]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
more q3bsp work (and no it still doesn't work right)
[xonotic/darkplaces.git] / r_shadow.c
index aa2d935b41e99a3a3b281744f8eebe439ff6b602..6cbf578416659fb3b50c5bdd0acb501edb810d25 100644 (file)
@@ -145,6 +145,8 @@ 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"};
@@ -227,6 +229,8 @@ void R_Shadow_Init(void)
        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);
@@ -270,6 +274,57 @@ 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;
@@ -446,12 +501,12 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, i
                                        }
                                }
                                // output the front and back triangles
-                               outelement3i[3] = vertexremap[e[0]];
-                               outelement3i[4] = vertexremap[e[1]];
-                               outelement3i[5] = vertexremap[e[2]];
-                               outelement3i[0] = vertexremap[e[2]] + 1;
-                               outelement3i[1] = vertexremap[e[1]] + 1;
-                               outelement3i[2] = vertexremap[e[0]] + 1;
+                               outelement3i[0] = vertexremap[e[0]];
+                               outelement3i[1] = vertexremap[e[1]];
+                               outelement3i[2] = vertexremap[e[2]];
+                               outelement3i[3] = vertexremap[e[2]] + 1;
+                               outelement3i[4] = vertexremap[e[1]] + 1;
+                               outelement3i[5] = vertexremap[e[0]] + 1;
                                outelement3i += 6;
                                tris += 2;
                        }
@@ -532,7 +587,7 @@ void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *el
        // triangle elements and vertices...  by clever use of elements we
        // can construct the whole shadow from the unprojected vertices and
        // the projected vertices
-       if ((tris = R_Shadow_ConstructShadowVolume(numverts, 0, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, relativelightorigin, projectdistance)))
+       if ((tris = R_Shadow_ConstructShadowVolume(numverts, 0, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, relativelightorigin, r_shadow_projectdistance.value/*projectdistance*/)))
        {
                GL_VertexPointer(varray_vertex3f2);
                if (r_shadowstage == SHADOWSTAGE_STENCIL)
@@ -556,8 +611,6 @@ void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *el
 void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
 {
        shadowmesh_t *mesh;
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
        if (r_shadowstage == SHADOWSTAGE_STENCIL)
        {
                // increment stencil if backface is behind depthbuffer
@@ -719,21 +772,18 @@ 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
         || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
                R_Shadow_MakeTextures();
 
+       memset(&m, 0, sizeof(m));
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       GL_Color(0, 0, 0, 1);
-
-       memset(&m, 0, sizeof(m));
        R_Mesh_State_Texture(&m);
-
+       GL_Color(0, 0, 0, 1);
        qglDisable(GL_SCISSOR_TEST);
        r_shadowstage = SHADOWSTAGE_NONE;
 
@@ -761,15 +811,13 @@ void R_Shadow_LoadWorldLightsIfNeeded(void)
 void R_Shadow_Stage_ShadowVolumes(void)
 {
        rmeshstate_t m;
-
        memset(&m, 0, sizeof(m));
        R_Mesh_State_Texture(&m);
-
        GL_Color(1, 1, 1, 1);
+       qglColorMask(0, 0, 0, 0);
        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);
@@ -777,13 +825,11 @@ void R_Shadow_Stage_ShadowVolumes(void)
        }
        else
                qglDisable(GL_POLYGON_OFFSET_FILL);
-       qglColorMask(0, 0, 0, 0);
        qglDepthFunc(GL_LESS);
        qglEnable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        qglStencilFunc(GL_ALWAYS, 128, 0xFF);
        r_shadowstage = SHADOWSTAGE_STENCIL;
-
        qglClear(GL_STENCIL_BUFFER_BIT);
        c_rt_clears++;
        // LordHavoc note: many shadow volumes reside entirely inside the world
@@ -798,24 +844,18 @@ void R_Shadow_Stage_ShadowVolumes(void)
 void R_Shadow_Stage_LightWithoutShadows(void)
 {
        rmeshstate_t m;
-
        memset(&m, 0, sizeof(m));
        R_Mesh_State_Texture(&m);
-
-       GL_Color(1, 1, 1, 1);
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(true);
        qglDisable(GL_POLYGON_OFFSET_FILL);
-
-       //GL_DepthTest(false);
-
+       GL_Color(1, 1, 1, 1);
        qglColorMask(1, 1, 1, 1);
-       qglDepthFunc(GL_LEQUAL);
+       qglDepthFunc(GL_EQUAL);
        qglDisable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        qglStencilFunc(GL_EQUAL, 128, 0xFF);
-
        r_shadowstage = SHADOWSTAGE_LIGHT;
        c_rt_lights++;
 }
@@ -823,26 +863,20 @@ void R_Shadow_Stage_LightWithoutShadows(void)
 void R_Shadow_Stage_LightWithShadows(void)
 {
        rmeshstate_t m;
-
        memset(&m, 0, sizeof(m));
        R_Mesh_State_Texture(&m);
-
-       GL_Color(1, 1, 1, 1);
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(true);
        qglDisable(GL_POLYGON_OFFSET_FILL);
-
-       //GL_DepthTest(false);
-
+       GL_Color(1, 1, 1, 1);
        qglColorMask(1, 1, 1, 1);
-       qglDepthFunc(GL_LEQUAL);
+       qglDepthFunc(GL_EQUAL);
        qglEnable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        // only draw light where this geometry was already rendered AND the
        // stencil is 128 (values other than this mean shadow)
        qglStencilFunc(GL_EQUAL, 128, 0xFF);
-
        r_shadowstage = SHADOWSTAGE_LIGHT;
        c_rt_lights++;
 }
@@ -850,167 +884,22 @@ void R_Shadow_Stage_LightWithShadows(void)
 void R_Shadow_Stage_End(void)
 {
        rmeshstate_t m;
-
        memset(&m, 0, sizeof(m));
        R_Mesh_State_Texture(&m);
-
-       GL_Color(1, 1, 1, 1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
        GL_DepthTest(true);
        qglDisable(GL_POLYGON_OFFSET_FILL);
-
+       GL_Color(1, 1, 1, 1);
        qglColorMask(1, 1, 1, 1);
        qglDisable(GL_SCISSOR_TEST);
        qglDepthFunc(GL_LEQUAL);
        qglDisable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        qglStencilFunc(GL_ALWAYS, 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;
@@ -1587,16 +1476,19 @@ 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)
 {
        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_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!
@@ -1652,7 +1544,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        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);
@@ -1706,7 +1598,7 @@ 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);
@@ -1774,7 +1666,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        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);
@@ -1807,16 +1699,18 @@ worldlight_t *r_shadow_worldlightchain;
 worldlight_t *r_shadow_selectedlight;
 vec3_t r_editlights_cursorlocation;
 
+static int lightpvsbytes;
+static qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8];
+
 static int castshadowcount = 1;
 void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname, int castshadow)
 {
-       int i, j, k, l, maxverts = 256, *mark, tris;
-       float *vertex3f = NULL;
+       int i, j, k, l, maxverts = 256, *mark, tris, numsurfaces;
+       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;
 
        if (radius < 15 || DotProduct(color, color) < 0.03)
@@ -1840,8 +1734,8 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
        e->cullradius = e->lightradius;
        for (k = 0;k < 3;k++)
        {
-               e->mins[k] = e->origin[k] - e->lightradius;
-               e->maxs[k] = e->origin[k] + e->lightradius;
+               mins[k] = e->origin[k] - e->lightradius;
+               maxs[k] = e->origin[k] + e->lightradius;
        }
 
        e->next = r_shadow_worldlightchain;
@@ -1855,23 +1749,33 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
        if (cl.worldmodel)
        {
                castshadowcount++;
-               i = cl.worldmodel->PointContents(cl.worldmodel, e->origin);
+               VectorCopy(e->origin, e->mins);
+               VectorCopy(e->origin, e->maxs);
+               i = CL_PointQ1Contents(e->origin);
                if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY)
                {
                        qbyte *byteleafpvs;
                        qbyte *bytesurfacepvs;
 
-                       byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->numleafs + 1);
-                       bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->numsurfaces);
+                       byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numleafs);
+                       bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numsurfaces);
 
                        Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin));
 
-                       for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
-                               if (byteleafpvs[i+1] && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
-                                       leaf->worldnodeframe = castshadowcount;
+                       for (i = 0, leaf = cl.worldmodel->brushq1.leafs;i < cl.worldmodel->brushq1.numleafs;i++, leaf++)
+                       {
+                               if (byteleafpvs[i] && 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 (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))
+                       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->castshadow = castshadowcount;
 
                        Mem_Free(byteleafpvs);
@@ -1879,58 +1783,26 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                }
                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++)
+                       lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightpvs, sizeof(lightpvs));
+                       for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.visleafs;i++, leaf++)
                        {
-                               if (pvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
+                               if (lightpvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
                                {
-                                       leaf->worldnodeframe = castshadowcount;
+                                       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, mark = leaf->firstmarksurface;j < leaf->nummarksurfaces;j++, mark++)
                                        {
-                                               surf = cl.worldmodel->surfaces + *mark;
-                                               if (surf->castshadow != castshadowcount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs))
+                                               surf = cl.worldmodel->brushq1.surfaces + *mark;
+                                               if (surf->castshadow != castshadowcount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
                                                        surf->castshadow = castshadowcount;
                                        }
                                }
                        }
                }
 
-               e->numleafs = 0;
-               for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
-                       if (leaf->worldnodeframe == castshadowcount)
-                               e->numleafs++;
-               e->numsurfaces = 0;
-               for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
-                       if (surf->castshadow == castshadowcount)
-                               e->numsurfaces++;
-
-               if (e->numleafs)
-                       e->leafs = Mem_Alloc(r_shadow_mempool, e->numleafs * sizeof(mleaf_t *));
-               if (e->numsurfaces)
-                       e->surfaces = Mem_Alloc(r_shadow_mempool, e->numsurfaces * sizeof(msurface_t *));
-               e->numleafs = 0;
-               for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
-                       if (leaf->worldnodeframe == castshadowcount)
-                               e->leafs[e->numleafs++] = leaf;
-               e->numsurfaces = 0;
-               for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
-                       if (surf->castshadow == castshadowcount)
-                               e->surfaces[e->numsurfaces++] = surf;
-
-               // find bounding box of lit leafs
-               VectorCopy(e->origin, e->mins);
-               VectorCopy(e->origin, e->maxs);
-               for (j = 0;j < e->numleafs;j++)
-               {
-                       leaf = e->leafs[j];
-                       for (k = 0;k < 3;k++)
-                       {
-                               if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
-                               if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
-                       }
-               }
-
                for (k = 0;k < 3;k++)
                {
                        if (e->mins[k] < e->origin[k] - e->lightradius) e->mins[k] = e->origin[k] - e->lightradius;
@@ -1938,6 +1810,17 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                }
                e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin);
 
+               numsurfaces = 0;
+               for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
+                       if (surf->castshadow == castshadowcount)
+                               numsurfaces++;
+               if (numsurfaces)
+                       e->surfaces = Mem_Alloc(r_shadow_mempool, numsurfaces * sizeof(msurface_t *));
+               e->numsurfaces = 0;
+               for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
+                       if (surf->castshadow == castshadowcount)
+                               e->surfaces[e->numsurfaces++] = surf;
+
                if (e->castshadows)
                {
                        castshadowcount++;
@@ -1991,7 +1874,7 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                        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);
+       Con_Printf("%f %f %f, %f %f %f, %f, %f, %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->numsurfaces);
 }
 
 void R_Shadow_FreeWorldLight(worldlight_t *light)
@@ -2007,8 +1890,6 @@ void R_Shadow_FreeWorldLight(worldlight_t *light)
                Mod_ShadowMesh_Free(light->shadowvolume);
        if (light->surfaces)
                Mem_Free(light->surfaces);
-       if (light->leafs)
-               Mem_Free(light->leafs);
        Mem_Free(light);
 }
 
@@ -2080,7 +1961,7 @@ void R_Shadow_SelectLightInView(void)
                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_refdef.vieworg, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1.0f)
                        {
                                bestrating = rating;
                                best = light;
@@ -2245,10 +2126,10 @@ 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;
@@ -2260,7 +2141,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                islight = false;
                while (1)
                {
-                       if (!COM_ParseToken(&data))
+                       if (!COM_ParseToken(&data, false))
                                break; // error
                        if (com_token[0] == '}')
                                break; // end of entity
@@ -2270,7 +2151,7 @@ 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);
 
@@ -2375,7 +2256,7 @@ 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);
+       frac = CL_TraceLine(r_refdef.vieworg, dest, endpos, normal, true, NULL, SUPERCONTENTS_SOLID);
        if (frac < 1)
        {
                dist = frac * r_editlights_cursordistance.value;