]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
support skin and pflags in light entity loader
[xonotic/darkplaces.git] / r_shadow.c
index 4ae9e42001c88272a3db9ee79f02144631a78cd0..518cbc44ec468b4e62de6d59db8375f5b9775224 100644 (file)
@@ -14,7 +14,16 @@ did not intersect the visible geometry, suitable as a stencil mask for
 rendering lighting everywhere but shadow.
 
 In our case we use a biased stencil clear of 128 to avoid requiring the
-stencil wrap extension (but probably should support it).
+stencil wrap extension (but probably should support it), and to address
+Creative's patent on this sort of technology we also draw the frontfaces
+first, and backfaces second (decrement, increment).
+
+Patent warning:
+This algorithm may be covered by Creative's patent (US Patent #6384822)
+on Carmack's Reverse paper (which I have not read), however that patent
+seems to be about drawing a stencil shadow from a model in an otherwise
+unshadowed scene, where as realtime lighting technology draws light where
+shadows do not lie.
 
 
 
@@ -106,6 +115,7 @@ the (currently upcoming) game Doom3.
 #include "r_shadow.h"
 #include "cl_collision.h"
 #include "portals.h"
+#include "image.h"
 
 extern void R_Shadow_EditLights_Init(void);
 
@@ -138,6 +148,10 @@ rtexture_t *r_shadow_blankbumptexture;
 rtexture_t *r_shadow_blankglosstexture;
 rtexture_t *r_shadow_blankwhitetexture;
 
+// used only for light filters (cubemaps)
+rtexturepool_t *r_shadow_filters_texturepool;
+
+cvar_t r_shadow_realtime_world_lightmaps = {0, "r_shadow_realtime_world_lightmaps", "0"};
 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"};
@@ -145,15 +159,21 @@ cvar_t r_shadow_realtime_world = {0, "r_shadow_realtime_world", "0"};
 cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "0"};
 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
 cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
+cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
+cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
-cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "0"};
+cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0"};
+cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1"};
 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "10000"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
+cvar_t r_shadow_worldshadows = {0, "r_shadow_worldshadows", "1"};
+cvar_t r_shadow_dlightshadows = {CVAR_SAVE, "r_shadow_dlightshadows", "1"};
+cvar_t r_shadow_showtris = {0, "r_shadow_showtris", "0"};
 
 int c_rt_lights, c_rt_clears, c_rt_scissored;
 int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
@@ -185,6 +205,7 @@ void r_shadow_start(void)
        r_shadow_blankglosstexture = NULL;
        r_shadow_blankwhitetexture = NULL;
        r_shadow_texturepool = NULL;
+       r_shadow_filters_texturepool = NULL;
        R_Shadow_ClearWorldLights();
        r_shadow_reloadlights = true;
 }
@@ -200,6 +221,7 @@ void r_shadow_shutdown(void)
        r_shadow_blankglosstexture = NULL;
        r_shadow_blankwhitetexture = NULL;
        R_FreeTexturePool(&r_shadow_texturepool);
+       R_FreeTexturePool(&r_shadow_filters_texturepool);
        maxshadowelements = 0;
        shadowelements = NULL;
        maxvertexupdate = 0;
@@ -218,28 +240,88 @@ void r_shadow_newmap(void)
        r_shadow_reloadlights = true;
 }
 
+void R_Shadow_Help_f(void)
+{
+       Con_Printf(
+"Documentation on r_shadow system:\n"
+"Settings:\n"
+"r_shadow_lightattenuationpower : used to generate attenuation texture\n"
+"r_shadow_lightattenuationscale : used to generate attenuation texture\n"
+"r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
+"r_shadow_realtime_world : use realtime world light rendering\n"
+"r_shadow_realtime_dlight : use high quality dlight rendering\n"
+"r_shadow_realtime_world_lightmaps : use lightmaps in addition to rtlights\n"
+"r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
+"r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
+"r_shadow_glossintensity : brightness of textured gloss\n"
+"r_shadow_gloss2intensity : brightness of forced gloss\n"
+"r_shadow_debuglight : render only this light number (-1 = all)\n"
+"r_shadow_scissor : use scissor optimization\n"
+"r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
+"r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
+"r_shadow_polygonfactor : nudge shadow volumes closer/further\n"
+"r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
+"r_shadow_portallight : use portal visibility for static light precomputation\n"
+"r_shadow_projectdistance : shadow volume projection distance\n"
+"r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
+"r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
+"r_shadow_worldshadows : enable world shadows\n"
+"r_shadow_dlightshadows : enable dlight shadows\n"
+"Commands:\n"
+"r_shadow_help : this help\n"
+       );
+}
+
 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_world);
+       Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
        Cvar_RegisterVariable(&r_shadow_realtime_dlight);
        Cvar_RegisterVariable(&r_shadow_visiblevolumes);
        Cvar_RegisterVariable(&r_shadow_gloss);
+       Cvar_RegisterVariable(&r_shadow_glossintensity);
+       Cvar_RegisterVariable(&r_shadow_gloss2intensity);
        Cvar_RegisterVariable(&r_shadow_debuglight);
        Cvar_RegisterVariable(&r_shadow_scissor);
        Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
        Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
+       Cvar_RegisterVariable(&r_shadow_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_portallight);
        Cvar_RegisterVariable(&r_shadow_projectdistance);
        Cvar_RegisterVariable(&r_shadow_texture3d);
        Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
+       Cvar_RegisterVariable(&r_shadow_worldshadows);
+       Cvar_RegisterVariable(&r_shadow_dlightshadows);
+       Cvar_RegisterVariable(&r_shadow_showtris);
+       Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
        R_Shadow_EditLights_Init();
        R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
 }
 
+matrix4x4_t matrix_attenuationxyz =
+{
+       {
+               {0.5, 0.0, 0.0, 0.5},
+               {0.0, 0.5, 0.0, 0.5},
+               {0.0, 0.0, 0.5, 0.5},
+               {0.0, 0.0, 0.0, 1.0}
+       }
+};
+
+matrix4x4_t matrix_attenuationz =
+{
+       {
+               {0.0, 0.0, 0.5, 0.5},
+               {0.0, 0.0, 0.0, 0.0},
+               {0.0, 0.0, 0.0, 0.0},
+               {0.0, 0.0, 0.0, 1.0}
+       }
+};
+
 void R_Shadow_ResizeTriangleFacingLight(int numtris)
 {
        // make sure trianglefacinglight is big enough for this volume
@@ -270,6 +352,57 @@ int *R_Shadow_ResizeShadowElements(int numtris)
        return shadowelements;
 }
 
+/*
+// readable version of some code found below
+//if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+int PointInfrontOfTriangle(const float *p, const float *a, const float *b, const float *c)
+{
+       float dir0[3], dir1[3], normal[3];
+
+       // calculate two mostly perpendicular edge directions
+       VectorSubtract(a, b, dir0);
+       VectorSubtract(c, b, dir1);
+
+       // we have two edge directions, we can calculate a third vector from
+       // them, which is the direction of the surface normal (it's magnitude
+       // is not 1 however)
+       CrossProduct(dir0, dir1, normal);
+
+       // compare distance of light along normal, with distance of any point
+       // of the triangle along the same normal (the triangle is planar,
+       // I.E. flat, so all points give the same answer)
+       return DotProduct(p, normal) > DotProduct(a, normal);
+}
+int checkcastshadowfromedge(int t, int i)
+{
+       int *te;
+       float *v[3];
+       if (t >= trianglerange_start && t < trianglerange_end)
+       {
+               if (t < i && !trianglefacinglight[t])
+                       return true;
+               else
+                       return false;
+       }
+       else
+       {
+               if (t < 0)
+                       return true;
+               else
+               {
+                       te = inelement3i + t * 3;
+                       v[0] = invertex3f + te[0] * 3;
+                       v[1] = invertex3f + te[1] * 3;
+                       v[2] = invertex3f + te[2] * 3;
+                       if (!PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+                               return true;
+                       else
+                               return false;
+               }
+       }
+}
+*/
+
 int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, int trianglerange_end, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *relativelightorigin, float projectdistance)
 {
        int i, j, tris = 0, numfacing = 0, vr[3], t, outvertices = 0;
@@ -537,15 +670,15 @@ void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *el
                GL_VertexPointer(varray_vertex3f2);
                if (r_shadowstage == SHADOWSTAGE_STENCIL)
                {
-                       // increment stencil if backface is behind depthbuffer
-                       qglCullFace(GL_BACK); // quake is backwards, this culls front faces
-                       qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
-                       R_Mesh_Draw(outverts, tris, shadowelements);
-                       c_rt_shadowmeshes++;
-                       c_rt_shadowtris += numtris;
                        // decrement stencil if frontface is behind depthbuffer
                        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
                        qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+                       R_Mesh_Draw(outverts, tris, shadowelements);
+                       c_rt_shadowmeshes++;
+                       c_rt_shadowtris += numtris;
+                       // increment stencil if backface is behind depthbuffer
+                       qglCullFace(GL_BACK); // quake is backwards, this culls front faces
+                       qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
                }
                R_Mesh_Draw(outverts, tris, shadowelements);
                c_rt_shadowmeshes++;
@@ -558,9 +691,9 @@ void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
        shadowmesh_t *mesh;
        if (r_shadowstage == SHADOWSTAGE_STENCIL)
        {
-               // increment stencil if backface is behind depthbuffer
-               qglCullFace(GL_BACK); // quake is backwards, this culls front faces
-               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+               // decrement stencil if frontface is behind depthbuffer
+               qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
                for (mesh = firstmesh;mesh;mesh = mesh->next)
                {
                        GL_VertexPointer(mesh->vertex3f);
@@ -568,9 +701,9 @@ void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
                        c_rtcached_shadowmeshes++;
                        c_rtcached_shadowtris += mesh->numtriangles;
                }
-               // decrement stencil if frontface is behind depthbuffer
-               qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
-               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+               // increment stencil if backface is behind depthbuffer
+               qglCullFace(GL_BACK); // quake is backwards, this culls front faces
+               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
        }
        for (mesh = firstmesh;mesh;mesh = mesh->next)
        {
@@ -717,7 +850,6 @@ void R_Shadow_Stage_Begin(void)
        if (r_shadow_texture3d.integer && !gl_texture3d)
                Cvar_SetValueQuick(&r_shadow_texture3d, 0);
 
-       //cl.worldmodel->numlights = min(cl.worldmodel->numlights, 1);
        if (!r_shadow_attenuation2dtexture
         || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
         || r_shadow_lightattenuationpower.value != r_shadow_attenpower
@@ -730,7 +862,8 @@ void R_Shadow_Stage_Begin(void)
        GL_DepthTest(true);
        R_Mesh_State_Texture(&m);
        GL_Color(0, 0, 0, 1);
-       qglDisable(GL_SCISSOR_TEST);
+       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+       GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
        r_shadowstage = SHADOWSTAGE_NONE;
 
        c_rt_lights = c_rt_clears = c_rt_scissored = 0;
@@ -764,14 +897,16 @@ void R_Shadow_Stage_ShadowVolumes(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       if (r_shadow_polygonoffset.value != 0)
-       {
-               qglPolygonOffset(1.0f, r_shadow_polygonoffset.value);
-               qglEnable(GL_POLYGON_OFFSET_FILL);
-       }
-       else
-               qglDisable(GL_POLYGON_OFFSET_FILL);
+       qglPolygonOffset(r_shadow_polygonfactor.value, r_shadow_polygonoffset.value);
+       //if (r_shadow_polygonoffset.value != 0)
+       //{
+       //      qglPolygonOffset(r_shadow_polygonfactor.value, r_shadow_polygonoffset.value);
+       //      qglEnable(GL_POLYGON_OFFSET_FILL);
+       //}
+       //else
+       //      qglDisable(GL_POLYGON_OFFSET_FILL);
        qglDepthFunc(GL_LESS);
+       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglEnable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        qglStencilFunc(GL_ALWAYS, 128, 0xFF);
@@ -795,10 +930,12 @@ void R_Shadow_Stage_LightWithoutShadows(void)
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       qglDisable(GL_POLYGON_OFFSET_FILL);
+       qglPolygonOffset(0, 0);
+       //qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
        qglColorMask(1, 1, 1, 1);
        qglDepthFunc(GL_EQUAL);
+       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglDisable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        qglStencilFunc(GL_EQUAL, 128, 0xFF);
@@ -814,10 +951,12 @@ void R_Shadow_Stage_LightWithShadows(void)
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       qglDisable(GL_POLYGON_OFFSET_FILL);
+       qglPolygonOffset(0, 0);
+       //qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
        qglColorMask(1, 1, 1, 1);
        qglDepthFunc(GL_EQUAL);
+       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglEnable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        // only draw light where this geometry was already rendered AND the
@@ -835,158 +974,19 @@ void R_Shadow_Stage_End(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
        GL_DepthTest(true);
-       qglDisable(GL_POLYGON_OFFSET_FILL);
+       qglPolygonOffset(0, 0);
+       //qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
        qglColorMask(1, 1, 1, 1);
-       qglDisable(GL_SCISSOR_TEST);
+       GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
        qglDepthFunc(GL_LEQUAL);
+       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglDisable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        qglStencilFunc(GL_ALWAYS, 128, 0xFF);
        r_shadowstage = SHADOWSTAGE_NONE;
 }
 
-#if 0
-int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius)
-{
-       int i, ix1, iy1, ix2, iy2;
-       float x1, y1, x2, y2, x, y;
-       vec3_t smins, smaxs;
-       vec4_t v, v2;
-       if (!r_shadow_scissor.integer)
-               return false;
-       // if view is inside the box, just say yes it's visible
-       if (r_origin[0] >= mins[0] && r_origin[0] <= maxs[0]
-        && r_origin[1] >= mins[1] && r_origin[1] <= maxs[1]
-        && r_origin[2] >= mins[2] && r_origin[2] <= maxs[2])
-       {
-               qglDisable(GL_SCISSOR_TEST);
-               return false;
-       }
-       VectorSubtract(r_origin, origin, v);
-       if (DotProduct(v, v) < radius * radius)
-       {
-               qglDisable(GL_SCISSOR_TEST);
-               return false;
-       }
-       // create viewspace bbox
-       for (i = 0;i < 8;i++)
-       {
-               v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_origin[0];
-               v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_origin[1];
-               v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_origin[2];
-               v2[0] = DotProduct(v, vright);
-               v2[1] = DotProduct(v, vup);
-               v2[2] = DotProduct(v, vpn);
-               if (i)
-               {
-                       if (smins[0] > v2[0]) smins[0] = v2[0];
-                       if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
-                       if (smins[1] > v2[1]) smins[1] = v2[1];
-                       if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
-                       if (smins[2] > v2[2]) smins[2] = v2[2];
-                       if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
-               }
-               else
-               {
-                       smins[0] = smaxs[0] = v2[0];
-                       smins[1] = smaxs[1] = v2[1];
-                       smins[2] = smaxs[2] = v2[2];
-               }
-       }
-       // now we have a bbox in viewspace
-       // clip it to the viewspace version of the sphere
-       v[0] = origin[0] - r_origin[0];
-       v[1] = origin[1] - r_origin[1];
-       v[2] = origin[2] - r_origin[2];
-       v2[0] = DotProduct(v, vright);
-       v2[1] = DotProduct(v, vup);
-       v2[2] = DotProduct(v, vpn);
-       if (smins[0] < v2[0] - radius) smins[0] = v2[0] - radius;
-       if (smaxs[0] < v2[0] - radius) smaxs[0] = v2[0] + radius;
-       if (smins[1] < v2[1] - radius) smins[1] = v2[1] - radius;
-       if (smaxs[1] < v2[1] - radius) smaxs[1] = v2[1] + radius;
-       if (smins[2] < v2[2] - radius) smins[2] = v2[2] - radius;
-       if (smaxs[2] < v2[2] - radius) smaxs[2] = v2[2] + radius;
-       // clip it to the view plane
-       if (smins[2] < 1)
-               smins[2] = 1;
-       // return true if that culled the box
-       if (smins[2] >= smaxs[2])
-               return true;
-       // ok some of it is infront of the view, transform each corner back to
-       // worldspace and then to screenspace and make screen rect
-       // initialize these variables just to avoid compiler warnings
-       x1 = y1 = x2 = y2 = 0;
-       for (i = 0;i < 8;i++)
-       {
-               v2[0] = (i & 1) ? smins[0] : smaxs[0];
-               v2[1] = (i & 2) ? smins[1] : smaxs[1];
-               v2[2] = (i & 4) ? smins[2] : smaxs[2];
-               v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_origin[0];
-               v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_origin[1];
-               v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_origin[2];
-               v[3] = 1.0f;
-               GL_TransformToScreen(v, v2);
-               //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
-               x = v2[0];
-               y = v2[1];
-               if (i)
-               {
-                       if (x1 > x) x1 = x;
-                       if (x2 < x) x2 = x;
-                       if (y1 > y) y1 = y;
-                       if (y2 < y) y2 = y;
-               }
-               else
-               {
-                       x1 = x2 = x;
-                       y1 = y2 = y;
-               }
-       }
-       /*
-       // this code doesn't handle boxes with any points behind view properly
-       x1 = 1000;x2 = -1000;
-       y1 = 1000;y2 = -1000;
-       for (i = 0;i < 8;i++)
-       {
-               v[0] = (i & 1) ? mins[0] : maxs[0];
-               v[1] = (i & 2) ? mins[1] : maxs[1];
-               v[2] = (i & 4) ? mins[2] : maxs[2];
-               v[3] = 1.0f;
-               GL_TransformToScreen(v, v2);
-               //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
-               if (v2[2] > 0)
-               {
-                       x = v2[0];
-                       y = v2[1];
-
-                       if (x1 > x) x1 = x;
-                       if (x2 < x) x2 = x;
-                       if (y1 > y) y1 = y;
-                       if (y2 < y) y2 = y;
-               }
-       }
-       */
-       ix1 = x1 - 1.0f;
-       iy1 = y1 - 1.0f;
-       ix2 = x2 + 1.0f;
-       iy2 = y2 + 1.0f;
-       //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
-       if (ix1 < r_refdef.x) ix1 = r_refdef.x;
-       if (iy1 < r_refdef.y) iy1 = r_refdef.y;
-       if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width;
-       if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height;
-       if (ix2 <= ix1 || iy2 <= iy1)
-               return true;
-       // set up the scissor rectangle
-       qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
-       qglEnable(GL_SCISSOR_TEST);
-       c_rt_scissored++;
-       return false;
-}
-#endif
-
 int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
 {
        int i, ix1, iy1, ix2, iy2;
@@ -998,14 +998,14 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        // if view is inside the box, just say yes it's visible
        // LordHavoc: for some odd reason scissor seems broken without stencil
        // (?!?  seems like a driver bug) so abort if gl_stencil is false
-       if (!gl_stencil || BoxesOverlap(r_origin, r_origin, mins, maxs))
+       if (!gl_stencil || BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
        {
-               qglDisable(GL_SCISSOR_TEST);
+               GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
                return false;
        }
        for (i = 0;i < 3;i++)
        {
-               if (vpn[i] >= 0)
+               if (r_viewforward[i] >= 0)
                {
                        v[i] = mins[i];
                        v2[i] = maxs[i];
@@ -1016,13 +1016,13 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
                        v2[i] = mins[i];
                }
        }
-       f = DotProduct(vpn, r_origin) + 1;
-       if (DotProduct(vpn, v2) <= f)
+       f = DotProduct(r_viewforward, r_vieworigin) + 1;
+       if (DotProduct(r_viewforward, v2) <= f)
        {
                // entirely behind nearclip plane
                return true;
        }
-       if (DotProduct(vpn, v) >= f)
+       if (DotProduct(r_viewforward, v) >= f)
        {
                // entirely infront of nearclip plane
                x1 = y1 = x2 = y2 = 0;
@@ -1057,12 +1057,12 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
                // create viewspace bbox
                for (i = 0;i < 8;i++)
                {
-                       v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_origin[0];
-                       v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_origin[1];
-                       v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_origin[2];
-                       v2[0] = DotProduct(v, vright);
-                       v2[1] = DotProduct(v, vup);
-                       v2[2] = DotProduct(v, vpn);
+                       v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_vieworigin[0];
+                       v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_vieworigin[1];
+                       v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_vieworigin[2];
+                       v2[0] = -DotProduct(v, r_viewleft);
+                       v2[1] = DotProduct(v, r_viewup);
+                       v2[2] = DotProduct(v, r_viewforward);
                        if (i)
                        {
                                if (smins[0] > v2[0]) smins[0] = v2[0];
@@ -1095,9 +1095,9 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
                        v2[0] = (i & 1) ? smins[0] : smaxs[0];
                        v2[1] = (i & 2) ? smins[1] : smaxs[1];
                        v2[2] = (i & 4) ? smins[2] : smaxs[2];
-                       v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_origin[0];
-                       v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_origin[1];
-                       v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_origin[2];
+                       v[0] = v2[0] * -r_viewleft[0] + v2[1] * r_viewup[0] + v2[2] * r_viewforward[0] + r_vieworigin[0];
+                       v[1] = v2[0] * -r_viewleft[1] + v2[1] * r_viewup[1] + v2[2] * r_viewforward[1] + r_vieworigin[1];
+                       v[2] = v2[0] * -r_viewleft[2] + v2[1] * r_viewup[2] + v2[2] * r_viewforward[2] + r_vieworigin[2];
                        v[3] = 1.0f;
                        GL_TransformToScreen(v, v2);
                        //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
@@ -1153,8 +1153,9 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        if (ix2 <= ix1 || iy2 <= iy1)
                return true;
        // set up the scissor rectangle
-       qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
-       qglEnable(GL_SCISSOR_TEST);
+       GL_Scissor(ix1, vid.realheight - iy2, ix2 - ix1, iy2 - iy1);
+       //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
+       //qglEnable(GL_SCISSOR_TEST);
        c_rt_scissored++;
        return false;
 }
@@ -1279,7 +1280,7 @@ void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, co
        }
 }
 
-void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
 {
        int renders;
        float color[3], color2[3];
@@ -1317,15 +1318,17 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
 
                        memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(basetexture);
-                       m.texcubemap[1] = R_GetTexture(lightcubemap);
                        m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       if (lightcubemap)
+                       {
+                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+                               m.pointer_texcoord[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+                       }
                        R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       if (lightcubemap)
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
                                color[0] = bound(0, color2[0], 1);
@@ -1367,15 +1370,17 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
 
                        memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(basetexture);
-                       m.texcubemap[1] = R_GetTexture(lightcubemap);
                        m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       if (lightcubemap)
+                       {
+                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+                               m.pointer_texcoord[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+                       }
                        R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       if (lightcubemap)
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
                                color[0] = bound(0, color2[0], 1);
@@ -1414,7 +1419,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        qglColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
                                color[0] = bound(0, color2[0], 1);
@@ -1452,15 +1457,17 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
 
                        memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(basetexture);
-                       m.texcubemap[1] = R_GetTexture(lightcubemap);
                        m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       if (lightcubemap)
+                       {
+                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+                               m.pointer_texcoord[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+                       }
                        R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       if (lightcubemap)
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
                                color[0] = bound(0, color2[0], 1);
@@ -1505,15 +1512,17 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
 
                        memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(basetexture);
-                       m.texcubemap[1] = R_GetTexture(lightcubemap);
                        m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       if (lightcubemap)
+                       {
+                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+                               m.pointer_texcoord[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+                       }
                        R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       if (lightcubemap)
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
                                color[0] = bound(0, color2[0], 1);
@@ -1532,7 +1541,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                GL_DepthMask(false);
                GL_DepthTest(true);
                GL_ColorPointer(varray_color4f);
-               VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+               VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = texcoord2f;
@@ -1550,9 +1559,9 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        color[1] = bound(0, color2[1], 1);
                        color[2] = bound(0, color2[2], 1);
                        if (r_textureunits.integer >= 2)
-                               R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
+                               R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltolight);
                        else
-                               R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
+                               R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltolight);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
@@ -1560,19 +1569,22 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
        }
 }
 
-void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
 {
        int renders;
-       float color[3], color2[3];
+       float color[3], color2[3], colorscale;
        rmeshstate_t m;
        if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil)
                return;
-       if (!bumptexture)
-               bumptexture = r_shadow_blankbumptexture;
        if (!glosstexture)
                glosstexture = r_shadow_blankglosstexture;
        if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
        {
+               colorscale = r_shadow_glossintensity.value;
+               if (!bumptexture)
+                       bumptexture = r_shadow_blankbumptexture;
+               if (glosstexture == r_shadow_blankglosstexture)
+                       colorscale *= r_shadow_gloss2intensity.value;
                GL_VertexPointer(vertex3f);
                GL_Color(1,1,1,1);
                if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
@@ -1620,15 +1632,17 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
 
                        memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(glosstexture);
-                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       if (lightcubemap)
+                       {
+                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+                               m.pointer_texcoord[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+                       }
                        m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
                        R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       if (lightcubemap)
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
+                       VectorScale(lightcolor, colorscale, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
                                color[0] = bound(0, color2[0], 1);
@@ -1682,7 +1696,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        qglColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
+                       VectorScale(lightcolor, colorscale, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
                                color[0] = bound(0, color2[0], 1);
@@ -1742,15 +1756,17 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
 
                        memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(glosstexture);
-                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       if (lightcubemap)
+                       {
+                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+                               m.pointer_texcoord[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+                       }
                        m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
                        R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       if (lightcubemap)
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
+                       VectorScale(lightcolor, colorscale, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
                                color[0] = bound(0, color2[0], 1);
@@ -1765,10 +1781,72 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
        }
 }
 
-void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light)
+void R_Shadow_DrawStaticWorldLight_Shadow(worldlight_t *light, matrix4x4_t *matrix)
 {
        R_Mesh_Matrix(matrix);
-       R_Shadow_RenderShadowMeshVolume(light->shadowvolume);
+       if (r_shadow_showtris.integer)
+       {
+               shadowmesh_t *mesh;
+               rmeshstate_t m;
+               int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
+               int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
+               qglDisable(GL_DEPTH_TEST);
+               qglDisable(GL_STENCIL_TEST);
+               //qglDisable(GL_CULL_FACE);
+               qglColorMask(1,1,1,1);
+               memset(&m, 0, sizeof(m));
+               R_Mesh_State_Texture(&m);
+               GL_Color(0,0.1,0,1);
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               for (mesh = light->meshchain_shadow;mesh;mesh = mesh->next)
+               {
+                       GL_VertexPointer(mesh->vertex3f);
+                       R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
+               }
+               //qglEnable(GL_CULL_FACE);
+               if (depthenabled)
+                       qglEnable(GL_DEPTH_TEST);
+               if (stencilenabled)
+               {
+                       qglEnable(GL_STENCIL_TEST);
+                       qglColorMask(0,0,0,0);
+               }
+       }
+       R_Shadow_RenderShadowMeshVolume(light->meshchain_shadow);
+}
+
+void R_Shadow_DrawStaticWorldLight_Light(worldlight_t *light, matrix4x4_t *matrix, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
+{
+       shadowmesh_t *mesh;
+       R_Mesh_Matrix(matrix);
+       if (r_shadow_showtris.integer)
+       {
+               rmeshstate_t m;
+               int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
+               int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
+               qglDisable(GL_DEPTH_TEST);
+               qglDisable(GL_STENCIL_TEST);
+               //qglDisable(GL_CULL_FACE);
+               memset(&m, 0, sizeof(m));
+               R_Mesh_State_Texture(&m);
+               GL_Color(0.2,0,0,1);
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               for (mesh = light->meshchain_light;mesh;mesh = mesh->next)
+               {
+                       GL_VertexPointer(mesh->vertex3f);
+                       R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
+               }
+               //qglEnable(GL_CULL_FACE);
+               if (depthenabled)
+                       qglEnable(GL_DEPTH_TEST);
+               if (stencilenabled)
+                       qglEnable(GL_STENCIL_TEST);
+       }
+       for (mesh = light->meshchain_light;mesh;mesh = mesh->next)
+       {
+               R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, light->cubemap);
+               R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, light->cubemap);
+       }
 }
 
 cvar_t r_editlights = {0, "r_editlights", "0"};
@@ -1783,17 +1861,136 @@ worldlight_t *r_shadow_worldlightchain;
 worldlight_t *r_shadow_selectedlight;
 vec3_t r_editlights_cursorlocation;
 
-static int castshadowcount = 1;
-void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname, int castshadow)
+static int lightpvsbytes;
+static qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8];
+static qbyte lightfullpvs[(MAX_MAP_LEAFS + 7)/ 8];
+
+typedef struct cubemapinfo_s
+{
+       char basename[64];
+       rtexture_t *texture;
+}
+cubemapinfo_t;
+
+#define MAX_CUBEMAPS 128
+static int numcubemaps;
+static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
+
+//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
+typedef struct suffixinfo_s
+{
+       char *suffix;
+       int flipx, flipy, flipdiagonal;
+}
+suffixinfo_t;
+static suffixinfo_t suffix[3][6] =
+{
+       {
+               {"posx", false, false, false},
+               {"negx", false, false, false},
+               {"posy", false, false, false},
+               {"negy", false, false, false},
+               {"posz", false, false, false},
+               {"negz", false, false, false}
+       },
+       {
+               {"px", false, false, false},
+               {"nx", false, false, false},
+               {"py", false, false, false},
+               {"ny", false, false, false},
+               {"pz", false, false, false},
+               {"nz", false, false, false}
+       },
+       {
+               {"ft", true, false, true},
+               {"bk", false, true, true},
+               {"lf", true, true, false},
+               {"rt", false, false, false},
+               {"up", false, false, false},
+               {"dn", false, false, false}
+       }
+};
+
+static int componentorder[4] = {0, 1, 2, 3};
+
+rtexture_t *R_Shadow_LoadCubemap(const char *basename)
+{
+       int i, j, cubemapsize;
+       qbyte *cubemappixels, *image_rgba;
+       rtexture_t *cubemaptexture;
+       char name[256];
+       // must start 0 so the first loadimagepixels has no requested width/height
+       cubemapsize = 0;
+       cubemappixels = NULL;
+       cubemaptexture = NULL;
+       for (j = 0;j < 3 && !cubemappixels;j++)
+       {
+               for (i = 0;i < 6;i++)
+               {
+                       snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
+                       if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
+                       {
+                               if (image_width == image_height)
+                               {
+                                       if (!cubemappixels && image_width >= 1)
+                                       {
+                                               cubemapsize = image_width;
+                                               // note this clears to black, so unavailable sizes are black
+                                               cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
+                                       }
+                                       if (cubemappixels)
+                                               Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
+                               }
+                               else
+                                       Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
+                               Mem_Free(image_rgba);
+                       }
+               }
+       }
+       if (cubemappixels)
+       {
+               if (!r_shadow_filters_texturepool)
+                       r_shadow_filters_texturepool = R_AllocTexturePool();
+               cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+               Mem_Free(cubemappixels);
+       }
+       else
+       {
+               Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
+               for (j = 0;j < 3;j++)
+                       for (i = 0;i < 6;i++)
+                               Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
+               Con_Printf(" and was unable to find any of them.\n");
+       }
+       return cubemaptexture;
+}
+
+rtexture_t *R_Shadow_Cubemap(const char *basename)
+{
+       int i;
+       for (i = 0;i < numcubemaps;i++)
+               if (!strcasecmp(cubemaps[i].basename, basename))
+                       return cubemaps[i].texture;
+       if (i >= MAX_CUBEMAPS)
+               return NULL;
+       numcubemaps++;
+       strcpy(cubemaps[i].basename, basename);
+       cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
+       return cubemaps[i].texture;
+}
+
+void R_Shadow_FreeCubemaps(void)
 {
-       int i, j, k, l, maxverts = 256, *mark, tris;
-       float *vertex3f = NULL;
+       numcubemaps = 0;
+       R_FreeTexturePool(&r_shadow_filters_texturepool);
+}
+
+void R_Shadow_NewWorldLight(vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname)
+{
+       int i, j, k, l, maxverts = 256, tris;
+       float *vertex3f = NULL, mins[3], maxs[3];
        worldlight_t *e;
-       shadowmesh_t *mesh, *castmesh;
-       mleaf_t *leaf;
-       msurface_t *surf;
-       qbyte *pvs;
-       surfmesh_t *surfmesh;
+       shadowmesh_t *mesh, *castmesh = NULL;
 
        if (radius < 15 || DotProduct(color, color) < 0.03)
        {
@@ -1803,21 +2000,28 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
 
        e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t));
        VectorCopy(origin, e->origin);
-       VectorCopy(color, e->light);
-       e->lightradius = radius;
+       VectorCopy(angles, e->angles);
+       VectorCopy(color, e->color);
+       e->radius = radius;
        e->style = style;
        if (e->style < 0 || e->style >= MAX_LIGHTSTYLES)
        {
                Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", e->style, MAX_LIGHTSTYLES);
                e->style = 0;
        }
-       e->castshadows = castshadow;
+       e->drawshadows = shadowenable;
+       e->corona = corona;
+
+       Matrix4x4_CreateFromQuakeEntity(&e->matrix_lighttoworld, e->origin[0], e->origin[1], e->origin[2], e->angles[0], e->angles[1], e->angles[2], e->radius);
+       Matrix4x4_Invert_Simple(&e->matrix_worldtolight, &e->matrix_lighttoworld);
+       Matrix4x4_Concat(&e->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &e->matrix_worldtolight);
+       Matrix4x4_Concat(&e->matrix_worldtoattenuationz, &matrix_attenuationz, &e->matrix_worldtolight);
 
-       e->cullradius = e->lightradius;
+       e->cullradius = e->radius;
        for (k = 0;k < 3;k++)
        {
-               e->mins[k] = e->origin[k] - e->lightradius;
-               e->maxs[k] = e->origin[k] + e->lightradius;
+               mins[k] = e->origin[k] - e->radius;
+               maxs[k] = e->origin[k] + e->radius;
        }
 
        e->next = r_shadow_worldlightchain;
@@ -1826,148 +2030,228 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
        {
                e->cubemapname = Mem_Alloc(r_shadow_mempool, strlen(cubemapname) + 1);
                strcpy(e->cubemapname, cubemapname);
-               // FIXME: add cubemap loading (and don't load a cubemap twice)
+               e->cubemap = R_Shadow_Cubemap(e->cubemapname);
        }
+       // FIXME: rewrite this to store ALL geometry into a cache in the light
+       if (e->drawshadows)
+               castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+       e->meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
        if (cl.worldmodel)
        {
-               castshadowcount++;
-               i = cl.worldmodel->PointContents(cl.worldmodel, e->origin);
-               if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY)
+               lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightfullpvs, sizeof(lightfullpvs));
+               memset(lightpvs, 0, lightpvsbytes);
+               if (cl.worldmodel->brushq3.num_leafs)
                {
-                       qbyte *byteleafpvs;
-                       qbyte *bytesurfacepvs;
+                       q3mleaf_t *leaf;
+                       q3mface_t *face;
+
+                       // make a pvs that only includes things within the box
+                       for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++)
+                               if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+                                       SETPVSBIT(lightpvs, leaf->clusterindex);
+
+                       // make a cluster list for fast visibility checking during rendering
+                       for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+                               if (CHECKPVSBIT(lightpvs, i))
+                                       e->numclusters++;
+                       e->clusterindices = Mem_Alloc(r_shadow_mempool, e->numclusters * sizeof(int));
+                       for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+                               if (CHECKPVSBIT(lightpvs, i))
+                                       e->clusterindices[e->numclusters++] = i;
+
+                       VectorCopy(e->origin, e->mins);
+                       VectorCopy(e->origin, e->maxs);
+                       for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++)
+                               face->lighttemp_castshadow = false;
+                       for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++)
+                       {
+                               if (CHECKPVSBIT(lightpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+                               {
+                                       for (k = 0;k < 3;k++)
+                                       {
+                                               if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
+                                               if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
+                                       }
+                                       for (j = 0;j < leaf->numleaffaces;j++)
+                                       {
+                                               face = leaf->firstleafface[j];
+                                               if (BoxesOverlap(face->mins, face->maxs, mins, maxs))
+                                                       face->lighttemp_castshadow = true;
+                                       }
+                               }
+                       }
 
-                       byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->numleafs + 1);
-                       bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->numsurfaces);
+                       // add surfaces to shadow casting mesh and light mesh
+                       for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++)
+                       {
+                               if (face->lighttemp_castshadow)
+                               {
+                                       face->lighttemp_castshadow = false;
+                                       if (!(face->texture->surfaceflags & (Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY)))
+                                       {
+                                               if (e->drawshadows)
+                                                       if (!(face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT))
+                                                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, face->data_vertex3f, NULL, NULL, NULL, NULL, face->num_triangles, face->data_element3i);
+                                               if (!(face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
+                                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_light, face->texture->skin.base, face->texture->skin.gloss, face->texture->skin.nmap, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, face->num_triangles, face->data_element3i);
+                                       }
+                               }
+                       }
+               }
+               else if (cl.worldmodel->brushq1.num_leafs)
+               {
+                       mleaf_t *leaf;
+                       msurface_t *surf;
+                       VectorCopy(e->origin, e->mins);
+                       VectorCopy(e->origin, e->maxs);
+                       i = CL_PointQ1Contents(e->origin);
 
-                       Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin));
+                       for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
+                               surf->lighttemp_castshadow = false;
 
-                       for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
-                               if (byteleafpvs[i+1] && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
-                                       leaf->worldnodeframe = castshadowcount;
+                       if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY)
+                       {
+                               qbyte *byteleafpvs;
+                               qbyte *bytesurfacepvs;
 
-                       for (i = 0, surf = cl.worldmodel->surfaces;i < cl.worldmodel->numsurfaces;i++, surf++)
-                               if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs))
-                                       surf->castshadow = castshadowcount;
+                               byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.num_leafs);
+                               bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numsurfaces);
 
-                       Mem_Free(byteleafpvs);
-                       Mem_Free(bytesurfacepvs);
-               }
-               else
-               {
-                       leaf = cl.worldmodel->PointInLeaf(cl.worldmodel, origin);
-                       pvs = cl.worldmodel->LeafPVS(cl.worldmodel, leaf);
-                       for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
+                               Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, mins, maxs, e->mins, e->maxs);
+
+                               // make a pvs that only includes things within the box
+                               for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
+                               {
+                                       if (byteleafpvs[i] && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+                                       {
+                                               SETPVSBIT(lightpvs, leaf->clusterindex);
+                                               for (k = 0;k < 3;k++)
+                                               {
+                                                       if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
+                                                       if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
+                                               }
+                                       }
+                               }
+       
+                               for (i = 0, surf = cl.worldmodel->brushq1.surfaces;i < cl.worldmodel->brushq1.numsurfaces;i++, surf++)
+                                       if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
+                                               surf->lighttemp_castshadow = true;
+
+                               Mem_Free(byteleafpvs);
+                               Mem_Free(bytesurfacepvs);
+       
+                               // make a cluster list for fast visibility checking during rendering
+                               for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+                                       if (CHECKPVSBIT(lightpvs, i))
+                                               e->numclusters++;
+                               e->clusterindices = Mem_Alloc(r_shadow_mempool, e->numclusters * sizeof(int));
+                               for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+                                       if (CHECKPVSBIT(lightpvs, i))
+                                               e->clusterindices[e->numclusters++] = i;
+                       }
+                       else
                        {
-                               if (pvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
+                               for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
                                {
-                                       leaf->worldnodeframe = castshadowcount;
-                                       for (j = 0, mark = leaf->firstmarksurface;j < leaf->nummarksurfaces;j++, mark++)
+                                       if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
                                        {
-                                               surf = cl.worldmodel->surfaces + *mark;
-                                               if (surf->castshadow != castshadowcount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs))
-                                                       surf->castshadow = castshadowcount;
+                                               // make a pvs that only includes things within the box
+                                               SETPVSBIT(lightpvs, leaf->clusterindex);
+                                               for (k = 0;k < 3;k++)
+                                               {
+                                                       if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
+                                                       if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
+                                               }
+                                               for (j = 0;j < leaf->nummarksurfaces;j++)
+                                               {
+                                                       surf = cl.worldmodel->brushq1.surfaces + leaf->firstmarksurface[j];
+                                                       if (!surf->lighttemp_castshadow && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
+                                                               surf->lighttemp_castshadow = true;
+                                               }
                                        }
                                }
+
+                               // make a pvs that only includes things within the box
+                               for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
+                                       if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+                                               SETPVSBIT(lightpvs, leaf->clusterindex);
+
+                               // make a cluster list for fast visibility checking during rendering
+                               for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+                                       if (CHECKPVSBIT(lightpvs, i))
+                                               e->numclusters++;
+                               e->clusterindices = Mem_Alloc(r_shadow_mempool, e->numclusters * sizeof(int));
+                               for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+                                       if (CHECKPVSBIT(lightpvs, i))
+                                               e->clusterindices[e->numclusters++] = i;
                        }
-               }
 
-               e->numleafs = 0;
-               for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
-                       if (leaf->worldnodeframe == castshadowcount)
-                               e->numleafs++;
-               e->numsurfaces = 0;
-               for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
-                       if (surf->castshadow == castshadowcount)
-                               e->numsurfaces++;
-
-               if (e->numleafs)
-                       e->leafs = Mem_Alloc(r_shadow_mempool, e->numleafs * sizeof(mleaf_t *));
-               if (e->numsurfaces)
-                       e->surfaces = Mem_Alloc(r_shadow_mempool, e->numsurfaces * sizeof(msurface_t *));
-               e->numleafs = 0;
-               for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
-                       if (leaf->worldnodeframe == castshadowcount)
-                               e->leafs[e->numleafs++] = leaf;
-               e->numsurfaces = 0;
-               for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
-                       if (surf->castshadow == castshadowcount)
-                               e->surfaces[e->numsurfaces++] = surf;
-
-               // find bounding box of lit leafs
-               VectorCopy(e->origin, e->mins);
-               VectorCopy(e->origin, e->maxs);
-               for (j = 0;j < e->numleafs;j++)
-               {
-                       leaf = e->leafs[j];
-                       for (k = 0;k < 3;k++)
+                       // add surfaces to shadow casting mesh and light mesh
+                       for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
                        {
-                               if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
-                               if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
+                               if (surf->lighttemp_castshadow)
+                               {
+                                       surf->lighttemp_castshadow = false;
+                                       if (e->drawshadows && (surf->flags & SURF_SHADOWCAST))
+                                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, surf->mesh.data_vertex3f, NULL, NULL, NULL, NULL, surf->mesh.num_triangles, surf->mesh.data_element3i);
+                                       if (!(surf->flags & SURF_DRAWSKY))
+                                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_light, surf->texinfo->texture->skin.base, surf->texinfo->texture->skin.gloss, surf->texinfo->texture->skin.nmap, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, surf->mesh.num_triangles, surf->mesh.data_element3i);
+                               }
                        }
                }
+       }
+
+       // limit box to light bounds (in case it grew larger)
+       for (k = 0;k < 3;k++)
+       {
+               if (e->mins[k] < e->origin[k] - e->radius) e->mins[k] = e->origin[k] - e->radius;
+               if (e->maxs[k] > e->origin[k] + e->radius) e->maxs[k] = e->origin[k] + e->radius;
+       }
+       e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin);
 
-               for (k = 0;k < 3;k++)
+       // cast shadow volume from castmesh
+       castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh, false, true);
+       if (castmesh)
+       {
+               maxverts = 0;
+               for (mesh = castmesh;mesh;mesh = mesh->next)
                {
-                       if (e->mins[k] < e->origin[k] - e->lightradius) e->mins[k] = e->origin[k] - e->lightradius;
-                       if (e->maxs[k] > e->origin[k] + e->lightradius) e->maxs[k] = e->origin[k] + e->lightradius;
+                       R_Shadow_ResizeShadowElements(mesh->numtriangles);
+                       maxverts = max(maxverts, mesh->numverts * 2);
                }
-               e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin);
 
-               if (e->castshadows)
+               if (maxverts > 0)
                {
-                       castshadowcount++;
-                       for (j = 0;j < e->numsurfaces;j++)
-                       {
-                               surf = e->surfaces[j];
-                               if (surf->flags & SURF_SHADOWCAST)
-                               {
-                                       surf->castshadow = castshadowcount;
-                                       if (maxverts < surf->poly_numverts)
-                                               maxverts = surf->poly_numverts;
-                               }
-                       }
-                       e->shadowvolume = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
-                       // make a mesh to cast a shadow volume from
-                       castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
-                       for (j = 0;j < e->numsurfaces;j++)
-                               if (e->surfaces[j]->castshadow == castshadowcount)
-                                       for (surfmesh = e->surfaces[j]->mesh;surfmesh;surfmesh = surfmesh->chain)
-                                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, surfmesh->vertex3f, surfmesh->numtriangles, surfmesh->element3i);
-                       castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh);
-
-                       // cast shadow volume from castmesh
+                       vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
+                       // now that we have the buffers big enough, construct and add
+                       // the shadow volume mesh
+                       if (e->drawshadows)
+                               e->meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
                        for (mesh = castmesh;mesh;mesh = mesh->next)
                        {
-                               R_Shadow_ResizeShadowElements(castmesh->numtriangles);
-
-                               if (maxverts < castmesh->numverts * 2)
-                               {
-                                       maxverts = castmesh->numverts * 2;
-                                       if (vertex3f)
-                                               Mem_Free(vertex3f);
-                                       vertex3f = NULL;
-                               }
-                               if (vertex3f == NULL && maxverts > 0)
-                                       vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
-
-                               // now that we have the buffers big enough, construct and add
-                               // the shadow volume mesh
+                               Mod_BuildTriangleNeighbors(mesh->neighbor3i, mesh->element3i, mesh->numtriangles);
                                if ((tris = R_Shadow_ConstructShadowVolume(castmesh->numverts, 0, castmesh->numtriangles, castmesh->element3i, castmesh->neighbor3i, castmesh->vertex3f, NULL, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value)))
-                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, vertex3f, tris, shadowelements);
+                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
                        }
-                       if (vertex3f)
-                               Mem_Free(vertex3f);
+                       Mem_Free(vertex3f);
                        vertex3f = NULL;
-                       // we're done with castmesh now
-                       Mod_ShadowMesh_Free(castmesh);
-                       e->shadowvolume = Mod_ShadowMesh_Finish(r_shadow_mempool, e->shadowvolume);
-                       for (l = 0, mesh = e->shadowvolume;mesh;mesh = mesh->next)
-                               l += mesh->numtriangles;
-                       Con_Printf("static shadow volume built containing %i triangles\n", l);
                }
-       }
-       Con_Printf("%f %f %f, %f %f %f, %f, %f, %d, %d\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], e->cullradius, e->lightradius, e->numleafs, e->numsurfaces);
+               // we're done with castmesh now
+               Mod_ShadowMesh_Free(castmesh);
+       }
+
+       e->meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, e->meshchain_shadow, false, false);
+       e->meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, e->meshchain_light, true, false);
+
+       k = 0;
+       if (e->meshchain_shadow)
+               for (mesh = e->meshchain_shadow;mesh;mesh = mesh->next)
+                       k += mesh->numtriangles;
+       l = 0;
+       if (e->meshchain_light)
+               for (mesh = e->meshchain_light;mesh;mesh = mesh->next)
+                       l += mesh->numtriangles;
+       Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles, %i light triangles\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], k, l);
 }
 
 void R_Shadow_FreeWorldLight(worldlight_t *light)
@@ -1979,12 +2263,10 @@ void R_Shadow_FreeWorldLight(worldlight_t *light)
        *lightpointer = light->next;
        if (light->cubemapname)
                Mem_Free(light->cubemapname);
-       if (light->shadowvolume)
-               Mod_ShadowMesh_Free(light->shadowvolume);
-       if (light->surfaces)
-               Mem_Free(light->surfaces);
-       if (light->leafs)
-               Mem_Free(light->leafs);
+       if (light->meshchain_shadow)
+               Mod_ShadowMesh_Free(light->meshchain_shadow);
+       if (light->meshchain_light)
+               Mod_ShadowMesh_Free(light->meshchain_light);
        Mem_Free(light);
 }
 
@@ -1993,6 +2275,7 @@ void R_Shadow_ClearWorldLights(void)
        while (r_shadow_worldlightchain)
                R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
        r_shadow_selectedlight = NULL;
+       R_Shadow_FreeCubemaps();
 }
 
 void R_Shadow_SelectLight(worldlight_t *light)
@@ -2009,7 +2292,7 @@ rtexture_t *lighttextures[5];
 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
 {
        float scale = r_editlights_cursorgrid.value * 0.5f;
-       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, vright, vup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
 }
 
 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
@@ -2020,9 +2303,9 @@ void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
        intensity = 0.5;
        if (light->selected)
                intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
-       if (!light->shadowvolume)
+       if (!light->meshchain_shadow)
                intensity *= 0.5f;
-       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, vright, vup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
 }
 
 void R_Shadow_DrawLightSprites(void)
@@ -2051,12 +2334,12 @@ void R_Shadow_SelectLightInView(void)
        bestrating = 0;
        for (light = r_shadow_worldlightchain;light;light = light->next)
        {
-               VectorSubtract(light->origin, r_refdef.vieworg, temp);
-               rating = (DotProduct(temp, vpn) / sqrt(DotProduct(temp, temp)));
+               VectorSubtract(light->origin, r_vieworigin, temp);
+               rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
                if (rating >= 0.95)
                {
                        rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
-                       if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.vieworg, NULL, NULL, 0, true, NULL) == 1.0f)
+                       if (bestrating < rating && CL_TraceLine(light->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1.0f)
                        {
                                bestrating = rating;
                                best = light;
@@ -2070,14 +2353,14 @@ void R_Shadow_LoadWorldLights(void)
 {
        int n, a, style, shadow;
        char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
-       float origin[3], radius, color[3];
+       float origin[3], radius, color[3], angles[3], corona;
        if (cl.worldmodel == NULL)
        {
                Con_Printf("No map loaded.\n");
                return;
        }
-       FS_StripExtension(cl.worldmodel->name, name);
-       strcat(name, ".rtlights");
+       FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+       strlcat (name, ".rtlights", sizeof (name));
        lightsstring = FS_LoadFile(name, false);
        if (lightsstring)
        {
@@ -2098,7 +2381,12 @@ void R_Shadow_LoadWorldLights(void)
                                shadow = false;
                                t++;
                        }
-                       a = sscanf(t, "%f %f %f %f %f %f %f %d %s", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname);
+                       a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2]);
+                       if (a < 13)
+                       {
+                               corona = 0;
+                               VectorClear(angles);
+                       }
                        if (a < 9)
                                cubemapname[0] = 0;
                        *s = '\n';
@@ -2109,7 +2397,7 @@ void R_Shadow_LoadWorldLights(void)
                        }
                        VectorScale(color, r_editlights_rtlightscolorscale.value, color);
                        radius *= r_editlights_rtlightssizescale.value;
-                       R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadow);
+                       R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadow, cubemapname);
                        s++;
                        n++;
                }
@@ -2133,13 +2421,13 @@ void R_Shadow_SaveWorldLights(void)
                Con_Printf("No map loaded.\n");
                return;
        }
-       FS_StripExtension(cl.worldmodel->name, name);
-       strcat(name, ".rtlights");
+       FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+       strlcat (name, ".rtlights", sizeof (name));
        bufchars = bufmaxchars = 0;
        buf = NULL;
        for (light = r_shadow_worldlightchain;light;light = light->next)
        {
-               sprintf(line, "%s%g %g %g %g %g %g %g %d %s\n", light->castshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->lightradius / r_editlights_rtlightssizescale.value, light->light[0] / r_editlights_rtlightscolorscale.value, light->light[1] / r_editlights_rtlightscolorscale.value, light->light[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "");
+               sprintf(line, "%s%f %f %f %f %f %f %f %d %s\n", light->drawshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "");
                if (bufchars + (int) strlen(line) > bufmaxchars)
                {
                        bufmaxchars = bufchars + strlen(line) + 2048;
@@ -2174,8 +2462,8 @@ void R_Shadow_LoadLightsFile(void)
                Con_Printf("No map loaded.\n");
                return;
        }
-       FS_StripExtension(cl.worldmodel->name, name);
-       strcat(name, ".lights");
+       FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+       strlcat (name, ".lights", sizeof (name));
        lightsstring = FS_LoadFile(name, false);
        if (lightsstring)
        {
@@ -2199,7 +2487,7 @@ void R_Shadow_LoadLightsFile(void)
                        radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
                        radius = bound(15, radius, 4096);
                        VectorScale(color, (2.0f / (8388608.0f)), color);
-                       R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
+                       R_Shadow_NewWorldLight(origin, vec3_origin, color, radius, 0, style, true, NULL);
                        s++;
                        n++;
                }
@@ -2211,9 +2499,9 @@ void R_Shadow_LoadLightsFile(void)
 
 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
 {
-       int entnum, style, islight;
+       int entnum, style, islight, skin, pflags;
        char key[256], value[1024];
-       float origin[3], radius, color[3], light, scale, originhack[3], overridecolor[3];
+       float origin[3], radius, color[3], light, fadescale, lightscale, originhack[3], overridecolor[3];
        const char *data;
 
        if (cl.worldmodel == NULL)
@@ -2221,22 +2509,25 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                Con_Printf("No map loaded.\n");
                return;
        }
-       data = cl.worldmodel->entities;
+       data = cl.worldmodel->brush.entities;
        if (!data)
                return;
-       for (entnum = 0;COM_ParseToken(&data) && com_token[0] == '{';entnum++)
+       for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
        {
                light = 0;
                origin[0] = origin[1] = origin[2] = 0;
                originhack[0] = originhack[1] = originhack[2] = 0;
                color[0] = color[1] = color[2] = 1;
                overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
-               scale = 1;
+               fadescale = 1;
+               lightscale = 1;
                style = 0;
+               skin = 0;
+               pflags = 0;
                islight = false;
                while (1)
                {
-                       if (!COM_ParseToken(&data))
+                       if (!COM_ParseToken(&data, false))
                                break; // error
                        if (com_token[0] == '}')
                                break; // end of entity
@@ -2246,7 +2537,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                strcpy(key, com_token);
                        while (key[strlen(key)-1] == ' ') // remove trailing spaces
                                key[strlen(key)-1] = 0;
-                       if (!COM_ParseToken(&data))
+                       if (!COM_ParseToken(&data, false))
                                break; // error
                        strcpy(value, com_token);
 
@@ -2258,7 +2549,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                        else if (!strcmp("color", key))
                                sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
                        else if (!strcmp("wait", key))
-                               scale = atof(value);
+                               fadescale = atof(value);
                        else if (!strcmp("classname", key))
                        {
                                if (!strncmp(value, "light", 5))
@@ -2331,17 +2622,32 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                        }
                        else if (!strcmp("style", key))
                                style = atoi(value);
+                       else if (cl.worldmodel->type == mod_brushq3)
+                       {
+                               if (!strcmp("scale", key))
+                                       lightscale = atof(value);
+                               if (!strcmp("fade", key))
+                                       fadescale = atof(value);
+                       }
+                       else if (!strcmp("skin", key))
+                               skin = (int)atof(value);
+                       else if (!strcmp("pflags", key))
+                               pflags = (int)atof(value);
                }
                if (light <= 0 && islight)
                        light = 300;
-               radius = min(light * r_editlights_quakelightsizescale.value / scale, 1048576);
+               if (lightscale <= 0)
+                       lightscale = 1;
+               if (fadescale <= 0)
+                       fadescale = 1;
+               radius = min(light * r_editlights_quakelightsizescale.value * lightscale / fadescale, 1048576);
                light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f);
                if (color[0] == 1 && color[1] == 1 && color[2] == 1)
                        VectorCopy(overridecolor, color);
                VectorScale(color, light, color);
                VectorAdd(origin, originhack, origin);
                if (radius >= 15)
-                       R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
+                       R_Shadow_NewWorldLight(origin, vec3_origin, color, radius, !!(pflags & 2), style, !(pflags & 1), skin >= 16 ? va("cubemaps/%i", skin) : NULL);
        }
 }
 
@@ -2350,8 +2656,8 @@ void R_Shadow_SetCursorLocationForView(void)
 {
        vec_t dist, push, frac;
        vec3_t dest, endpos, normal;
-       VectorMA(r_refdef.vieworg, r_editlights_cursordistance.value, vpn, dest);
-       frac = CL_TraceLine(r_refdef.vieworg, dest, endpos, normal, 0, true, NULL);
+       VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
+       frac = CL_TraceLine(r_vieworigin, dest, endpos, normal, true, NULL, SUPERCONTENTS_SOLID);
        if (frac < 1)
        {
                dist = frac * r_editlights_cursordistance.value;
@@ -2359,7 +2665,7 @@ void R_Shadow_SetCursorLocationForView(void)
                if (push > dist)
                        push = dist;
                push = -push;
-               VectorMA(endpos, push, vpn, endpos);
+               VectorMA(endpos, push, r_viewforward, endpos);
                VectorMA(endpos, r_editlights_cursorpushoff.value, normal, endpos);
        }
        r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
@@ -2369,9 +2675,9 @@ void R_Shadow_SetCursorLocationForView(void)
 
 void R_Shadow_UpdateWorldLightSelection(void)
 {
-       R_Shadow_SetCursorLocationForView();
        if (r_editlights.integer)
        {
+               R_Shadow_SetCursorLocationForView();
                R_Shadow_SelectLightInView();
                R_Shadow_DrawLightSprites();
        }
@@ -2421,13 +2727,13 @@ void R_Shadow_EditLights_Spawn_f(void)
                return;
        }
        color[0] = color[1] = color[2] = 1;
-       R_Shadow_NewWorldLight(r_editlights_cursorlocation, 200, color, 0, NULL, true);
+       R_Shadow_NewWorldLight(r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL);
 }
 
 void R_Shadow_EditLights_Edit_f(void)
 {
-       vec3_t origin, color;
-       vec_t radius;
+       vec3_t origin, angles, color;
+       vec_t radius, corona;
        int style, shadows;
        char cubemapname[1024];
        if (!r_editlights.integer)
@@ -2441,19 +2747,21 @@ void R_Shadow_EditLights_Edit_f(void)
                return;
        }
        VectorCopy(r_shadow_selectedlight->origin, origin);
-       radius = r_shadow_selectedlight->lightradius;
-       VectorCopy(r_shadow_selectedlight->light, color);
+       VectorCopy(r_shadow_selectedlight->angles, angles);
+       VectorCopy(r_shadow_selectedlight->color, color);
+       radius = r_shadow_selectedlight->radius;
        style = r_shadow_selectedlight->style;
        if (r_shadow_selectedlight->cubemapname)
                strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
        else
                cubemapname[0] = 0;
-       shadows = r_shadow_selectedlight->castshadows;
+       shadows = r_shadow_selectedlight->drawshadows;
+       corona = r_shadow_selectedlight->corona;
        if (!strcmp(Cmd_Argv(1), "origin"))
        {
                if (Cmd_Argc() != 5)
                {
-                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
                        return;
                }
                origin[0] = atof(Cmd_Argv(2));
@@ -2464,7 +2772,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                origin[0] = atof(Cmd_Argv(2));
@@ -2473,7 +2781,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                origin[1] = atof(Cmd_Argv(2));
@@ -2482,7 +2790,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                origin[2] = atof(Cmd_Argv(2));
@@ -2491,7 +2799,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 5)
                {
-                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
                        return;
                }
                origin[0] += atof(Cmd_Argv(2));
@@ -2502,7 +2810,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                origin[0] += atof(Cmd_Argv(2));
@@ -2511,7 +2819,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                origin[1] += atof(Cmd_Argv(2));
@@ -2520,16 +2828,54 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                origin[2] += atof(Cmd_Argv(2));
        }
+       if (!strcmp(Cmd_Argv(1), "angles"))
+       {
+               if (Cmd_Argc() != 5)
+               {
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+                       return;
+               }
+               angles[0] = atof(Cmd_Argv(2));
+               angles[1] = atof(Cmd_Argv(3));
+               angles[2] = atof(Cmd_Argv(4));
+       }
+       else if (!strcmp(Cmd_Argv(1), "anglesx"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               angles[0] = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "anglesy"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               angles[1] = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "anglesz"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               angles[2] = atof(Cmd_Argv(2));
+       }
        else if (!strcmp(Cmd_Argv(1), "color"))
        {
                if (Cmd_Argc() != 5)
                {
-                       Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
                        return;
                }
                color[0] = atof(Cmd_Argv(2));
@@ -2540,7 +2886,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                radius = atof(Cmd_Argv(2));
@@ -2549,7 +2895,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                style = atoi(Cmd_Argv(2));
@@ -2558,7 +2904,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() > 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                if (Cmd_Argc() == 3)
@@ -2570,26 +2916,37 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
        }
+       else if (!strcmp(Cmd_Argv(1), "corona"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               corona = atof(Cmd_Argv(2));
+       }
        else
        {
                Con_Printf("usage: r_editlights_edit [property] [value]\n");
                Con_Printf("Selected light's properties:\n");
-               Con_Printf("Origin: %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
-               Con_Printf("Radius: %f\n", r_shadow_selectedlight->lightradius);
-               Con_Printf("Color: %f %f %f\n", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);
-               Con_Printf("Style: %i\n", r_shadow_selectedlight->style);
+               Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
+               Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
+               Con_Printf("Color  : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
+               Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
+               Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
+               Con_Printf("Style  : %i\n", r_shadow_selectedlight->style);
+               Con_Printf("Shadows: %s\n", r_shadow_selectedlight->drawshadows ? "yes" : "no");
                Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
-               Con_Printf("Shadows: %s\n", r_shadow_selectedlight->castshadows ? "yes" : "no");
                return;
        }
        R_Shadow_FreeWorldLight(r_shadow_selectedlight);
        r_shadow_selectedlight = NULL;
-       R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadows);
+       R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadows, cubemapname);
 }
 
 extern int con_vislines;
@@ -2602,12 +2959,14 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void)
        x = 0;
        y = con_vislines;
        sprintf(temp, "Light properties");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Origin %f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Radius %f", r_shadow_selectedlight->lightradius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Color %f %f %f", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Origin  %f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Angles  %f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Color   %f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Radius  %f", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Corona  %f", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Style   %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Shadows %s", r_shadow_selectedlight->drawshadows ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
        sprintf(temp, "Cubemap %s", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Shadows %s", r_shadow_selectedlight->castshadows ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
 }
 
 void R_Shadow_EditLights_ToggleShadow_f(void)
@@ -2622,7 +2981,24 @@ void R_Shadow_EditLights_ToggleShadow_f(void)
                Con_Printf("No selected light.\n");
                return;
        }
-       R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->lightradius, r_shadow_selectedlight->light, r_shadow_selectedlight->style, r_shadow_selectedlight->cubemapname, !r_shadow_selectedlight->castshadows);
+       R_Shadow_NewWorldLight(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->drawshadows, r_shadow_selectedlight->cubemapname);
+       R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+       r_shadow_selectedlight = NULL;
+}
+
+void R_Shadow_EditLights_ToggleCorona_f(void)
+{
+       if (!r_editlights.integer)
+       {
+               Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (!r_shadow_selectedlight)
+       {
+               Con_Printf("No selected light.\n");
+               return;
+       }
+       R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->drawshadows, r_shadow_selectedlight->cubemapname);
        R_Shadow_FreeWorldLight(r_shadow_selectedlight);
        r_shadow_selectedlight = NULL;
 }
@@ -2643,6 +3019,53 @@ void R_Shadow_EditLights_Remove_f(void)
        r_shadow_selectedlight = NULL;
 }
 
+void R_Shadow_EditLights_Help_f(void)
+{
+       Con_Printf(
+"Documentation on r_editlights system:\n"
+"Settings:\n"
+"r_editlights : enable/disable editing mode\n"
+"r_editlights_cursordistance : maximum distance of cursor from eye\n"
+"r_editlights_cursorpushback : push back cursor this far from surface\n"
+"r_editlights_cursorpushoff : push cursor off surface this far\n"
+"r_editlights_cursorgrid : snap cursor to grid of this size\n"
+"r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
+"r_editlights_rtlightssizescale : imported rtlight size scaling\n"
+"r_editlights_rtlightscolorscale : imported rtlight color scaling\n"
+"Commands:\n"
+"r_editlights_help : this help\n"
+"r_editlights_clear : remove all lights\n"
+"r_editlights_reload : reload .rtlights, .lights file, or entities\n"
+"r_editlights_save : save to .rtlights file\n"
+"r_editlights_spawn : create a light with default settings\n"
+"r_editlights_edit command : edit selected light - more documentation below\n"
+"r_editlights_remove : remove selected light\n"
+"r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
+"r_editlights_importlightentitiesfrommap : reload light entities\n"
+"r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
+"Edit commands:\n"
+"origin x y z : set light location\n"
+"originx x: set x component of light location\n"
+"originy y: set y component of light location\n"
+"originz z: set z component of light location\n"
+"move x y z : adjust light location\n"
+"movex x: adjust x component of light location\n"
+"movey y: adjust y component of light location\n"
+"movez z: adjust z component of light location\n"
+"angles x y z : set light angles\n"
+"anglesx x: set x component of light angles\n"
+"anglesy y: set y component of light angles\n"
+"anglesz z: set z component of light angles\n"
+"color r g b : set color of light (can be brighter than 1 1 1)\n"
+"radius radius : set radius (size) of light\n"
+"style style : set lightstyle of light (flickering patterns, switches, etc)\n"
+"cubemap basename : set filter cubemap of light (not yet supported)\n"
+"shadows 1/0 : turn on/off shadows\n"
+"corona n : set corona intensity\n"
+"<nothing> : print light properties to console\n"
+       );
+}
+
 void R_Shadow_EditLights_Init(void)
 {
        Cvar_RegisterVariable(&r_editlights);
@@ -2653,6 +3076,7 @@ void R_Shadow_EditLights_Init(void)
        Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
        Cvar_RegisterVariable(&r_editlights_rtlightssizescale);
        Cvar_RegisterVariable(&r_editlights_rtlightscolorscale);
+       Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f);
        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);
@@ -2660,6 +3084,8 @@ void R_Shadow_EditLights_Init(void)
        Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
        Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
        Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
+       Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
        Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
        Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
 }
+