]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
added resolutions 320x240, 400x300, 1152x864, 1280x1024, 1600x1200, 1792x1344, 1920x1...
[xonotic/darkplaces.git] / r_shadow.c
index d8b838212b3cf5dc2d54f386879a5218d70b01ff..4272ead8e44ba3392a917ea9b9beae1dd510e807 100644 (file)
@@ -23,22 +23,22 @@ int maxtrianglefacinglight;
 qbyte *trianglefacinglight;
 
 rtexturepool_t *r_shadow_texturepool;
-rtexture_t *r_shadow_normalsattenuationtexture;
 rtexture_t *r_shadow_normalscubetexture;
 rtexture_t *r_shadow_attenuation2dtexture;
 rtexture_t *r_shadow_blankbumptexture;
 rtexture_t *r_shadow_blankglosstexture;
 rtexture_t *r_shadow_blankwhitetexture;
 
-cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "2"};
+cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
+cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
 cvar_t r_shadow_realtime = {0, "r_shadow_realtime", "0"};
-cvar_t r_shadow_erasebydrawing = {0, "r_shadow_erasebydrawing", "0"};
-cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "0"};
 cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
-cvar_t r_shadow_bumpscale = {0, "r_shadow_bumpscale", "4"};
+cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
+cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
+cvar_t r_shadow_shadownudge = {0, "r_shadow_shadownudge", "1"};
 
 void R_Shadow_ClearWorldLights(void);
 void R_Shadow_SaveWorldLights(void);
@@ -54,7 +54,6 @@ void r_shadow_start(void)
        shadowelements = NULL;
        maxtrianglefacinglight = 0;
        trianglefacinglight = NULL;
-       r_shadow_normalsattenuationtexture = NULL;
        r_shadow_normalscubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_blankbumptexture = NULL;
@@ -69,7 +68,6 @@ void r_shadow_shutdown(void)
 {
        R_Shadow_ClearWorldLights();
        r_shadow_reloadlights = true;
-       r_shadow_normalsattenuationtexture = NULL;
        r_shadow_normalscubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_blankbumptexture = NULL;
@@ -91,39 +89,32 @@ void r_shadow_newmap(void)
 
 void R_Shadow_Init(void)
 {
+       Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
        Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
        Cvar_RegisterVariable(&r_shadow_lightintensityscale);
        Cvar_RegisterVariable(&r_shadow_realtime);
-       Cvar_RegisterVariable(&r_shadow_texture3d);
        Cvar_RegisterVariable(&r_shadow_gloss);
        Cvar_RegisterVariable(&r_shadow_debuglight);
-       Cvar_RegisterVariable(&r_shadow_erasebydrawing);
        Cvar_RegisterVariable(&r_shadow_scissor);
-       Cvar_RegisterVariable(&r_shadow_bumpscale);
+       Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
+       Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
+       Cvar_RegisterVariable(&r_shadow_shadownudge);
        R_Shadow_EditLights_Init();
        R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
 }
 
-void R_Shadow_ProjectVertices(const float *in, float *out, int numverts, const float *relativelightorigin, float projectdistance)
+void R_Shadow_ProjectVertices(float *verts, int numverts, const float *relativelightorigin, float projectdistance)
 {
        int i;
+       float *in, *out, diff[4];
+       in = verts;
+       out = verts + numverts * 4;
        for (i = 0;i < numverts;i++, in += 4, out += 4)
        {
-#if 1
-               out[0] = in[0] + 1000000.0f * (in[0] - relativelightorigin[0]);
-               out[1] = in[1] + 1000000.0f * (in[1] - relativelightorigin[1]);
-               out[2] = in[2] + 1000000.0f * (in[2] - relativelightorigin[2]);
-#elif 0
-               VectorSubtract(in, relativelightorigin, temp);
-               f = lightradius / sqrt(DotProduct(temp,temp));
-               if (f < 1)
-                       f = 1;
-               VectorMA(relativelightorigin, f, temp, out);
-#else
-               VectorSubtract(in, relativelightorigin, temp);
-               f = projectdistance / sqrt(DotProduct(temp,temp));
-               VectorMA(in, f, temp, out);
-#endif
+               VectorSubtract(in, relativelightorigin, diff);
+               VectorNormalizeFast(diff);
+               VectorMA(in, projectdistance, diff, out);
+               VectorMA(in, r_shadow_shadownudge.value, diff, in);
        }
 }
 
@@ -141,7 +132,7 @@ void R_Shadow_MakeTriangleShadowFlags(const int *elements, const float *vertex,
                // of the comparison use it, therefore they are both multiplied the
                // same amount...  furthermore the subtract can be done on the
                // vectors, saving a little bit of math in the dotproducts
-#if 0
+#if 1
                // fast version
                // subtracts v1 from v0 and v2, combined into a crossproduct,
                // combined with a dotproduct of the light location relative to the
@@ -155,7 +146,7 @@ void R_Shadow_MakeTriangleShadowFlags(const int *elements, const float *vertex,
 #else
                // readable version
                {
-               float dir0[3], dir1[3], temp[3], f;
+               float dir0[3], dir1[3], temp[3];
 
                // calculate two mostly perpendicular edge directions
                VectorSubtract(v0, v1, dir0);
@@ -174,9 +165,7 @@ void R_Shadow_MakeTriangleShadowFlags(const int *elements, const float *vertex,
                // I.E. flat, so all points give the same answer)
                // the normal is not normalized because it is used on both sides of
                // the comparison, so it's magnitude does not matter
-               //trianglefacinglight[i] = DotProduct(relativelightorigin, temp) >= DotProduct(v0, temp);
-               f = DotProduct(relativelightorigin, temp) - DotProduct(v0, temp);
-               trianglefacinglight[i] = f > 0 && f < lightradius * sqrt(DotProduct(temp, temp));
+               trianglefacinglight[i] = DotProduct(relativelightorigin, temp) >= DotProduct(v0, temp);
                }
 #endif
        }
@@ -304,13 +293,13 @@ void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, v
        if (maxshadowelements < numtris * 24)
                R_Shadow_ResizeShadowElements(numtris);
 
+       // check which triangles are facing the light
+       R_Shadow_MakeTriangleShadowFlags(elements, varray_vertex, numtris, trianglefacinglight, relativelightorigin, lightradius);
+
        // generate projected vertices
        // by clever use of elements we'll construct the whole shadow from
        // the unprojected vertices and these projected vertices
-       R_Shadow_ProjectVertices(varray_vertex, varray_vertex + numverts * 4, numverts, relativelightorigin, projectdistance);
-
-       // check which triangles are facing the light
-       R_Shadow_MakeTriangleShadowFlags(elements, varray_vertex, numtris, trianglefacinglight, relativelightorigin, lightradius);
+       R_Shadow_ProjectVertices(varray_vertex, numverts, relativelightorigin, projectdistance);
 
        // output triangle elements
        tris = R_Shadow_BuildShadowVolumeTriangles(elements, neighbors, numtris, numverts, trianglefacinglight, shadowelements);
@@ -360,62 +349,25 @@ void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
        }
 }
 
-float r_shadow_atten1;
-#define ATTEN3DSIZE 64
-static void R_Shadow_Make3DTextures(void)
-{
-       int x, y, z;
-       float v[3], intensity, ilen, bordercolor[4];
-       qbyte *data;
-       if (r_shadow_texture3d.integer != 1 || !gl_texture3d)
-               return;
-       data = Mem_Alloc(tempmempool, ATTEN3DSIZE * ATTEN3DSIZE * ATTEN3DSIZE * 4);
-       for (z = 0;z < ATTEN3DSIZE;z++)
-       {
-               for (y = 0;y < ATTEN3DSIZE;y++)
-               {
-                       for (x = 0;x < ATTEN3DSIZE;x++)
-                       {
-                               v[0] = (x + 0.5f) * (2.0f / (float) ATTEN3DSIZE) - 1.0f;
-                               v[1] = (y + 0.5f) * (2.0f / (float) ATTEN3DSIZE) - 1.0f;
-                               v[2] = (z + 0.5f) * (2.0f / (float) ATTEN3DSIZE) - 1.0f;
-                               intensity = 1.0f - sqrt(DotProduct(v, v));
-                               if (intensity > 0)
-                                       intensity *= intensity;
-                               ilen = 127.0f * bound(0, intensity * r_shadow_atten1, 1) / sqrt(DotProduct(v, v));
-                               data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = 128.0f + ilen * v[0];
-                               data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = 128.0f + ilen * v[1];
-                               data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = 128.0f + ilen * v[2];
-                               data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = 255;
-                       }
-               }
-       }
-       r_shadow_normalsattenuationtexture = R_LoadTexture3D(r_shadow_texturepool, "normalsattenuation", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
-       bordercolor[0] = 0.5f;
-       bordercolor[1] = 0.5f;
-       bordercolor[2] = 0.5f;
-       bordercolor[3] = 1.0f;
-       qglTexParameterfv(GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, bordercolor);
-       Mem_Free(data);
-}
-
+float r_shadow_attenpower, r_shadow_attenscale;
 static void R_Shadow_MakeTextures(void)
 {
        int x, y, d, side;
        float v[3], s, t, intensity;
        qbyte *data;
-       data = Mem_Alloc(tempmempool, 6*128*128*4);
        R_FreeTexturePool(&r_shadow_texturepool);
        r_shadow_texturepool = R_AllocTexturePool();
-       r_shadow_atten1 = r_shadow_lightattenuationscale.value;
+       r_shadow_attenpower = r_shadow_lightattenuationpower.value;
+       r_shadow_attenscale = r_shadow_lightattenuationscale.value;
+       data = Mem_Alloc(tempmempool, 6*128*128*4);
        data[0] = 128;
        data[1] = 128;
        data[2] = 255;
        data[3] = 255;
        r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-       data[0] = 255;
-       data[1] = 255;
-       data[2] = 255;
+       data[0] = 64;
+       data[1] = 64;
+       data[2] = 64;
        data[3] = 255;
        r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
        data[0] = 255;
@@ -477,13 +429,13 @@ static void R_Shadow_MakeTextures(void)
        {
                for (x = 0;x < 128;x++)
                {
-                       v[0] = (x + 0.5f) * (2.0f / 128.0f) - 1.0f;
-                       v[1] = (y + 0.5f) * (2.0f / 128.0f) - 1.0f;
+                       v[0] = (x + 0.5f) * (2.0f / (128.0f - 8.0f)) - 1.0f;
+                       v[1] = (y + 0.5f) * (2.0f / (128.0f - 8.0f)) - 1.0f;
                        v[2] = 0;
                        intensity = 1.0f - sqrt(DotProduct(v, v));
                        if (intensity > 0)
-                               intensity *= intensity;
-                       intensity = bound(0, intensity * r_shadow_atten1 * 256.0f, 255.0f);
+                               intensity = pow(intensity, r_shadow_attenpower);
+                       intensity = bound(0, intensity * r_shadow_attenscale * 256.0f, 255.0f);
                        d = bound(0, intensity, 255);
                        data[((0*128+y)*128+x)*4+0] = d;
                        data[((0*128+y)*128+x)*4+1] = d;
@@ -491,27 +443,22 @@ static void R_Shadow_MakeTextures(void)
                        data[((0*128+y)*128+x)*4+3] = d;
                }
        }
-       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", 128, 128, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_MIPMAP, NULL);
+       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", 128, 128, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
        Mem_Free(data);
-       R_Shadow_Make3DTextures();
 }
 
 void R_Shadow_Stage_Begin(void)
 {
        rmeshstate_t m;
 
-       if (r_shadow_texture3d.integer == 1 && !gl_texture3d)
-       {
-               Con_Printf("3D texture support not detected, falling back on slower 2D + 1D + normalization lighting\n");
-               Cvar_SetValueQuick(&r_shadow_texture3d, 0);
-       }
        //cl.worldmodel->numlights = min(cl.worldmodel->numlights, 1);
        if (!r_shadow_attenuation2dtexture
-        || (r_shadow_texture3d.integer == 1 && !r_shadow_normalsattenuationtexture)
-        || r_shadow_lightattenuationscale.value != r_shadow_atten1)
+        || r_shadow_lightattenuationpower.value != r_shadow_attenpower
+        || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
                R_Shadow_MakeTextures();
        if (r_shadow_reloadlights && cl.worldmodel)
        {
+               R_Shadow_ClearWorldLights();
                r_shadow_reloadlights = false;
                R_Shadow_LoadWorldLights();
                if (r_shadow_worldlightchain == NULL)
@@ -542,12 +489,11 @@ void R_Shadow_Stage_ShadowVolumes(void)
        qglDepthFunc(GL_LESS);
        qglEnable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-       qglStencilFunc(GL_ALWAYS, 0, 0xFF);
+       qglStencilFunc(GL_ALWAYS, 128, 0xFF);
        qglEnable(GL_CULL_FACE);
        qglEnable(GL_DEPTH_TEST);
        r_shadowstage = SHADOWSTAGE_STENCIL;
-       if (!r_shadow_erasebydrawing.integer)
-               qglClear(GL_STENCIL_BUFFER_BIT);
+       qglClear(GL_STENCIL_BUFFER_BIT);
 }
 
 void R_Shadow_Stage_Light(void)
@@ -566,37 +512,13 @@ void R_Shadow_Stage_Light(void)
        qglEnable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        // only draw light where this geometry was already rendered AND the
-       // stencil is 0 (non-zero means shadow)
-       qglStencilFunc(GL_EQUAL, 0, 0xFF);
+       // stencil is 128 (values other than this mean shadow)
+       qglStencilFunc(GL_EQUAL, 128, 0xFF);
        qglEnable(GL_CULL_FACE);
        qglEnable(GL_DEPTH_TEST);
        r_shadowstage = SHADOWSTAGE_LIGHT;
 }
 
-int R_Shadow_Stage_EraseShadowVolumes(void)
-{
-       if (r_shadow_erasebydrawing.integer)
-       {
-               rmeshstate_t m;
-               memset(&m, 0, sizeof(m));
-               R_Mesh_TextureState(&m);
-               GL_Color(1, 1, 1, 1);
-               qglColorMask(0, 0, 0, 0);
-               qglDisable(GL_BLEND);
-               qglDepthMask(0);
-               qglDepthFunc(GL_LESS);
-               qglEnable(GL_STENCIL_TEST);
-               qglStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
-               qglStencilFunc(GL_ALWAYS, 0, 0xFF);
-               qglDisable(GL_CULL_FACE);
-               qglDisable(GL_DEPTH_TEST);
-               r_shadowstage = SHADOWSTAGE_ERASESTENCIL;
-               return true;
-       }
-       else
-               return false;
-}
-
 void R_Shadow_Stage_End(void)
 {
        rmeshstate_t m;
@@ -611,7 +533,7 @@ void R_Shadow_Stage_End(void)
        qglDepthFunc(GL_LEQUAL);
        qglDisable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-       qglStencilFunc(GL_ALWAYS, 0, 0xFF);
+       qglStencilFunc(GL_ALWAYS, 128, 0xFF);
        qglEnable(GL_CULL_FACE);
        qglEnable(GL_DEPTH_TEST);
        // force mesh state to reset by using various combinations of features
@@ -694,6 +616,8 @@ int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const
                return true;
        // ok some of it is infront of the view, transform each corner back to
        // worldspace and then to screenspace and make screen rect
+       // initialize these variables just to avoid compiler warnings
+       x1 = y1 = x2 = y2 = 0;
        for (i = 0;i < 8;i++)
        {
                v2[0] = (i & 1) ? smins[0] : smaxs[0];
@@ -856,8 +780,8 @@ void R_Shadow_GenTexCoords_LightCubeMap(float *out, int numverts, const float *v
 
 void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
 {
-       int renders, mult;
-       float scale, colorscale;
+       int renders;
+       float color[3];
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
        if (!bumptexture)
@@ -866,75 +790,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
        // mult is how many times the final pass of the lighting will be
        // performed to get more brightness than otherwise possible
        // limit mult to 64 for sanity sake
-       if (r_shadow_texture3d.integer)
-       {
-               if (r_textureunits.integer >= 4 && !lightcubemap)
-               {
-                       // 4 texture 3D combine path, one pass, no light cubemap support
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.tex3d[1] = R_GetTexture(r_shadow_normalsattenuationtexture);
-                       m.tex[2] = R_GetTexture(basetexture);
-                       m.tex[3] = R_GetTexture(r_shadow_blankwhitetexture);
-                       m.texcombinergb[0] = GL_REPLACE;
-                       m.texcombinergb[1] = GL_DOT3_RGB_ARB;
-                       m.texcombinergb[2] = GL_MODULATE;
-                       m.texcombinergb[3] = GL_MODULATE;
-                       m.texrgbscale[1] = 1;
-                       m.texrgbscale[3] = 4;
-                       R_Mesh_TextureState(&m);
-                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-                       memcpy(varray_texcoord[2], texcoords, numverts * sizeof(float[4]));
-                       R_Shadow_GenTexCoords_Diffuse_Attenuation3D(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
-                       qglActiveTexture(GL_TEXTURE3_ARB);
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB);
-                       colorscale = r_colorscale * 0.25f * r_shadow_lightintensityscale.value;
-                       for (mult = 1, scale = ixtable[mult];mult < 64 && (lightcolor[0] * scale * colorscale > 1 || lightcolor[1] * scale * colorscale > 1 || lightcolor[2] * scale * colorscale > 1);mult++, scale = ixtable[mult]);
-                       colorscale *= scale;
-                       GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1);
-                       for (renders = 0;renders < mult;renders++)
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                       qglActiveTexture(GL_TEXTURE3_ARB);
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
-               }
-               else
-               {
-                       // 2 texture no3D combine path, two pass
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.tex3d[1] = R_GetTexture(r_shadow_normalsattenuationtexture);
-                       m.texcombinergb[0] = GL_REPLACE;
-                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       m.texalphascale[1] = 1;
-                       R_Mesh_TextureState(&m);
-                       qglColorMask(0,0,0,1);
-                       qglDisable(GL_BLEND);
-                       GL_Color(1,1,1,1);
-                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-                       R_Shadow_GenTexCoords_Diffuse_Attenuation3D(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.tex3d[1] = 0;
-                       m.texcubemap[1] = R_GetTexture(lightcubemap);
-                       m.texcombinergb[0] = GL_MODULATE;
-                       m.texcombinergb[1] = GL_MODULATE;
-                       m.texrgbscale[1] = 1;
-                       m.texalphascale[1] = 1;
-                       R_Mesh_TextureState(&m);
-                       qglColorMask(1,1,1,1);
-                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-                       qglEnable(GL_BLEND);
-                       if (lightcubemap)
-                               R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin);
-
-                       colorscale = r_colorscale * 1.0f * r_shadow_lightintensityscale.value;
-                       for (mult = 1, scale = ixtable[mult];mult < 64 && (lightcolor[0] * scale * colorscale > 1 || lightcolor[1] * scale * colorscale > 1 || lightcolor[2] * scale * colorscale > 1);mult++, scale = ixtable[mult]);
-                       colorscale *= scale;
-                       GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1);
-                       for (renders = 0;renders < mult;renders++)
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-               }
-       }
-       else if (r_textureunits.integer >= 4)
+       if (r_textureunits.integer >= 4)
        {
                // 4 texture no3D combine path, two pass
                m.tex[0] = R_GetTexture(bumptexture);
@@ -959,18 +815,18 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                m.tex[2] = 0;
                m.tex[3] = 0;
                R_Mesh_TextureState(&m);
-               qglColorMask(1,1,1,1);
+               qglColorMask(1,1,1,0);
                qglBlendFunc(GL_DST_ALPHA, GL_ONE);
                qglEnable(GL_BLEND);
                if (lightcubemap)
                        R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin);
 
-               colorscale = r_colorscale * 1.0f * r_shadow_lightintensityscale.value;
-               for (mult = 1, scale = ixtable[mult];mult < 64 && (lightcolor[0] * scale * colorscale > 1 || lightcolor[1] * scale * colorscale > 1 || lightcolor[2] * scale * colorscale > 1);mult++, scale = ixtable[mult]);
-               colorscale *= scale;
-               GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1);
-               for (renders = 0;renders < mult;renders++)
+               VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+               for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+               {
+                       GL_Color(color[0], color[1], color[2], 1);
                        R_Mesh_Draw(numverts, numtriangles, elements);
+               }
        }
        else
        {
@@ -987,6 +843,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                m.tex[0] = R_GetTexture(bumptexture);
                m.tex[1] = 0;
                m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+               m.texcombinergb[0] = GL_REPLACE;
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                R_Mesh_TextureState(&m);
                qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
@@ -997,26 +854,27 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
 
                m.tex[0] = R_GetTexture(basetexture);
                m.texcubemap[1] = R_GetTexture(lightcubemap);
+               m.texcombinergb[0] = GL_MODULATE;
                m.texcombinergb[1] = GL_MODULATE;
                R_Mesh_TextureState(&m);
-               qglColorMask(1,1,1,1);
+               qglColorMask(1,1,1,0);
                qglBlendFunc(GL_DST_ALPHA, GL_ONE);
                if (lightcubemap)
                        R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin);
 
-               colorscale = r_colorscale * 1.0f * r_shadow_lightintensityscale.value;
-               for (mult = 1, scale = ixtable[mult];mult < 64 && (lightcolor[0] * scale * colorscale > 1 || lightcolor[1] * scale * colorscale > 1 || lightcolor[2] * scale * colorscale > 1);mult++, scale = ixtable[mult]);
-               colorscale *= scale;
-               GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1);
-               for (renders = 0;renders < mult;renders++)
+               VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+               for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+               {
+                       GL_Color(color[0], color[1], color[2], 1);
                        R_Mesh_Draw(numverts, numtriangles, elements);
+               }
        }
 }
 
 void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
 {
-       int renders, mult;
-       float scale, colorscale;
+       int renders;
+       float color[3];
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
        if (!bumptexture)
@@ -1064,38 +922,25 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                m.tex[0] = R_GetTexture(glosstexture);
                m.texcubemap[1] = R_GetTexture(lightcubemap);
                R_Mesh_TextureState(&m);
-               qglColorMask(1,1,1,1);
+               qglColorMask(1,1,1,0);
                qglBlendFunc(GL_DST_ALPHA, GL_ONE);
                memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
                if (lightcubemap)
                        R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin);
 
-               // the 0.25f makes specular lighting much dimmer than diffuse (intentionally)
-               colorscale = r_colorscale * 0.25f * r_shadow_lightintensityscale.value;
-               for (mult = 1, scale = ixtable[mult];mult < 64 && (lightcolor[0] * scale * colorscale > 1 || lightcolor[1] * scale * colorscale > 1 || lightcolor[2] * scale * colorscale > 1);mult++, scale = ixtable[mult]);
-               colorscale *= scale;
-               GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1);
-               for (renders = 0;renders < mult;renders++)
+               VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+               for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+               {
+                       GL_Color(color[0], color[1], color[2], 1);
                        R_Mesh_Draw(numverts, numtriangles, elements);
+               }
        }
 }
 
-#define PRECOMPUTEDSHADOWVOLUMES 1
 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light)
 {
-#if PRECOMPUTEDSHADOWVOLUMES
        R_Mesh_Matrix(matrix);
        R_Shadow_RenderShadowMeshVolume(light->shadowvolume);
-#else
-       shadowmesh_t *mesh;
-       R_Mesh_Matrix(matrix);
-       for (mesh = light->shadowvolume;mesh;mesh = mesh->next)
-       {
-               R_Mesh_ResizeCheck(mesh->numverts * 2);
-               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-               R_Shadow_Volume(mesh->numverts, mesh->numtriangles, varray_vertex, mesh->elements, mesh->neighbors, light->origin, light->lightradius, light->lightradius);
-       }
-#endif
 }
 
 cvar_t r_editlights = {0, "r_editlights", "0"};
@@ -1103,6 +948,9 @@ cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
 cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
 cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
+cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
+cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
+cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
 worldlight_t *r_shadow_worldlightchain;
 worldlight_t *r_shadow_selectedlight;
 vec3_t r_editlights_cursorlocation;
@@ -1110,21 +958,34 @@ vec3_t r_editlights_cursorlocation;
 static int castshadowcount = 1;
 void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname)
 {
-       int i, j, k, l, maxverts, *mark;
-       float *verts, *v, *v0, *v1, f, projectdistance, temp[3], temp2[3], temp3[3], radius2;
+       int i, j, k, l, maxverts, *mark, tris;
+       float *verts, *v, f, temp[3], radius2;
+       //float projectdistance, *v0, *v1, temp2[3], temp3[3];
        worldlight_t *e;
-       shadowmesh_t *mesh;
+       shadowmesh_t *mesh, *castmesh;
        mleaf_t *leaf;
        msurface_t *surf;
        qbyte *pvs;
+       surfmesh_t *surfmesh;
+
+       if (radius < 15 || DotProduct(color, color) < 0.03)
+       {
+               Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
+               return;
+       }
 
        e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t));
        VectorCopy(origin, e->origin);
-       VectorCopy(color, e->light);
-       e->lightradius = radius;
-       VectorCopy(origin, e->mins);
-       VectorCopy(origin, e->maxs);
-       e->cullradius = 0;
+       VectorScale(color, r_editlights_rtlightscolorscale.value, e->light);
+       e->lightradius = radius * r_editlights_rtlightssizescale.value;
+       e->cullradius = e->lightradius;
+       e->mins[0] = e->origin[0] - e->lightradius;
+       e->maxs[0] = e->origin[0] + e->lightradius;
+       e->mins[1] = e->origin[1] - e->lightradius;
+       e->maxs[1] = e->origin[1] + e->lightradius;
+       e->mins[2] = e->origin[2] - e->lightradius;
+       e->maxs[2] = e->origin[2] + e->lightradius;
+
        e->style = style;
        e->next = r_shadow_worldlightchain;
        r_shadow_worldlightchain = e;
@@ -1164,8 +1025,10 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                                                                f = -f;
                                                        if (f > 0 && f < e->lightradius)
                                                        {
-                                                               VectorSubtract(e->origin, surf->poly_center, temp);
-                                                               if (DotProduct(temp, temp) - surf->poly_radius2 < e->lightradius * e->lightradius)
+                                                               temp[0] = bound(surf->poly_mins[0], e->origin[0], surf->poly_maxs[0]) - e->origin[0];
+                                                               temp[1] = bound(surf->poly_mins[1], e->origin[1], surf->poly_maxs[1]) - e->origin[1];
+                                                               temp[2] = bound(surf->poly_mins[2], e->origin[2], surf->poly_maxs[2]) - e->origin[2];
+                                                               if (DotProduct(temp, temp) < e->lightradius * e->lightradius)
                                                                        surf->castshadow = castshadowcount;
                                                        }
                                                }
@@ -1223,9 +1086,7 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                if (e->maxs[1] > e->origin[1] + e->lightradius) e->maxs[1] = e->origin[1] + e->lightradius;
                if (e->mins[2] < e->origin[2] - e->lightradius) e->mins[2] = e->origin[2] - e->lightradius;
                if (e->maxs[2] > e->origin[2] + e->lightradius) e->maxs[2] = e->origin[2] + e->lightradius;
-               Con_Printf("%f %f %f, %f %f %f, %f, %f, %d, %d\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], e->cullradius, e->lightradius, e->numleafs, e->numsurfaces);
-               // clip shadow volumes against eachother to remove unnecessary
-               // polygons (and sections of polygons)
+
                maxverts = 256;
                verts = NULL;
                castshadowcount++;
@@ -1240,17 +1101,6 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                        }
                }
                e->shadowvolume = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
-#if !PRECOMPUTEDSHADOWVOLUMES
-               // make a mesh to cast a shadow volume from
-               for (j = 0;j < e->numsurfaces;j++)
-                       if (e->surfaces[j]->castshadow == castshadowcount)
-                               Mod_ShadowMesh_AddPolygon(r_shadow_mempool, e->shadowvolume, e->surfaces[j]->poly_numverts, e->surfaces[j]->poly_verts);
-#else
-#if 1
-               {
-               int tris;
-               shadowmesh_t *castmesh, *mesh;
-               surfmesh_t *surfmesh;
                // make a mesh to cast a shadow volume from
                castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
                for (j = 0;j < e->numsurfaces;j++)
@@ -1277,7 +1127,7 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
 
                        // now that we have the buffers big enough, construct shadow volume mesh
                        memcpy(verts, castmesh->verts, castmesh->numverts * sizeof(float[4]));
-                       R_Shadow_ProjectVertices(verts, verts + castmesh->numverts * 4, castmesh->numverts, e->origin, e->lightradius);
+                       R_Shadow_ProjectVertices(verts, castmesh->numverts, e->origin, 10000000.0f);//, e->lightradius);
                        R_Shadow_MakeTriangleShadowFlags(castmesh->elements, verts, castmesh->numtriangles, trianglefacinglight, e->origin, e->lightradius);
                        tris = R_Shadow_BuildShadowVolumeTriangles(castmesh->elements, castmesh->neighbors, castmesh->numtriangles, castmesh->numverts, trianglefacinglight, shadowelements);
                        // add the constructed shadow volume mesh
@@ -1285,77 +1135,12 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                }
                // we're done with castmesh now
                Mod_ShadowMesh_Free(castmesh);
-               }
-#else
-               // make a shadow volume mesh
-               if (verts == NULL && maxverts > 0)
-                       verts = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[4]));
-               for (j = 0;j < e->numsurfaces;j++)
-               {
-                       surf = e->surfaces[j];
-                       if (surf->castshadow != castshadowcount)
-                               continue;
-                       projectdistance = 1000000.0f;//e->lightradius;
-                       // copy the original polygon, for the front cap of the volume
-                       for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
-                               VectorCopy(v0, v1);
-                       Mod_ShadowMesh_AddPolygon(r_shadow_mempool, e->shadowvolume, surf->poly_numverts, verts);
-                       // project the original polygon, reversed, for the back cap of the volume
-                       for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
-                       {
-                               VectorSubtract(v0, e->origin, temp);
-                               //VectorNormalize(temp);
-                               VectorMA(v0, projectdistance, temp, v1);
-                       }
-                       Mod_ShadowMesh_AddPolygon(r_shadow_mempool, e->shadowvolume, surf->poly_numverts, verts);
-                       // project the shadow volume sides
-                       for (l = surf->poly_numverts - 1, k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;l = k, k++, v0 = v1, v1 += 3)
-                       {
-                               if (surf->neighborsurfaces == NULL || surf->neighborsurfaces[l] == NULL || surf->neighborsurfaces[l]->castshadow != castshadowcount)
-                               {
-                                       VectorCopy(v1, &verts[0]);
-                                       VectorCopy(v0, &verts[3]);
-                                       VectorCopy(v0, &verts[6]);
-                                       VectorCopy(v1, &verts[9]);
-                                       VectorSubtract(&verts[6], e->origin, temp);
-                                       //VectorNormalize(temp);
-                                       VectorMA(&verts[6], projectdistance, temp, &verts[6]);
-                                       VectorSubtract(&verts[9], e->origin, temp);
-                                       //VectorNormalize(temp);
-                                       VectorMA(&verts[9], projectdistance, temp, &verts[9]);
-
-#if 0
-                                       VectorSubtract(&verts[0], &verts[3], temp);
-                                       VectorSubtract(&verts[6], &verts[3], temp2);
-                                       CrossProduct(temp, temp2, temp3);
-                                       VectorNormalize(temp3);
-                                       if (DotProduct(surf->poly_center, temp3) > DotProduct(&verts[0], temp3))
-                                       {
-                                               VectorCopy(v0, &verts[0]);
-                                               VectorCopy(v1, &verts[3]);
-                                               VectorCopy(v1, &verts[6]);
-                                               VectorCopy(v0, &verts[9]);
-                                               VectorSubtract(&verts[6], e->origin, temp);
-                                               //VectorNormalize(temp);
-                                               VectorMA(&verts[6], projectdistance, temp, &verts[6]);
-                                               VectorSubtract(&verts[9], e->origin, temp);
-                                               //VectorNormalize(temp);
-                                               VectorMA(&verts[9], projectdistance, temp, &verts[9]);
-                                               Con_Printf("flipped shadow volume edge %8p %i\n", surf, l);
-                                       }
-#endif
-
-                                       Mod_ShadowMesh_AddPolygon(r_shadow_mempool, e->shadowvolume, 4, verts);
-                               }
-                       }
-               }
-#endif
-#endif
                e->shadowvolume = Mod_ShadowMesh_Finish(r_shadow_mempool, e->shadowvolume);
                for (l = 0, mesh = e->shadowvolume;mesh;mesh = mesh->next)
                        l += mesh->numtriangles;
                Con_Printf("static shadow volume built containing %i triangles\n", l);
        }
+       Con_Printf("%f %f %f, %f %f %f, %f, %f, %d, %d\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], e->cullradius, e->lightradius, e->numleafs, e->numsurfaces);
 }
 
 void R_Shadow_FreeWorldLight(worldlight_t *light)
@@ -1401,20 +1186,104 @@ void R_Shadow_FreeSelectedWorldLight(void)
        }
 }
 
+void R_DrawLightSprite(int texnum, const vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca)
+{
+       rmeshstate_t m;
+       float diff[3];
+
+       if (fogenabled)
+       {
+               VectorSubtract(origin, r_origin, diff);
+               ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
+       }
+
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE;
+       m.tex[0] = texnum;
+       R_Mesh_Matrix(&r_identitymatrix);
+       R_Mesh_State(&m);
+
+       GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
+       varray_texcoord[0][ 0] = 0;varray_texcoord[0][ 1] = 0;
+       varray_texcoord[0][ 4] = 0;varray_texcoord[0][ 5] = 1;
+       varray_texcoord[0][ 8] = 1;varray_texcoord[0][ 9] = 1;
+       varray_texcoord[0][12] = 1;varray_texcoord[0][13] = 0;
+       varray_vertex[0] = origin[0] - vright[0] * scale - vup[0] * scale;
+       varray_vertex[1] = origin[1] - vright[1] * scale - vup[1] * scale;
+       varray_vertex[2] = origin[2] - vright[2] * scale - vup[2] * scale;
+       varray_vertex[4] = origin[0] - vright[0] * scale + vup[0] * scale;
+       varray_vertex[5] = origin[1] - vright[1] * scale + vup[1] * scale;
+       varray_vertex[6] = origin[2] - vright[2] * scale + vup[2] * scale;
+       varray_vertex[8] = origin[0] + vright[0] * scale + vup[0] * scale;
+       varray_vertex[9] = origin[1] + vright[1] * scale + vup[1] * scale;
+       varray_vertex[10] = origin[2] + vright[2] * scale + vup[2] * scale;
+       varray_vertex[12] = origin[0] + vright[0] * scale - vup[0] * scale;
+       varray_vertex[13] = origin[1] + vright[1] * scale - vup[1] * scale;
+       varray_vertex[14] = origin[2] + vright[2] * scale - vup[2] * scale;
+       R_Mesh_Draw(4, 2, polygonelements);
+}
+
+void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
+{
+       cachepic_t *pic;
+       pic = Draw_CachePic("gfx/crosshair1.tga");
+       if (pic)
+               R_DrawLightSprite(R_GetTexture(pic->tex), r_editlights_cursorlocation, r_editlights_cursorgrid.value * 0.5f, 1, 1, 1, 0.5);
+}
+
+void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
+{
+       float intensity;
+       const worldlight_t *light;
+       light = calldata1;
+       intensity = 0.5;
+       if (light->selected)
+               intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
+       if (light->shadowvolume)
+               R_DrawLightSprite(calldata2, light->origin, 8, intensity, intensity, intensity, 0.5);
+       else
+               R_DrawLightSprite(calldata2, light->origin, 8, intensity * 0.5, intensity * 0.5, intensity * 0.5, 0.5);
+}
+
+void R_Shadow_DrawLightSprites(void)
+{
+       int i, texnums[5];
+       cachepic_t *pic;
+       worldlight_t *light;
+
+       for (i = 0;i < 5;i++)
+       {
+               pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1));
+               if (pic)
+                       texnums[i] = R_GetTexture(pic->tex);
+               else
+                       texnums[i] = 0;
+       }
+
+       for (light = r_shadow_worldlightchain;light;light = light->next)
+               R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, texnums[((int) light) % 5]);
+       R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
+}
+
 void R_Shadow_SelectLightInView(void)
 {
-       float bestrating, rating, temp[3], dist;
+       float bestrating, rating, temp[3];
        worldlight_t *best, *light;
        best = NULL;
-       bestrating = 1e30;
+       bestrating = 0;
        for (light = r_shadow_worldlightchain;light;light = light->next)
        {
                VectorSubtract(light->origin, r_refdef.vieworg, temp);
-               dist = sqrt(DotProduct(temp, temp));
-               if (DotProduct(temp, vpn) >= 0.97 * dist && bestrating > dist && CL_TraceLine(light->origin, r_refdef.vieworg, NULL, NULL, 0, true, NULL) == 1.0f)
+               rating = (DotProduct(temp, vpn) / sqrt(DotProduct(temp, temp)));
+               if (rating >= 0.95)
                {
-                       bestrating = dist;
-                       best = light;
+                       rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
+                       if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.vieworg, NULL, NULL, 0, true, NULL) == 1.0f)
+                       {
+                               bestrating = rating;
+                               best = light;
+                       }
                }
        }
        R_Shadow_SelectLight(best);
@@ -1425,6 +1294,11 @@ void R_Shadow_LoadWorldLights(void)
        int n, a, style;
        char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
        float origin[3], radius, color[3];
+       if (cl.worldmodel == NULL)
+       {
+               Con_Printf("No map loaded.\n");
+               return;
+       }
        COM_StripExtension(cl.worldmodel->name, name);
        strcat(name, ".rtlights");
        lightsstring = COM_LoadFile(name, false);
@@ -1468,13 +1342,18 @@ void R_Shadow_SaveWorldLights(void)
        char line[1024];
        if (!r_shadow_worldlightchain)
                return;
+       if (cl.worldmodel == NULL)
+       {
+               Con_Printf("No map loaded.\n");
+               return;
+       }
        COM_StripExtension(cl.worldmodel->name, name);
        strcat(name, ".rtlights");
        bufchars = bufmaxchars = 0;
        buf = NULL;
        for (light = r_shadow_worldlightchain;light;light = light->next)
        {
-               sprintf(line, "%g %g %g %g %g %g %g %d %s\n", light->origin[0], light->origin[1], light->origin[2], light->lightradius, light->light[0], light->light[1], light->light[2], light->style, light->cubemapname ? light->cubemapname : "");
+               sprintf(line, "%g %g %g %g %g %g %g %d %s\n", light->origin[0], light->origin[1], light->origin[2], light->lightradius / r_editlights_rtlightssizescale.value, light->light[0] / r_editlights_rtlightscolorscale.value, light->light[1] / r_editlights_rtlightscolorscale.value, light->light[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "");
                if (bufchars + strlen(line) > bufmaxchars)
                {
                        bufmaxchars = bufchars + strlen(line) + 2048;
@@ -1502,8 +1381,13 @@ void R_Shadow_SaveWorldLights(void)
 void R_Shadow_LoadLightsFile(void)
 {
        int n, a, style;
-       char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
+       char name[MAX_QPATH], *lightsstring, *s, *t;
        float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
+       if (cl.worldmodel == NULL)
+       {
+               Con_Printf("No map loaded.\n");
+               return;
+       }
        COM_StripExtension(cl.worldmodel->name, name);
        strcat(name, ".lights");
        lightsstring = COM_LoadFile(name, false);
@@ -1543,9 +1427,14 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
 {
        int entnum, style, islight;
        char key[256], value[1024];
-       float origin[3], radius, color[3], light, scale, originhack[3];
+       float origin[3], radius, color[3], light, scale, originhack[3], overridecolor[3];
        const char *data;
 
+       if (cl.worldmodel == NULL)
+       {
+               Con_Printf("No map loaded.\n");
+               return;
+       }
        data = cl.worldmodel->entities;
        if (!data)
                return;
@@ -1555,6 +1444,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                origin[0] = origin[1] = origin[2] = 0;
                originhack[0] = originhack[1] = originhack[2] = 0;
                color[0] = color[1] = color[2] = 1;
+               overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
                scale = 1;
                style = 0;
                islight = false;
@@ -1588,29 +1478,68 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                if (!strncmp(value, "light", 5))
                                {
                                        islight = true;
+                                       if (!strcmp(value, "light_fluoro"))
+                                       {
+                                               originhack[0] = 0;
+                                               originhack[1] = 0;
+                                               originhack[2] = 0;
+                                               overridecolor[0] = 1;
+                                               overridecolor[1] = 1;
+                                               overridecolor[2] = 1;
+                                       }
+                                       if (!strcmp(value, "light_fluorospark"))
+                                       {
+                                               originhack[0] = 0;
+                                               originhack[1] = 0;
+                                               originhack[2] = 0;
+                                               overridecolor[0] = 1;
+                                               overridecolor[1] = 1;
+                                               overridecolor[2] = 1;
+                                       }
+                                       if (!strcmp(value, "light_globe"))
+                                       {
+                                               originhack[0] = 0;
+                                               originhack[1] = 0;
+                                               originhack[2] = 0;
+                                               overridecolor[0] = 1;
+                                               overridecolor[1] = 0.8;
+                                               overridecolor[2] = 0.4;
+                                       }
                                        if (!strcmp(value, "light_flame_large_yellow"))
                                        {
                                                originhack[0] = 0;
                                                originhack[1] = 0;
                                                originhack[2] = 48;
+                                               overridecolor[0] = 1;
+                                               overridecolor[1] = 0.7;
+                                               overridecolor[2] = 0.2;
                                        }
                                        if (!strcmp(value, "light_flame_small_yellow"))
                                        {
                                                originhack[0] = 0;
                                                originhack[1] = 0;
                                                originhack[2] = 40;
+                                               overridecolor[0] = 1;
+                                               overridecolor[1] = 0.7;
+                                               overridecolor[2] = 0.2;
                                        }
                                        if (!strcmp(value, "light_torch_small_white"))
                                        {
                                                originhack[0] = 0;
                                                originhack[1] = 0;
                                                originhack[2] = 40;
+                                               overridecolor[0] = 1;
+                                               overridecolor[1] = 0.9;
+                                               overridecolor[2] = 0.7;
                                        }
                                        if (!strcmp(value, "light_torch_small_walltorch"))
                                        {
                                                originhack[0] = 0;
                                                originhack[1] = 0;
                                                originhack[2] = 40;
+                                               overridecolor[0] = 1;
+                                               overridecolor[1] = 0.7;
+                                               overridecolor[2] = 0.2;
                                        }
                                }
                        }
@@ -1619,8 +1548,10 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                }
                if (light <= 0 && islight)
                        light = 300;
-               radius = bound(0, light / scale, 1048576) + 15.0f;
-               light = bound(0, light, 1048576) * (1.0f / 256.0f);
+               radius = bound(15, light * r_editlights_quakelightsizescale.value / scale, 1048576);
+               light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f);
+               if (color[0] == 1 && color[1] == 1 && color[2] == 1)
+                       VectorCopy(overridecolor, color);
                VectorScale(color, light, color);
                VectorAdd(origin, originhack, origin);
                if (radius >= 15)
@@ -1650,20 +1581,6 @@ void R_Shadow_SetCursorLocationForView(void)
        r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
 }
 
-extern void R_DrawCrosshairSprite(rtexture_t *texture, vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca);
-void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
-{
-       cachepic_t *pic;
-       pic = Draw_CachePic("gfx/crosshair1.tga");
-       if (pic)
-               R_DrawCrosshairSprite(pic->tex, r_editlights_cursorlocation, r_editlights_cursorgrid.value * 0.5f, 1, 1, 1, 1);
-}
-
-void R_Shadow_DrawCursor(void)
-{
-       R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
-}
-
 void R_Shadow_UpdateLightingMode(void)
 {
        r_shadow_lightingmode = 0;
@@ -1678,11 +1595,11 @@ void R_Shadow_UpdateLightingMode(void)
 
 void R_Shadow_UpdateWorldLightSelection(void)
 {
+       R_Shadow_SetCursorLocationForView();
        if (r_editlights.integer)
        {
                R_Shadow_SelectLightInView();
-               R_Shadow_SetCursorLocationForView();
-               R_Shadow_DrawCursor();
+               R_Shadow_DrawLightSprites();
        }
        else
                R_Shadow_SelectLight(NULL);
@@ -1695,11 +1612,7 @@ void R_Shadow_EditLights_Clear_f(void)
 
 void R_Shadow_EditLights_Reload_f(void)
 {
-       if (cl.worldmodel)
-       {
-               R_Shadow_ClearWorldLights();
-               R_Shadow_LoadWorldLights();
-       }
+       r_shadow_reloadlights = true;
 }
 
 void R_Shadow_EditLights_Save_f(void)
@@ -1849,6 +1762,9 @@ void R_Shadow_EditLights_Init(void)
        Cvar_RegisterVariable(&r_editlights_cursorpushback);
        Cvar_RegisterVariable(&r_editlights_cursorpushoff);
        Cvar_RegisterVariable(&r_editlights_cursorgrid);
+       Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
+       Cvar_RegisterVariable(&r_editlights_rtlightssizescale);
+       Cvar_RegisterVariable(&r_editlights_rtlightscolorscale);
        Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
        Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
        Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);