy(cliptrace.endpos, shothit);
+       if ((remainingbounces == r_shadow_bouncegrid_state.settings.maxbounce || r_shadow_bouncegrid_state.settings.includedirectlighting) && p->numpaths < PHOTON_MAX_PATHS)
+       {
+               qboolean notculled = true;
+               // cull paths that fail R_CullBox in dynamic mode
+               if (!r_shadow_bouncegrid_state.settings.staticmode
+                       && r_shadow_bouncegrid_dynamic_culllightpaths.integer)
                {
-                       light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-                       if (!light)
-                               continue;
-                       rtlight = &light->rtlight;
+                       vec3_t cullmins, cullmaxs;
+                       cullmins[0] = min(shotstart[0], shothit[0]) - r_shadow_bouncegrid_state.settings.spacing[0] - r_shadow_bouncegrid_state.settings.lightpathsize;
+                       cullmins[1] = min(shotstart[1], shothit[1]) - r_shadow_bouncegrid_state.settings.spacing[1] - r_shadow_bouncegrid_state.settings.lightpathsize;
+                       cullmins[2] = min(shotstart[2], shothit[2]) - r_shadow_bouncegrid_state.settings.spacing[2] - r_shadow_bouncegrid_state.settings.lightpathsize;
+                       cullmaxs[0] = max(shotstart[0], shothit[0]) + r_shadow_bouncegrid_state.settings.spacing[0] + r_shadow_bouncegrid_state.settings.lightpathsize;
+                       cullmaxs[1] = max(shotstart[1], shothit[1]) + r_shadow_bouncegrid_state.settings.spacing[1] + r_shadow_bouncegrid_state.settings.lightpathsize;
+                       cullmaxs[2] = max(shotstart[2], shothit[2]) + r_shadow_bouncegrid_state.settings.spacing[2] + r_shadow_bouncegrid_state.settings.lightpathsize;
+                       if (R_CullBox(cullmins, cullmaxs))
+                               notculled = false;
                }
-               else
-                       rtlight = r_refdef.scene.lights[lightindex - range];
-               // note that this code used to keep track of residual photons and
-               // distribute them evenly to achieve exactly a desired photon count,
-               // but that caused unwanted flickering in dynamic mode
-               shootparticles = (int)floor(rtlight->bouncegrid_photons);
-               // skip if we won't be shooting any photons
-               if (!shootparticles)
-                       continue;
-               radius = rtlight->radius * settings.lightradiusscale;
-               //s = settings.particleintensity / shootparticles;
-               //VectorScale(rtlight->bouncegrid_photoncolor, s, baseshotcolor);
-               VectorCopy(rtlight->bouncegrid_photoncolor, baseshotcolor);
-               if (VectorLength2(baseshotcolor) <= 0.0f)
-                       continue;
-               r_refdef.stats[r_stat_bouncegrid_lights]++;
-               r_refdef.stats[r_stat_bouncegrid_particles] += shootparticles;
-               // we stop caring about bounces once the brightness goes below this fraction of the original intensity
-               bounceminimumintensity2 = VectorLength(baseshotcolor) * settings.bounceminimumintensity2;
-
-               // for seeded random we start the RNG with the position of the light
-               if (settings.rng_seed >= 0)
+               if (notculled)
                {
-                       union
+                       r_shadow_bouncegrid_photon_path_t *path = p->paths + p->numpaths++;
+                       VectorCopy(shotstart, path->start);
+                       VectorCopy(shothit, path->end);
+                       VectorCopy(shotcolor, path->color);
+               }
+       }
+       if (cliptrace.fraction < 1.0f && remainingbounces > 0)
+       {
+               // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
+               // also clamp the resulting color to never add energy, even if the user requests extreme values
+               VectorCopy(cliptrace.plane.normal, surfacenormal);
+               VectorSet(reflectcolor, 0.5f, 0.5f, 0.5f);
+               VectorClear(refractcolor);
+               // FIXME: we need to determine the exact triangle, vertex color and texcoords and texture color and texture normal for the impacted point
+               if (cliptrace.hittexture)
+               {
+                       if (cliptrace.hittexture->currentskinframe)
+                               VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, reflectcolor);
+                       if (cliptrace.hittexture->currentalpha < 1.0f && (cliptrace.hittexture->currentmaterialflags & (MATERIALFLAG_ALPHA | MATERIALFLAG_ALPHATEST)))
                        {
-                               unsigned int i[4];
-                               float f[4];
+                               reflectamount *= cliptrace.hittexture->currentalpha;
+                               if (cliptrace.hittexture->currentskinframe)
+                                       reflectamount *= cliptrace.hittexture->currentskinframe->avgcolor[3];
                        }
-                       u;
-                       u.f[0] = rtlight->shadoworigin[0];
-                       u.f[1] = rtlight->shadoworigin[1];
-                       u.f[2] = rtlight->shadoworigin[2];
-                       u.f[3] = 1;
-                       switch (settings.rng_type)
+                       if (cliptrace.hittexture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
                        {
-                       default:
-                       case 0:
-                               // we have to shift the seed provided by the user because the result must be odd
-                               Math_RandomSeed_FromInts(&randomseed, u.i[0], u.i[1], u.i[2], u.i[3] ^ (settings.rng_seed << 1));
-                               break;
-                       case 1:
-                               seed = u.i[0] ^ u.i[1] ^ u.i[2] ^ u.i[3] ^ settings.rng_seed;
-                               break;
+                               float Fresnel;
+                               vec3_t lightdir;
+                               //reflectchance = pow(min(1.0f, 1.0f - cliptrace.
+                               VectorSubtract(shotstart, shotend, lightdir);
+                               VectorNormalize(lightdir);
+                               Fresnel = min(1.0f, 1.0f - DotProduct(lightdir, surfacenormal));
+                               Fresnel = Fresnel * Fresnel * (cliptrace.hittexture->reflectmax - cliptrace.hittexture->reflectmin) + cliptrace.hittexture->reflectmin;
+                               reflectamount *= Fresnel;
+                               VectorCopy(cliptrace.hittexture->refractcolor4f, refractcolor);
                        }
+                       if (cliptrace.hittexture->currentmaterialflags & MATERIALFLAG_REFRACTION)
+                               VectorCopy(cliptrace.hittexture->refractcolor4f, refractcolor);
+                       // make sure we do not gain energy even if surface colors are out of bounds
+                       reflectcolor[0] = min(reflectcolor[0], 1.0f);
+                       reflectcolor[1] = min(reflectcolor[1], 1.0f);
+                       reflectcolor[2] = min(reflectcolor[2], 1.0f);
+                       refractcolor[0] = min(refractcolor[0], 1.0f);
+                       refractcolor[1] = min(refractcolor[1], 1.0f);
+                       refractcolor[2] = min(refractcolor[2], 1.0f);
                }
+               // reflected and refracted shots
+               VectorScale(reflectcolor, r_shadow_bouncegrid_state.settings.particlebounceintensity * reflectamount, reflectcolor);
+               VectorScale(refractcolor, (1.0f - reflectamount), refractcolor);
+               VectorMultiply(reflectcolor, shotcolor, reflectcolor);
+               VectorMultiply(refractcolor, shotcolor, refractcolor);
 
-               for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
+               if (VectorLength2(reflectcolor) >= bounceminimumintensity2)
                {
-                       VectorCopy(baseshotcolor, shotcolor);
-                       VectorCopy(rtlight->shadoworigin, clipstart);
-                       switch (settings.rng_type)
-                       {
-                       default:
-                       case 0:
-                               VectorLehmerRandom(&randomseed, clipend);
-                               if (settings.bounceanglediffuse)
-                               {
-                                       // we want random to be stable, so we still have to do all the random we would have done
-                                       for (bouncecount = 0; bouncecount < maxbounce; bouncecount++)
-                                               VectorLehmerRandom(&randomseed, bouncerandom[bouncecount]);
-                               }
-                               break;
-                       case 1:
-                               VectorCheeseRandom(seed, clipend);
-                               if (settings.bounceanglediffuse)
-                               {
-                                       // we want random to be stable, so we still have to do all the random we would have done
-                                       for (bouncecount = 0; bouncecount < maxbounce; bouncecount++)
-                                               VectorCheeseRandom(seed, bouncerandom[bouncecount]);
-                               }
-                               break;
-                       }
-
-                       // we want a uniform distribution spherically, not merely within the sphere
-                       if (settings.normalizevectors)
-                               VectorNormalize(clipend);
+                       // reflect the remaining portion of the line across plane normal
+                       VectorSubtract(shotend, shothit, reflectend);
+                       VectorReflect(reflectend, 1.0, surfacenormal, reflectend);
+                       // calculate the new line start and end
+                       VectorCopy(shothit, reflectstart);
+                       VectorAdd(reflectstart, reflectend, reflectend);
+                       R_Shadow_BounceGrid_TracePhotons_Shot(p, remainingbounces - 1, reflectstart, reflectend, reflectcolor, bounceminimumintensity2, previousrefractiveindex);
+               }
 
-                       VectorMA(clipstart, radius, clipend, clipend);
-                       distancetraveled = 0.0f;
-                       for (bouncecount = 0;;bouncecount++)
-                       {
-                               r_refdef.stats[r_stat_bouncegrid_traces]++;
-                               rtlight->bouncegrid_traces++;
-                               //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
-                               //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
-                               if (settings.staticmode || settings.rng_seed < 0)
-                               {
-                                       // static mode fires a LOT of rays but none of them are identical, so they are not cached
-                                       // non-stable random in dynamic mode also never reuses a direction, so there's no reason to cache it
-                                       cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask, collision_extendmovelength.value, true, false, NULL, true, true);
-                               }
-                               else
-                               {
-                                       // dynamic mode fires many rays and most will match the cache from the previous frame
-                                       cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
-                               }
-                               if (bouncecount > 0 || settings.includedirectlighting)
-                               {
-                                       vec3_t hitpos;
-                                       VectorCopy(cliptrace.endpos, hitpos);
-                                       R_Shadow_BounceGrid_AddSplatPath(clipstart, hitpos, shotcolor, distancetraveled);
-                               }
-                               distancetraveled += VectorDistance(clipstart, cliptrace.endpos);
-                               s = VectorDistance(rtlight->shadoworigin, cliptrace.endpos);
-                               if (rtlight->bouncegrid_effectiveradius < s)
-                                       rtlight->bouncegrid_effectiveradius = s;
-                               if (cliptrace.fraction >= 1.0f)
-                                       break;
-                               r_refdef.stats[r_stat_bouncegrid_hits]++;
-                               rtlight->bouncegrid_hits++;
-                               if (bouncecount >= maxbounce)
-                                       break;
-                               // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
-                               // also clamp the resulting color to never add energy, even if the user requests extreme values
-                               if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
-                                       VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
-                               else
-                                       VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
-                               VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
-                               surfcolor[0] = min(surfcolor[0], 1.0f);
-                               surfcolor[1] = min(surfcolor[1], 1.0f);
-                               surfcolor[2] = min(surfcolor[2], 1.0f);
-                               VectorMultiply(shotcolor, surfcolor, shotcolor);
-                               if (VectorLength2(shotcolor) <= bounceminimumintensity2)
-                                       break;
-                               r_refdef.stats[r_stat_bouncegrid_bounces]++;
-                               if (settings.bounceanglediffuse)
-                               {
-                                       // random direction, primarily along plane normal
-                                       s = VectorDistance(cliptrace.endpos, clipend);
-                                       VectorMA(cliptrace.plane.normal, 0.95f, bouncerandom[bouncecount], clipend);
-                                       VectorNormalize(clipend);
-                                       VectorScale(clipend, s, clipend);
-                               }
-                               else
-                               {
-                                       // reflect the remaining portion of the line across plane normal
-                                       VectorSubtract(clipend, cliptrace.endpos, clipdiff);
-                                       VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
-                               }
-                               // calculate the new line start and end
-                               VectorCopy(cliptrace.endpos, clipstart);
-                               VectorAdd(clipstart, clipend, clipend);
-                       }
+               if (VectorLength2(refractcolor) >= bounceminimumintensity2)
+               {
+                       // Check what refractive index is on the other side
+                       float refractiveindex;
+                       VectorMA(shothit, 0.0625f, cliptrace.plane.normal, refractstart);
+                       refractiveindex = R_Shadow_BounceGrid_RefractiveIndexAtPoint(refractstart);
+                       // reflect the remaining portion of the line across plane normal
+                       VectorSubtract(shotend, shothit, refractend);
+                       s = refractiveindex / previousrefractiveindex;
+                       VectorReflect(refractend, -1.0f / s, surfacenormal, refractend);
+                       // we also need to reflect the start to the other side of the plane so it doesn't just hit the same surface again
+                       // calculate the new line start and end
+                       VectorMA(shothit, 0.0625f, cliptrace.plane.normal, refractstart);
+                       VectorAdd(refractstart, refractend, refractend);
+                       R_Shadow_BounceGrid_TracePhotons_Shot(p, remainingbounces - 1, refractstart, refractend, refractcolor, bounceminimumintensity2, refractiveindex);
                }
        }
 }
 
+static void R_Shadow_BounceGrid_TracePhotons_ShotTask(taskqueue_task_t *t)
+{
+       r_shadow_bouncegrid_photon_t *p = (r_shadow_bouncegrid_photon_t *)t->p[0];
+       R_Shadow_BounceGrid_TracePhotons_Shot(p, r_shadow_bouncegrid_state.settings.maxbounce, p->start, p->end, p->color, p->bounceminimumintensity2, p->startrefractiveindex);
+       t->done = 1;
+}
+
+static void R_Shadow_BounceGrid_EnqueuePhotons_Task(taskqueue_task_t *t)
+{
+       int i;
+       for (i = 0; i < r_shadow_bouncegrid_state.numphotons; i++)
+               TaskQueue_Setup(r_shadow_bouncegrid_state.photons_tasks + i, NULL, R_Shadow_BounceGrid_TracePhotons_ShotTask, 0, 0, r_shadow_bouncegrid_state.photons + i, NULL);
+       TaskQueue_Setup(&r_shadow_bouncegrid_state.photons_done_task, NULL, TaskQueue_Task_CheckTasksDone, r_shadow_bouncegrid_state.numphotons, 0, r_shadow_bouncegrid_state.photons_tasks, NULL);
+       if (r_shadow_bouncegrid_threaded.integer)
+       {
+               TaskQueue_Enqueue(r_shadow_bouncegrid_state.numphotons, r_shadow_bouncegrid_state.photons_tasks);
+               TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.photons_done_task);
+       }
+       else
+       {
+               // when not threaded we still have to report task status
+               for (i = 0; i < r_shadow_bouncegrid_state.numphotons; i++)
+                       r_shadow_bouncegrid_state.photons_tasks[i].func(r_shadow_bouncegrid_state.photons_tasks + i);
+               r_shadow_bouncegrid_state.photons_done_task.done = 1;
+       }
+       t->done = 1;
+}
+
 void R_Shadow_UpdateBounceGridTexture(void)
 {
        int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
        r_shadow_bouncegrid_settings_t settings;
        qboolean enable = false;
        qboolean settingschanged;
-       unsigned int range; // number of world lights
-       unsigned int range1; // number of dynamic lights (or zero if disabled)
-       unsigned int range2; // range+range1
 
        enable = R_Shadow_BounceGrid_CheckEnable(flag);
        
@@ -2777,9 +2779,11 @@ void R_Shadow_UpdateBounceGridTexture(void)
                if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL;
                if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL;
                if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL;
-               if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL;
-               r_shadow_bouncegrid_state.maxsplatpaths = 0;
+               if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL;
+               if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL;
+               if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL;
                r_shadow_bouncegrid_state.numpixels = 0;
+               r_shadow_bouncegrid_state.numphotons = 0;
                r_shadow_bouncegrid_state.directional = false;
 
                if (!enable)
@@ -2795,37 +2799,62 @@ void R_Shadow_UpdateBounceGridTexture(void)
 
        R_Shadow_BounceGrid_UpdateSpacing();
 
-       // get the range of light numbers we'll be looping over:
-       // range = static lights
-       // range1 = dynamic lights (optional)
-       // range2 = range + range1
-       range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
-       range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
-       range2 = range + range1;
-
-       // calculate weighting factors for distributing photons among the lights
-       R_Shadow_BounceGrid_AssignPhotons(&settings, range, range1, range2, flag);
-       R_TimeReport("bouncegrid_assignphotons");
+       // allocate the highpixels array we'll be accumulating light into
+       if (r_shadow_bouncegrid_state.blurpixels[0] == NULL)
+               r_shadow_bouncegrid_state.blurpixels[0] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+       if (r_shadow_bouncegrid_state.settings.blur && r_shadow_bouncegrid_state.blurpixels[1] == NULL)
+               r_shadow_bouncegrid_state.blurpixels[1] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+       r_shadow_bouncegrid_state.highpixels_index = 0;
+       r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
 
-       // trace the photons from lights and accumulate illumination
-       R_Shadow_BounceGrid_TracePhotons(settings, range, range1, range2, flag);
-       R_TimeReport("bouncegrid_tracephotons");
+       // set up the tracking of photon data
+       if (r_shadow_bouncegrid_state.photons == NULL)
+               r_shadow_bouncegrid_state.photons = (r_shadow_bouncegrid_photon_t *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.settings.maxphotons * sizeof(r_shadow_bouncegrid_photon_t));
+       if (r_shadow_bouncegrid_state.photons_tasks == NULL)
+               r_shadow_bouncegrid_state.photons_tasks = (taskqueue_task_t *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.settings.maxphotons * sizeof(taskqueue_task_t));
+       r_shadow_bouncegrid_state.numphotons = 0;
+
+       // set up the tracking of slice tasks
+       if (r_shadow_bouncegrid_state.slices_tasks == NULL)
+               r_shadow_bouncegrid_state.slices_tasks = (taskqueue_task_t *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.resolution[2] * sizeof(taskqueue_task_t));
+
+       memset(&r_shadow_bouncegrid_state.cleartex_task, 0, sizeof(taskqueue_task_t));
+       memset(&r_shadow_bouncegrid_state.assignphotons_task, 0, sizeof(taskqueue_task_t));
+       memset(&r_shadow_bouncegrid_state.enqueuephotons_task, 0, sizeof(taskqueue_task_t));
+       memset(r_shadow_bouncegrid_state.photons_tasks, 0, r_shadow_bouncegrid_state.settings.maxphotons * sizeof(taskqueue_task_t));
+       memset(&r_shadow_bouncegrid_state.photons_done_task, 0, sizeof(taskqueue_task_t));
+       memset(&r_shadow_bouncegrid_state.enqueue_slices_task, 0, sizeof(taskqueue_task_t));
+       memset(r_shadow_bouncegrid_state.slices_tasks, 0, r_shadow_bouncegrid_state.resolution[2] * sizeof(taskqueue_task_t));
+       memset(&r_shadow_bouncegrid_state.slices_done_task, 0, sizeof(taskqueue_task_t));
+       memset(&r_shadow_bouncegrid_state.blurpixels_task, 0, sizeof(taskqueue_task_t));
 
        // clear the texture
-       R_Shadow_BounceGrid_ClearPixels();
-       R_TimeReport("bouncegrid_cleartex");
+       TaskQueue_Setup(&r_shadow_bouncegrid_state.cleartex_task, NULL, R_Shadow_BounceGrid_ClearTex_Task, 0, 0, NULL, NULL);
+       TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.cleartex_task);
 
-       // accumulate the light splatting into texture
-       R_Shadow_BounceGrid_PerformSplats();
-       R_TimeReport("bouncegrid_lighttex");
+       // calculate weighting factors for distributing photons among the lights
+       TaskQueue_Setup(&r_shadow_bouncegrid_state.assignphotons_task, NULL, R_Shadow_BounceGrid_AssignPhotons_Task, 0, 0, NULL, NULL);
+       TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.assignphotons_task);
+
+       // enqueue tasks to trace the photons from lights
+       TaskQueue_Setup(&r_shadow_bouncegrid_state.enqueuephotons_task, &r_shadow_bouncegrid_state.assignphotons_task, R_Shadow_BounceGrid_EnqueuePhotons_Task, 0, 0, NULL, NULL);
+       TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.enqueuephotons_task);
+
+       // accumulate the light paths into texture
+       TaskQueue_Setup(&r_shadow_bouncegrid_state.enqueue_slices_task, &r_shadow_bouncegrid_state.photons_done_task, R_Shadow_BounceGrid_EnqueueSlices_Task, 0, 0, NULL, NULL);
+       TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.enqueue_slices_task);
 
        // apply a mild blur filter to the texture
-       R_Shadow_BounceGrid_BlurPixels();
-       R_TimeReport("bouncegrid_blurtex");
+       TaskQueue_Setup(&r_shadow_bouncegrid_state.blurpixels_task, &r_shadow_bouncegrid_state.slices_done_task, R_Shadow_BounceGrid_BlurPixels_Task, 0, 0, NULL, NULL);
+       TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.blurpixels_task);
+
+       TaskQueue_WaitForTaskDone(&r_shadow_bouncegrid_state.blurpixels_task);
+       R_TimeReport("bouncegrid_gen");
 
        // convert the pixels to lower precision and upload the texture
+       // this unfortunately has to run on the main thread for OpenGL calls, so we have to block on the previous task...
        R_Shadow_BounceGrid_ConvertPixelsAndUpload();
-       R_TimeReport("bouncegrid_uploadtex");
+       R_TimeReport("bouncegrid_tex");
 
        // after we compute the static lighting we don't need to keep the highpixels array around
        if (settings.staticmode)
@@ -2835,8 +2864,9 @@ void R_Shadow_UpdateBounceGridTexture(void)
                if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL;
                if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL;
                if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL;
-               if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL;
-               r_shadow_bouncegrid_state.maxsplatpaths = 0;
+               if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL;
+               if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL;
+               if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL;
        }
 }
 
@@ -5318,12 +5348,12 @@ void R_Shadow_UpdateWorldLightSelection(void)
                R_Shadow_SelectLight(NULL);
 }
 
-static void R_Shadow_EditLights_Clear_f(void)
+static void R_Shadow_EditLights_Clear_f(cmd_state_t *cmd)
 {
        R_Shadow_ClearWorldLights();
 }
 
-void R_Shadow_EditLights_Reload_f(void)
+void R_Shadow_EditLights_Reload_f(cmd_state_t *cmd)
 {
        if (!cl.worldmodel)
                return;
@@ -5342,26 +5372,26 @@ void R_Shadow_EditLights_Reload_f(void)
        }
 }
 
-static void R_Shadow_EditLights_Save_f(void)
+static void R_Shadow_EditLights_Save_f(cmd_state_t *cmd)
 {
        if (!cl.worldmodel)
                return;
        R_Shadow_SaveWorldLights();
 }
 
-static void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
+static void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(cmd_state_t *cmd)
 {
        R_Shadow_ClearWorldLights();
        R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
 }
 
-static void R_Shadow_EditLights_ImportLightsFile_f(void)
+static void R_Shadow_EditLights_ImportLightsFile_f(cmd_state_t *cmd)
 {
        R_Shadow_ClearWorldLights();
        R_Shadow_LoadLightsFile();
 }
 
-static void R_Shadow_EditLights_Spawn_f(void)
+static void R_Shadow_EditLights_Spawn_f(cmd_state_t *cmd)
 {
        vec3_t color;
        if (!r_editlights.integer)
@@ -5369,7 +5399,7 @@ static void R_Shadow_EditLights_Spawn_f(void)
                Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
                return;
        }
-       if (Cmd_Argc() != 1)
+       if (Cmd_Argc(cmd) != 1)
        {
                Con_Print("r_editlights_spawn does not take parameters\n");
                return;
@@ -5378,7 +5408,7 @@ static void R_Shadow_EditLights_Spawn_f(void)
        R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
 }
 
-static void R_Shadow_EditLights_Edit_f(void)
+static void R_Shadow_EditLights_Edit_f(cmd_state_t *cmd)
 {
        vec3_t origin, angles, color;
        vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
@@ -5412,273 +5442,273 @@ static void R_Shadow_EditLights_Edit_f(void)
        flags = r_shadow_selectedlight->flags;
        normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
        realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
-       if (!strcmp(Cmd_Argv(1), "origin"))
+       if (!strcmp(Cmd_Argv(cmd, 1), "origin"))
        {
-               if (Cmd_Argc() != 5)
+               if (Cmd_Argc(cmd) != 5)
                {
-                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               origin[0] = atof(Cmd_Argv(2));
-               origin[1] = atof(Cmd_Argv(3));
-               origin[2] = atof(Cmd_Argv(4));
+               origin[0] = atof(Cmd_Argv(cmd, 2));
+               origin[1] = atof(Cmd_Argv(cmd, 3));
+               origin[2] = atof(Cmd_Argv(cmd, 4));
        }
-       else if (!strcmp(Cmd_Argv(1), "originscale"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "originscale"))
        {
-               if (Cmd_Argc() != 5)
+               if (Cmd_Argc(cmd) != 5)
                {
-                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               origin[0] *= atof(Cmd_Argv(2));
-               origin[1] *= atof(Cmd_Argv(3));
-               origin[2] *= atof(Cmd_Argv(4));
+               origin[0] *= atof(Cmd_Argv(cmd, 2));
+               origin[1] *= atof(Cmd_Argv(cmd, 3));
+               origin[2] *= atof(Cmd_Argv(cmd, 4));
        }
-       else if (!strcmp(Cmd_Argv(1), "originx"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "originx"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               origin[0] = atof(Cmd_Argv(2));
+               origin[0] = atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "originy"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "originy"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               origin[1] = atof(Cmd_Argv(2));
+               origin[1] = atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "originz"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "originz"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               origin[2] = atof(Cmd_Argv(2));
+               origin[2] = atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "move"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "move"))
        {
-               if (Cmd_Argc() != 5)
+               if (Cmd_Argc(cmd) != 5)
                {
-                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               origin[0] += atof(Cmd_Argv(2));
-               origin[1] += atof(Cmd_Argv(3));
-               origin[2] += atof(Cmd_Argv(4));
+               origin[0] += atof(Cmd_Argv(cmd, 2));
+               origin[1] += atof(Cmd_Argv(cmd, 3));
+               origin[2] += atof(Cmd_Argv(cmd, 4));
        }
-       else if (!strcmp(Cmd_Argv(1), "movex"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "movex"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               origin[0] += atof(Cmd_Argv(2));
+               origin[0] += atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "movey"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "movey"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               origin[1] += atof(Cmd_Argv(2));
+               origin[1] += atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "movez"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "movez"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               origin[2] += atof(Cmd_Argv(2));
+               origin[2] += atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "angles"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "angles"))
        {
-               if (Cmd_Argc() != 5)
+               if (Cmd_Argc(cmd) != 5)
                {
-                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               angles[0] = atof(Cmd_Argv(2));
-               angles[1] = atof(Cmd_Argv(3));
-               angles[2] = atof(Cmd_Argv(4));
+               angles[0] = atof(Cmd_Argv(cmd, 2));
+               angles[1] = atof(Cmd_Argv(cmd, 3));
+               angles[2] = atof(Cmd_Argv(cmd, 4));
        }
-       else if (!strcmp(Cmd_Argv(1), "anglesx"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "anglesx"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               angles[0] = atof(Cmd_Argv(2));
+               angles[0] = atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "anglesy"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "anglesy"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               angles[1] = atof(Cmd_Argv(2));
+               angles[1] = atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "anglesz"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "anglesz"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               angles[2] = atof(Cmd_Argv(2));
+               angles[2] = atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "color"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "color"))
        {
-               if (Cmd_Argc() != 5)
+               if (Cmd_Argc(cmd) != 5)
                {
-                       Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               color[0] = atof(Cmd_Argv(2));
-               color[1] = atof(Cmd_Argv(3));
-               color[2] = atof(Cmd_Argv(4));
+               color[0] = atof(Cmd_Argv(cmd, 2));
+               color[1] = atof(Cmd_Argv(cmd, 3));
+               color[2] = atof(Cmd_Argv(cmd, 4));
        }
-       else if (!strcmp(Cmd_Argv(1), "radius"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "radius"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               radius = atof(Cmd_Argv(2));
+               radius = atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "colorscale"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "colorscale"))
        {
-               if (Cmd_Argc() == 3)
+               if (Cmd_Argc(cmd) == 3)
                {
-                       double scale = atof(Cmd_Argv(2));
+                       double scale = atof(Cmd_Argv(cmd, 2));
                        color[0] *= scale;
                        color[1] *= scale;
                        color[2] *= scale;
                }
                else
                {
-                       if (Cmd_Argc() != 5)
+                       if (Cmd_Argc(cmd) != 5)
                        {
-                               Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
+                               Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(cmd, 1));
                                return;
                        }
-                       color[0] *= atof(Cmd_Argv(2));
-                       color[1] *= atof(Cmd_Argv(3));
-                       color[2] *= atof(Cmd_Argv(4));
+                       color[0] *= atof(Cmd_Argv(cmd, 2));
+                       color[1] *= atof(Cmd_Argv(cmd, 3));
+                       color[2] *= atof(Cmd_Argv(cmd, 4));
                }
        }
-       else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "radiusscale") || !strcmp(Cmd_Argv(cmd, 1), "sizescale"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               radius *= atof(Cmd_Argv(2));
+               radius *= atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "style"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "style"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               style = atoi(Cmd_Argv(2));
+               style = atoi(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "cubemap"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "cubemap"))
        {
-               if (Cmd_Argc() > 3)
+               if (Cmd_Argc(cmd) > 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               if (Cmd_Argc() == 3)
-                       strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
+               if (Cmd_Argc(cmd) == 3)
+                       strlcpy(cubemapname, Cmd_Argv(cmd, 2), sizeof(cubemapname));
                else
                        cubemapname[0] = 0;
        }
-       else if (!strcmp(Cmd_Argv(1), "shadows"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "shadows"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
+               shadows = Cmd_Argv(cmd, 2)[0] == 'y' || Cmd_Argv(cmd, 2)[0] == 'Y' || Cmd_Argv(cmd, 2)[0] == 't' || atoi(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "corona"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "corona"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               corona = atof(Cmd_Argv(2));
+               corona = atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "coronasize"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "coronasize"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               coronasizescale = atof(Cmd_Argv(2));
+               coronasizescale = atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "ambient"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "ambient"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               ambientscale = atof(Cmd_Argv(2));
+               ambientscale = atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "diffuse"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "diffuse"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               diffusescale = atof(Cmd_Argv(2));
+               diffusescale = atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "specular"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "specular"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               specularscale = atof(Cmd_Argv(2));
+               specularscale = atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "normalmode"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "normalmode"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
+               normalmode = Cmd_Argv(cmd, 2)[0] == 'y' || Cmd_Argv(cmd, 2)[0] == 'Y' || Cmd_Argv(cmd, 2)[0] == 't' || atoi(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "realtimemode"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "realtimemode"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
+               realtimemode = Cmd_Argv(cmd, 2)[0] == 'y' || Cmd_Argv(cmd, 2)[0] == 'Y' || Cmd_Argv(cmd, 2)[0] == 't' || atoi(Cmd_Argv(cmd, 2));
        }
        else
        {
@@ -5704,7 +5734,7 @@ static void R_Shadow_EditLights_Edit_f(void)
        R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
 }
 
-static void R_Shadow_EditLights_EditAll_f(void)
+static void R_Shadow_EditLights_EditAll_f(cmd_state_t *cmd)
 {
        size_t lightindex;
        dlight_t *light, *oldselected;
@@ -5725,7 +5755,7 @@ static void R_Shadow_EditLights_EditAll_f(void)
                if (!light)
                        continue;
                R_Shadow_SelectLight(light);
-               R_Shadow_EditLights_Edit_f();
+               R_Shadow_EditLights_Edit_f(&cmd_client);
        }
        // return to old selected (to not mess editing once selection is locked)
        R_Shadow_SelectLight(oldselected);
@@ -5815,7 +5845,7 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void)
        dpsnprintf(temp, sizeof(temp), "BG stats     : %i traces %i hits\n", r_shadow_selectedlight->rtlight.bouncegrid_traces, r_shadow_selectedlight->rtlight.bouncegrid_hits); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT); y += 8;
 }
 
-static void R_Shadow_EditLights_ToggleShadow_f(void)
+static void R_Shadow_EditLights_ToggleShadow_f(cmd_state_t *cmd)
 {
        if (!r_editlights.integer)
        {
@@ -5830,7 +5860,7 @@ static void R_Shadow_EditLights_ToggleShadow_f(void)
        R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
 }
 
-static void R_Shadow_EditLights_ToggleCorona_f(void)
+static void R_Shadow_EditLights_ToggleCorona_f(cmd_state_t *cmd)
 {
        if (!r_editlights.integer)
        {
@@ -5845,7 +5875,7 @@ static void R_Shadow_EditLights_ToggleCorona_f(void)
        R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
 }
 
-static void R_Shadow_EditLights_Remove_f(void)
+static void R_Shadow_EditLights_Remove_f(cmd_state_t *cmd)
 {
        if (!r_editlights.integer)
        {
@@ -5861,7 +5891,7 @@ static void R_Shadow_EditLights_Remove_f(void)
        r_shadow_selectedlight = NULL;
 }
 
-static void R_Shadow_EditLights_Help_f(void)
+static void R_Shadow_EditLights_Help_f(cmd_state_t *cmd)
 {
        Con_Print(
 "Documentation on r_editlights system:\n"
@@ -5918,7 +5948,7 @@ static void R_Shadow_EditLights_Help_f(void)
        );
 }
 
-static void R_Shadow_EditLights_CopyInfo_f(void)
+static void R_Shadow_EditLights_CopyInfo_f(cmd_state_t *cmd)
 {
        if (!r_editlights.integer)
        {
@@ -5947,7 +5977,7 @@ static void R_Shadow_EditLights_CopyInfo_f(void)
        r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
 }
 
-static void R_Shadow_EditLights_PasteInfo_f(void)
+static void R_Shadow_EditLights_PasteInfo_f(cmd_state_t *cmd)
 {
        if (!r_editlights.integer)
        {
@@ -5962,7 +5992,7 @@ static 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);
 }
 
-static void R_Shadow_EditLights_Lock_f(void)
+static void R_Shadow_EditLights_Lock_f(cmd_state_t *cmd)
 {
        if (!r_editlights.integer)
        {
@@ -6005,21 +6035,21 @@ static void R_Shadow_EditLights_Init(void)
        Cvar_RegisterVariable(&r_editlights_current_specular);
        Cvar_RegisterVariable(&r_editlights_current_normalmode);
        Cvar_RegisterVariable(&r_editlights_current_realtimemode);
-       Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
-       Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
-       Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
-       Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
-       Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
-       Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
-       Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
-       Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
-       Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
-       Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
-       Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
-       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");
+       Cmd_AddCommand(&cmd_client, "r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
+       Cmd_AddCommand(&cmd_client, "r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
+       Cmd_AddCommand(&cmd_client, "r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
+       Cmd_AddCommand(&cmd_client, "r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
+       Cmd_AddCommand(&cmd_client, "r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
+       Cmd_AddCommand(&cmd_client, "r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
+       Cmd_AddCommand(&cmd_client, "r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
+       Cmd_AddCommand(&cmd_client, "r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
+       Cmd_AddCommand(&cmd_client, "r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
+       Cmd_AddCommand(&cmd_client, "r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
+       Cmd_AddCommand(&cmd_client, "r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
+       Cmd_AddCommand(&cmd_client, "r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
+       Cmd_AddCommand(&cmd_client, "r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
+       Cmd_AddCommand(&cmd_client, "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(&cmd_client, "r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
 }