]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
use dynamic eye position-centered bouncegrid when rendering in dynamic
[xonotic/darkplaces.git] / r_shadow.c
index 25f422faa220f1db9b722c508b312b0490c37186..73dc15373c9c0aa8e33f993d9841084e055fdf83 100644 (file)
@@ -139,6 +139,12 @@ demonstrated by the game Doom3.
 #include "cl_collision.h"
 #include "portals.h"
 #include "image.h"
+#include "dpsoftrast.h"
+
+#ifdef SUPPORTD3D
+#include <d3d9.h>
+extern LPDIRECT3DDEVICE9 vid_d3d9dev;
+#endif
 
 extern void R_Shadow_EditLights_Init(void);
 
@@ -158,18 +164,14 @@ typedef enum r_shadow_rendermode_e
        R_SHADOW_RENDERMODE_LIGHT_GLSL,
        R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
        R_SHADOW_RENDERMODE_VISIBLELIGHTING,
-       R_SHADOW_RENDERMODE_SHADOWMAP2D,
-       R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
-       R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
+       R_SHADOW_RENDERMODE_SHADOWMAP2D
 }
 r_shadow_rendermode_t;
 
 typedef enum r_shadow_shadowmode_e
 {
     R_SHADOW_SHADOWMODE_STENCIL,
-    R_SHADOW_SHADOWMODE_SHADOWMAP2D,
-    R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
-    R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
+    R_SHADOW_SHADOWMODE_SHADOWMAP2D
 }
 r_shadow_shadowmode_t;
 
@@ -177,9 +179,8 @@ r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
-qboolean r_shadow_usingshadowmaprect;
 qboolean r_shadow_usingshadowmap2d;
-qboolean r_shadow_usingshadowmapcube;
+qboolean r_shadow_usingshadowmaportho;
 int r_shadow_shadowmapside;
 float r_shadow_shadowmap_texturescale[2];
 float r_shadow_shadowmap_parameters[4];
@@ -188,18 +189,16 @@ int r_shadow_drawbuffer;
 int r_shadow_readbuffer;
 #endif
 int r_shadow_cullface_front, r_shadow_cullface_back;
-GLuint r_shadow_fborectangle;
-GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
 GLuint r_shadow_fbo2d;
 r_shadow_shadowmode_t r_shadow_shadowmode;
 int r_shadow_shadowmapfilterquality;
-int r_shadow_shadowmaptexturetype;
 int r_shadow_shadowmapdepthbits;
 int r_shadow_shadowmapmaxsize;
 qboolean r_shadow_shadowmapvsdct;
 qboolean r_shadow_shadowmapsampler;
 int r_shadow_shadowmappcf;
 int r_shadow_shadowmapborder;
+matrix4x4_t r_shadow_shadowmapmatrix;
 int r_shadow_lightscissor[4];
 qboolean r_shadow_usingdeferredprepass;
 
@@ -245,18 +244,19 @@ rtexture_t *r_shadow_attenuationgradienttexture;
 rtexture_t *r_shadow_attenuation2dtexture;
 rtexture_t *r_shadow_attenuation3dtexture;
 skinframe_t *r_shadow_lightcorona;
-rtexture_t *r_shadow_shadowmaprectangletexture;
 rtexture_t *r_shadow_shadowmap2dtexture;
-rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
+rtexture_t *r_shadow_shadowmap2dcolortexture;
 rtexture_t *r_shadow_shadowmapvsdcttexture;
 int r_shadow_shadowmapsize; // changes for each light based on distance
 int r_shadow_shadowmaplod; // changes for each light based on distance
 
 GLuint r_shadow_prepassgeometryfbo;
-GLuint r_shadow_prepasslightingfbo;
+GLuint r_shadow_prepasslightingdiffusespecularfbo;
+GLuint r_shadow_prepasslightingdiffusefbo;
 int r_shadow_prepass_width;
 int r_shadow_prepass_height;
 rtexture_t *r_shadow_prepassgeometrydepthtexture;
+rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
 rtexture_t *r_shadow_prepasslightingdiffusetexture;
 rtexture_t *r_shadow_prepasslightingspeculartexture;
@@ -275,6 +275,7 @@ cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one
 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
+cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
@@ -298,10 +299,9 @@ cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_sh
 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
-cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
+cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
-cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
@@ -315,11 +315,38 @@ cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nea
 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
+cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
+cvar_t r_shadow_particletrace = {CVAR_SAVE, "r_shadow_particletrace", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity), requires r_shadow_deferred 1, requires r_shadow_realtime_world 1, EXTREMELY SLOW"};
+cvar_t r_shadow_particletrace_intensity = {CVAR_SAVE, "r_shadow_particletrace_intensity", "128", "overall brightness of particle traced radiosity"};
+cvar_t r_shadow_particletrace_size = {CVAR_SAVE, "r_shadow_particletrace_size", "32", "particles produce bounce lights of this radius"};
+cvar_t r_shadow_particletrace_radiusscale = {CVAR_SAVE, "r_shadow_particletrace_radiusscale", "1", "particles stop at this fraction of light radius"};
+cvar_t r_shadow_particletrace_maxbounce = {CVAR_SAVE, "r_shadow_particletrace_maxbounce", "1", "maximum number of bounces for a particle (minimum is 1)"};
+cvar_t r_shadow_particletrace_bounceintensity = {CVAR_SAVE, "r_shadow_particletrace_bounceintensity", "1", "amount of energy carried over after each bounce"};
+cvar_t r_shadow_particletrace_particlespacing = {CVAR_SAVE, "r_shadow_particletrace_particlespacing", "0.25", "overlap setting in terms of particle size, this affects how many particles are used"};
+cvar_t r_shadow_particletrace_updatepercentage = {CVAR_SAVE, "r_shadow_particletrace_updatepercentage", "0.01", "update this fraction of the particles of a light each frame (0 = best performance)"};
+cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, requires r_shadow_realtime_world 1"};
+cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
+cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
+cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
+cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "1", "overall brightness of bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "2", "particles stop at this fraction of light radius (can be more than 1)"};
+cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "16", "maximum number of bounces for a particle (minimum is 1)"};
+cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "amount of energy carried over after each bounce"};
+cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "16", "brightness of particles contributing to bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_particlespacing = {CVAR_SAVE, "r_shadow_bouncegrid_particlespacing", "32", "emit one particle per this many units (squared) of radius (squared)"};
+cvar_t r_shadow_bouncegrid_spacingx = {CVAR_SAVE, "r_shadow_bouncegrid_spacingx", "64", "unit size of bouncegrid pixel on X axis"};
+cvar_t r_shadow_bouncegrid_spacingy = {CVAR_SAVE, "r_shadow_bouncegrid_spacingy", "64", "unit size of bouncegrid pixel on Y axis"};
+cvar_t r_shadow_bouncegrid_spacingz = {CVAR_SAVE, "r_shadow_bouncegrid_spacingz", "64", "unit size of bouncegrid pixel on Z axis"};
+cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
+cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
+cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
+cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
+cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
-cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
+cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
@@ -331,6 +358,12 @@ cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how
 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
 
+rtexture_t *r_shadow_bouncegridtexture;
+matrix4x4_t r_shadow_bouncegridmatrix;
+vec_t r_shadow_bouncegridintensity;
+static double r_shadow_bouncegridtime;
+static int r_shadow_bouncegridresolution[3];
+
 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
 #define ATTENTABLESIZE 256
 // 1D gradient, 2D circle and 3D sphere attenuation textures
@@ -347,6 +380,7 @@ static memexpandablearray_t r_shadow_worldlightsarray;
 dlight_t *r_shadow_selectedlight;
 dlight_t r_shadow_bufferlight;
 vec3_t r_editlights_cursorlocation;
+qboolean r_editlights_lockcursor;
 
 extern int con_vislines;
 
@@ -371,9 +405,8 @@ skinframe_t *r_editlights_sprselection;
 void R_Shadow_SetShadowMode(void)
 {
        r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
-       r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
+       r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
        r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
-       r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
        r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
        r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
        r_shadow_shadowmaplod = -1;
@@ -381,12 +414,11 @@ void R_Shadow_SetShadowMode(void)
        r_shadow_shadowmapsampler = false;
        r_shadow_shadowmappcf = 0;
        r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
-       switch(vid.renderpath)
+       if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
        {
-       case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
-               if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
+               switch(vid.renderpath)
                {
+               case RENDERPATH_GL20:
                        if(r_shadow_shadowmapfilterquality < 0)
                        {
                                if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
@@ -420,101 +452,78 @@ void R_Shadow_SetShadowMode(void)
                                        break;
                                }
                        }
-                       switch (r_shadow_shadowmaptexturetype)
-                       {
-                       case 0:
-                               r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
-                               break;
-                       case 1:
-                               r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
-                               break;
-                       case 2:
-                               r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
-                               break;
-                       default:
-                               if((vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
-                                       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
-                               else if(vid.support.arb_texture_rectangle) 
-                                       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
-                               else
-                                       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
-                               break;
-                       }
+                       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
+                       break;
+               case RENDERPATH_D3D9:
+               case RENDERPATH_D3D10:
+               case RENDERPATH_D3D11:
+               case RENDERPATH_SOFT:
+                       r_shadow_shadowmapsampler = false;
+                       r_shadow_shadowmappcf = 1;
+                       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
+                       break;
+               case RENDERPATH_GL13:
+                       break;
+               case RENDERPATH_GL11:
+                       break;
+               case RENDERPATH_GLES2:
+                       break;
                }
-               break;
-       case RENDERPATH_GL13:
-               break;
-       case RENDERPATH_GL11:
-               break;
        }
 }
 
-void R_Shadow_FreeShadowMaps(void)
+qboolean R_Shadow_ShadowMappingEnabled(void)
 {
-       int i;
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               return true;
+       default:
+               return false;
+       }
+}
 
+void R_Shadow_FreeShadowMaps(void)
+{
        R_Shadow_SetShadowMode();
 
-       if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader)
-               return;
-
-       CHECKGLERROR
-
-       if (r_shadow_fborectangle)
-               qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
-       r_shadow_fborectangle = 0;
+       R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
 
-       if (r_shadow_fbo2d)
-               qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
        r_shadow_fbo2d = 0;
-       for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
-               if (r_shadow_fbocubeside[i])
-                       qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR
-       memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
-
-       if (r_shadow_shadowmaprectangletexture)
-               R_FreeTexture(r_shadow_shadowmaprectangletexture);
-       r_shadow_shadowmaprectangletexture = NULL;
 
        if (r_shadow_shadowmap2dtexture)
                R_FreeTexture(r_shadow_shadowmap2dtexture);
        r_shadow_shadowmap2dtexture = NULL;
 
-       for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
-               if (r_shadow_shadowmapcubetexture[i])
-                       R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
-       memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
+       if (r_shadow_shadowmap2dcolortexture)
+               R_FreeTexture(r_shadow_shadowmap2dcolortexture);
+       r_shadow_shadowmap2dcolortexture = NULL;
 
        if (r_shadow_shadowmapvsdcttexture)
                R_FreeTexture(r_shadow_shadowmapvsdcttexture);
        r_shadow_shadowmapvsdcttexture = NULL;
-
-       CHECKGLERROR
 }
 
 void r_shadow_start(void)
 {
        // allocate vertex processing arrays
+       r_shadow_bouncegridtexture = NULL;
        r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
        r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
-       r_shadow_shadowmaprectangletexture = NULL;
        r_shadow_shadowmap2dtexture = NULL;
-       memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
+       r_shadow_shadowmap2dcolortexture = NULL;
        r_shadow_shadowmapvsdcttexture = NULL;
        r_shadow_shadowmapmaxsize = 0;
        r_shadow_shadowmapsize = 0;
        r_shadow_shadowmaplod = 0;
        r_shadow_shadowmapfilterquality = -1;
-       r_shadow_shadowmaptexturetype = -1;
        r_shadow_shadowmapdepthbits = 0;
        r_shadow_shadowmapvsdct = false;
        r_shadow_shadowmapsampler = false;
        r_shadow_shadowmappcf = 0;
-       r_shadow_fborectangle = 0;
        r_shadow_fbo2d = 0;
-       memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
 
        R_Shadow_FreeShadowMaps();
 
@@ -570,6 +579,7 @@ void r_shadow_shutdown(void)
        r_shadow_prepass_width = r_shadow_prepass_height = 0;
 
        CHECKGLERROR
+       r_shadow_bouncegridtexture = NULL;
        r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
@@ -637,6 +647,7 @@ void r_shadow_shutdown(void)
 
 void r_shadow_newmap(void)
 {
+       if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
        if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
        if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
        if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
@@ -644,7 +655,7 @@ void r_shadow_newmap(void)
        if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
        if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
        if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
-       if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
+       if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
                R_Shadow_EditLights_Reload_f();
 }
 
@@ -652,6 +663,7 @@ void R_Shadow_Init(void)
 {
        Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
        Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
+       Cvar_RegisterVariable(&r_shadow_usebihculling);
        Cvar_RegisterVariable(&r_shadow_usenormalmap);
        Cvar_RegisterVariable(&r_shadow_debuglight);
        Cvar_RegisterVariable(&r_shadow_deferred);
@@ -683,7 +695,6 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_scissor);
        Cvar_RegisterVariable(&r_shadow_shadowmapping);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
-       Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
@@ -696,9 +707,36 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
+       Cvar_RegisterVariable(&r_shadow_sortsurfaces);
        Cvar_RegisterVariable(&r_shadow_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_texture3d);
+       Cvar_RegisterVariable(&r_shadow_particletrace);
+       Cvar_RegisterVariable(&r_shadow_particletrace_intensity);
+       Cvar_RegisterVariable(&r_shadow_particletrace_size);
+       Cvar_RegisterVariable(&r_shadow_particletrace_radiusscale);
+       Cvar_RegisterVariable(&r_shadow_particletrace_maxbounce);
+       Cvar_RegisterVariable(&r_shadow_particletrace_bounceintensity);
+       Cvar_RegisterVariable(&r_shadow_particletrace_particlespacing);
+       Cvar_RegisterVariable(&r_shadow_particletrace_updatepercentage);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_particlespacing);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
        Cvar_RegisterVariable(&r_coronas);
        Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
        Cvar_RegisterVariable(&r_coronas_occlusionquery);
@@ -739,7 +777,7 @@ void R_Shadow_Init(void)
        r_shadow_buffer_surfacesides = NULL;
        r_shadow_buffer_shadowtrispvs = NULL;
        r_shadow_buffer_lighttrispvs = NULL;
-       R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
+       R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
 }
 
 matrix4x4_t matrix_attenuationxyz =
@@ -1302,8 +1340,8 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
        else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
        {
                tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
-               R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
-               R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
+               R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
+               R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
        }
        else
        {
@@ -1316,30 +1354,28 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
                        tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
                r_refdef.stats.lights_dynamicshadowtriangles += tris;
                r_refdef.stats.lights_shadowtriangles += tris;
-               CHECKGLERROR
-               R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
                if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
                {
                        // increment stencil if frontface is infront of depthbuffer
                        GL_CullFace(r_refdef.view.cullface_front);
-                       qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
-                       R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
+                       R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
+                       R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
                        // decrement stencil if backface is infront of depthbuffer
                        GL_CullFace(r_refdef.view.cullface_back);
-                       qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+                       R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
                }
                else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
                {
                        // decrement stencil if backface is behind depthbuffer
                        GL_CullFace(r_refdef.view.cullface_front);
-                       qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
-                       R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
+                       R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
+                       R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
                        // increment stencil if frontface is behind depthbuffer
                        GL_CullFace(r_refdef.view.cullface_back);
-                       qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
+                       R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
                }
-               R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
-               CHECKGLERROR
+               R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
+               R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
        }
 }
 
@@ -1492,19 +1528,48 @@ int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
        }
        // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
        // check if frustum corners/origin cross plane sides
+#if 1
+    // infinite version, assumes frustum corners merely give direction and extend to infinite distance
+    Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
+    dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
+    masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
+    masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
+    dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
+    masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
+    masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
+    dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
+    masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
+    masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
+    for (i = 0;i < 4;i++)
+    {
+        Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
+        VectorSubtract(n, p, n);
+        dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
+        if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
+        if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
+        dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
+        if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
+        if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
+        dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
+        if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
+        if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
+    }
+#else
+    // finite version, assumes corners are a finite distance from origin dependent on far plane
        for (i = 0;i < 5;i++)
        {
                Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
-               dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn),
+               dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
                masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
                masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
-               dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn),
+               dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
                masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
                masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
-               dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn),
+               dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
                masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
                masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
        }
+#endif
        return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
 }
 
@@ -1703,12 +1768,12 @@ static void R_Shadow_MakeTextures(void)
        // 1D gradient texture
        for (x = 0;x < ATTEN1DSIZE;x++)
                data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
-       r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
+       r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
        // 2D circle texture
        for (y = 0;y < ATTEN2DSIZE;y++)
                for (x = 0;x < ATTEN2DSIZE;x++)
                        data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
-       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
+       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
        // 3D sphere texture
        if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
        {
@@ -1716,7 +1781,7 @@ static void R_Shadow_MakeTextures(void)
                        for (y = 0;y < ATTEN3DSIZE;y++)
                                for (x = 0;x < ATTEN3DSIZE;x++)
                                        data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
-               r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
+               r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
        }
        else
                r_shadow_attenuation3dtexture = NULL;
@@ -1860,7 +1925,6 @@ void R_Shadow_RenderMode_Begin(void)
                R_Shadow_MakeTextures();
 
        CHECKGLERROR
-       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthRange(0, 1);
@@ -1891,7 +1955,11 @@ void R_Shadow_RenderMode_Begin(void)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
                break;
        case RENDERPATH_GL13:
@@ -1925,32 +1993,15 @@ void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
 
 void R_Shadow_RenderMode_Reset(void)
 {
-       CHECKGLERROR
-       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
-       {
-               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
-       }
-       if (vid.support.ext_framebuffer_object)
-       {
-               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
-       }
-#if 0
-       qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
-       qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
-#endif
+       R_Mesh_ResetRenderTargets();
        R_SetViewport(&r_refdef.view.viewport);
        GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
-       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
        GL_DepthRange(0, 1);
        GL_DepthTest(true);
        GL_DepthMask(false);
-       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+       GL_DepthFunc(GL_LEQUAL);
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
-       qglDisable(GL_STENCIL_TEST);CHECKGLERROR
-       qglStencilMask(255);CHECKGLERROR
-       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
-       qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR
        r_refdef.view.cullface_front = r_shadow_cullface_front;
        r_refdef.view.cullface_back = r_shadow_cullface_back;
        GL_CullFace(r_refdef.view.cullface_back);
@@ -1958,16 +2009,14 @@ void R_Shadow_RenderMode_Reset(void)
        GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
-       r_shadow_usingshadowmaprect = false;
-       r_shadow_usingshadowmapcube = false;
        r_shadow_usingshadowmap2d = false;
-       CHECKGLERROR
+       r_shadow_usingshadowmaportho = false;
+       R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
 }
 
 void R_Shadow_ClearStencil(void)
 {
-       CHECKGLERROR
-       GL_Clear(GL_STENCIL_BUFFER_BIT);
+       GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
        r_refdef.stats.lights_clears++;
 }
 
@@ -1976,47 +2025,24 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
        r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
        if (r_shadow_rendermode == mode)
                return;
-       CHECKGLERROR
        R_Shadow_RenderMode_Reset();
+       GL_DepthFunc(GL_LESS);
        GL_ColorMask(0, 0, 0, 0);
        GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
+       GL_CullFace(GL_NONE);
        R_SetupShader_DepthOrShadow();
-       qglDepthFunc(GL_LESS);CHECKGLERROR
-       qglEnable(GL_STENCIL_TEST);CHECKGLERROR
        r_shadow_rendermode = mode;
        switch(mode)
        {
        default:
                break;
-       case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
-               GL_CullFace(GL_NONE);
-               qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
-               qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
-               break;
-       case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
-               GL_CullFace(GL_NONE);
-               qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
-               qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
-               break;
        case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
-               GL_CullFace(GL_NONE);
-               qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
-               qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
-               qglStencilMask(255);CHECKGLERROR
-               qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
-               qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
-               qglStencilMask(255);CHECKGLERROR
-               qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+       case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
+               R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
                break;
        case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
-               GL_CullFace(GL_NONE);
-               qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
-               qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
-               qglStencilMask(255);CHECKGLERROR
-               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
-               qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
-               qglStencilMask(255);CHECKGLERROR
-               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
+       case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
+               R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
                break;
        }
 }
@@ -2038,156 +2064,109 @@ static void R_Shadow_MakeVSDCT(void)
                0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
                0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
        };
-       r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL);
+       r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
 }
 
-void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
+static void R_Shadow_MakeShadowMap(int side, int size)
 {
-       int status;
-       int maxsize;
-       float nearclip, farclip, bias;
-       r_viewport_t viewport;
-       GLuint fbo = 0;
-       CHECKGLERROR
-       maxsize = r_shadow_shadowmapmaxsize;
-       nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
-       farclip = 1.0f;
-       bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
-       r_shadow_shadowmap_parameters[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
-       r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
-       r_shadow_shadowmapside = side;
-       r_shadow_shadowmapsize = size;
-       if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
+       switch (r_shadow_shadowmode)
        {
-               r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
-               r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
-               R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
-               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
-
-               // complex unrolled cube approach (more flexible)
-               if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
-                       R_Shadow_MakeVSDCT();
-               if (!r_shadow_shadowmap2dtexture)
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               if (r_shadow_shadowmap2dtexture) return;
+               r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
+               r_shadow_shadowmap2dcolortexture = NULL;
+               switch(vid.renderpath)
                {
-#if 1
-                       int w = maxsize*2, h = vid.support.arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
-                       r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
-                       qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
-            // render depth into the fbo, do not render color at all
-                       qglDrawBuffer(GL_NONE);CHECKGLERROR
-                       qglReadBuffer(GL_NONE);CHECKGLERROR
-                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
-                       {
-                               Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
-                               Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
-                               Cvar_SetValueQuick(&r_shadow_deferred, 0);
-                       }
+#ifdef SUPPORTD3D
+               case RENDERPATH_D3D9:
+                       r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
+                       r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
+                       break;
 #endif
+               default:
+                       r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
+                       break;
                }
-               CHECKGLERROR
-               if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
-               r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
-               r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
-               r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
+               break;
+       default:
+               return;
        }
-       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
-       {
-               r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
-               r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
-               R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
-               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
 
-               // complex unrolled cube approach (more flexible)
-               if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
-                       R_Shadow_MakeVSDCT();
-               if (!r_shadow_shadowmaprectangletexture)
-               {
-#if 1
-                       r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
-                       qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
-                       // render depth into the fbo, do not render color at all
-                       qglDrawBuffer(GL_NONE);CHECKGLERROR
-                       qglReadBuffer(GL_NONE);CHECKGLERROR
-                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
-                       {
-                               Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
-                               Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
-                               Cvar_SetValueQuick(&r_shadow_deferred, 0);
-                       }
-#endif
-               }
-               CHECKGLERROR
-               if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
-               r_shadow_shadowmap_texturescale[0] = 1.0f;
-               r_shadow_shadowmap_texturescale[1] = 1.0f;
-               r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
-       }
-       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
+       // render depth into the fbo, do not render color at all
+       // validate the fbo now
+       if (qglDrawBuffer)
        {
-               r_shadow_shadowmap_parameters[0] = 1.0f;
-               r_shadow_shadowmap_parameters[1] = 1.0f;
-               R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
-               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
-
-               // simple cube approach
-               if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
+               int status;
+               qglDrawBuffer(GL_NONE);CHECKGLERROR
+               qglReadBuffer(GL_NONE);CHECKGLERROR
+               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+               if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
                {
- #if 1
-                       r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
-                       qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
-                       // render depth into the fbo, do not render color at all
-                       qglDrawBuffer(GL_NONE);CHECKGLERROR
-                       qglReadBuffer(GL_NONE);CHECKGLERROR
-                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
-                       {
-                               Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
-                               Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
-                               Cvar_SetValueQuick(&r_shadow_deferred, 0);
-                       }
- #endif
+                       Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
+                       Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
+                       Cvar_SetValueQuick(&r_shadow_deferred, 0);
                }
-               CHECKGLERROR
-               if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
-               r_shadow_shadowmap_texturescale[0] = 0.0f;
-               r_shadow_shadowmap_texturescale[1] = 0.0f;
-               r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
        }
+}
+
+void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
+{
+       float nearclip, farclip, bias;
+       r_viewport_t viewport;
+       int flipped;
+       GLuint fbo = 0;
+       float clearcolor[4];
+       nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
+       farclip = 1.0f;
+       bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
+       r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
+       r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
+       r_shadow_shadowmapside = side;
+       r_shadow_shadowmapsize = size;
+
+       r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
+       r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
+       R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
+       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
+
+       // complex unrolled cube approach (more flexible)
+       if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
+               R_Shadow_MakeVSDCT();
+       if (!r_shadow_shadowmap2dtexture)
+               R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
+       if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
+       r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
+       r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
+       r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
 
+       R_Mesh_ResetTextureState();
+       R_Mesh_ResetRenderTargets();
        R_Shadow_RenderMode_Reset();
        if (fbo)
        {
-               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
+               R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
                R_SetupShader_DepthOrShadow();
        }
        else
-       {
                R_SetupShader_ShowDepth();
-               qglClearColor(1,1,1,1);CHECKGLERROR
-       }
-       CHECKGLERROR
        GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
        GL_DepthMask(true);
        GL_DepthTest(true);
-       qglClearDepth(1);
-       CHECKGLERROR
 
 init_done:
        R_SetViewport(&viewport);
-       if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE)
+       flipped = (side & 1) ^ (side >> 2);
+       r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
+       r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
+       switch(vid.renderpath)
        {
-               int flipped = (side & 1) ^ (side >> 2);
-               r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
-               r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                GL_CullFace(r_refdef.view.cullface_back);
+               // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
                if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
                {
                        // get tightest scissor rectangle that encloses all viewports in the clear mask
@@ -2196,22 +2175,42 @@ init_done:
                        int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
                        int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
                        GL_Scissor(x1, y1, x2 - x1, y2 - y1);
-                       GL_Clear(GL_DEPTH_BUFFER_BIT);
+                       GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
                }
                GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
-       }
-       else if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE)
-       {
-               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
+               break;
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+               Vector4Set(clearcolor, 1,1,1,1);
+               // completely different meaning than in OpenGL path
+               r_shadow_shadowmap_parameters[1] = 0;
+               r_shadow_shadowmap_parameters[3] = -bias;
+               // we invert the cull mode because we flip the projection matrix
+               // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
+               GL_CullFace(r_refdef.view.cullface_front);
+               // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
                GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
-               if (clear)
-                       GL_Clear(GL_DEPTH_BUFFER_BIT);
+               if (r_shadow_shadowmapsampler)
+               {
+                       GL_ColorMask(0,0,0,0);
+                       if (clear)
+                               GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
+               }
+               else
+               {
+                       GL_ColorMask(1,1,1,1);
+                       if (clear)
+                               GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
+               }
+               break;
        }
-       CHECKGLERROR
 }
 
 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
 {
+       R_Mesh_ResetTextureState();
+       R_Mesh_ResetRenderTargets();
        if (transparent)
        {
                r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
@@ -2219,38 +2218,21 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb
                r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
                r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
        }
-       CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        if (!transparent)
-       {
-               qglDepthFunc(GL_EQUAL);CHECKGLERROR
-       }
-       if (stenciltest)
-       {
-               qglEnable(GL_STENCIL_TEST);CHECKGLERROR
-               // only draw light where this geometry was already rendered AND the
-               // stencil is 128 (values other than this mean shadow)
-               qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
-       }
-       r_shadow_rendermode = r_shadow_lightingrendermode;
+               GL_DepthFunc(GL_EQUAL);
        // do global setup needed for the chosen lighting mode
        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
-       {
                GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
-               CHECKGLERROR
-       }
-       if (shadowmapping)
-       {
-               if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
-                       r_shadow_usingshadowmap2d = true;
-               else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
-                       r_shadow_usingshadowmaprect = true;
-               else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
-                       r_shadow_usingshadowmapcube = true;
-       }
-       R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
-       CHECKGLERROR
+       r_shadow_usingshadowmap2d = shadowmapping;
+       r_shadow_rendermode = r_shadow_lightingrendermode;
+       // only draw light where this geometry was already rendered AND the
+       // stencil is 128 (values other than this mean shadow)
+       if (stenciltest)
+               R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
+       else
+               R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
 }
 
 static const unsigned short bboxelements[36] =
@@ -2280,52 +2262,501 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow
        int i;
        float vertex3f[8*3];
        const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
-       CHECKGLERROR
+// do global setup needed for the chosen lighting mode
        R_Shadow_RenderMode_Reset();
        r_shadow_rendermode = r_shadow_lightingrendermode;
-       // do global setup needed for the chosen lighting mode
+       R_EntityMatrix(&identitymatrix);
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       // only draw light where this geometry was already rendered AND the
+       // stencil is 128 (values other than this mean shadow)
+       R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
+       R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+
+       r_shadow_usingshadowmap2d = shadowmapping;
+
+       // render the lighting
+       R_SetupShader_DeferredLight(rsurface.rtlight);
+       for (i = 0;i < 8;i++)
+               Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
+       GL_ColorMask(1,1,1,1);
+       GL_DepthMask(false);
+       GL_DepthRange(0, 1);
+       GL_PolygonOffset(0, 0);
+       GL_DepthTest(true);
+       GL_DepthFunc(GL_GREATER);
+       GL_CullFace(r_refdef.view.cullface_back);
+       R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
+       R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
+}
+
+static void R_Shadow_UpdateBounceGridTexture(void)
+{
+#define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
+       dlight_t *light;
+       int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+       int bouncecount;
+       int bouncelimit;
+       int c[3];
+       int hitsupercontentsmask;
+       int maxbounce;
+       int numpixels;
+       int resolution[3];
+       int shootparticles;
+       int shotparticles;
+       int tex[3];
+       trace_t cliptrace;
+       unsigned char *pixel;
+       unsigned char *pixels;
+       unsigned int lightindex;
+       unsigned int range;
+       unsigned int range1;
+       unsigned int range2;
+       unsigned int seed = (unsigned int)(realtime * 1000.0f);
+       vec3_t shotcolor;
+       vec3_t baseshotcolor;
+       vec3_t clipend;
+       vec3_t clipstart;
+       vec3_t clipdiff;
+       vec3_t ispacing;
+       vec3_t maxs;
+       vec3_t mins;
+       vec3_t size;
+       vec3_t spacing;
+       vec3_t lightcolor;
+       vec_t radius;
+       vec_t s;
+       vec_t lightintensity;
+       float m[16];
+       qboolean isstatic = r_shadow_bouncegrid_updateinterval.value > 1.0f;
+       rtlight_t *rtlight;
+       if (!r_shadow_bouncegrid.integer || !vid.support.ext_texture_3d)
+       {
+               if (r_shadow_bouncegridtexture)
+               {
+                       R_FreeTexture(r_shadow_bouncegridtexture);
+                       r_shadow_bouncegridtexture = NULL;
+               }
+               return;
+       }
+       if (r_refdef.scene.worldmodel && isstatic)
+       {
+               VectorSet(spacing, bound(1, r_shadow_bouncegrid_spacingx.value, 512), bound(1, r_shadow_bouncegrid_spacingy.value, 512), bound(1, r_shadow_bouncegrid_spacingz.value, 512));
+               VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
+               VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
+               VectorSubtract(maxs, mins, size);
+               resolution[0] = (int)floor(size[0] / spacing[0] + 0.5f);
+               resolution[1] = (int)floor(size[1] / spacing[1] + 0.5f);
+               resolution[2] = (int)floor(size[2] / spacing[2] + 0.5f);
+               resolution[0] = min(resolution[0], bound(4, r_shadow_bouncegrid_x.integer, (int)vid.maxtexturesize_3d));
+               resolution[1] = min(resolution[1], bound(4, r_shadow_bouncegrid_y.integer, (int)vid.maxtexturesize_3d));
+               resolution[2] = min(resolution[2], bound(4, r_shadow_bouncegrid_z.integer, (int)vid.maxtexturesize_3d));
+               spacing[0] = size[0] / resolution[0];
+               spacing[1] = size[1] / resolution[1];
+               spacing[2] = size[2] / resolution[2];
+               ispacing[0] = 1.0f / spacing[0];
+               ispacing[1] = 1.0f / spacing[1];
+               ispacing[2] = 1.0f / spacing[2];
+       }
+       else
+       {
+               VectorSet(resolution, bound(4, r_shadow_bouncegrid_x.integer, (int)vid.maxtexturesize_3d), bound(4, r_shadow_bouncegrid_y.integer, (int)vid.maxtexturesize_3d), bound(4, r_shadow_bouncegrid_z.integer, (int)vid.maxtexturesize_3d));
+               VectorSet(spacing, bound(1, r_shadow_bouncegrid_spacingx.value, 512), bound(1, r_shadow_bouncegrid_spacingy.value, 512), bound(1, r_shadow_bouncegrid_spacingz.value, 512));
+               VectorMultiply(resolution, spacing, size);
+               ispacing[0] = 1.0f / spacing[0];
+               ispacing[1] = 1.0f / spacing[1];
+               ispacing[2] = 1.0f / spacing[2];
+               mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
+               mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
+               mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
+               VectorAdd(mins, size, maxs);
+       }
+       memset(m, 0, sizeof(m));
+       m[0] = 1.0f / size[0];
+       m[3] = -mins[0] * m[0];
+       m[5] = 1.0f / size[1];
+       m[7] = -mins[1] * m[5];
+       m[10] = 1.0f / size[2];
+       m[11] = -mins[2] * m[10];
+       m[15] = 1.0f;
+       Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
+       r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
+       if (r_shadow_bouncegridtexture && realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value && resolution[0] == r_shadow_bouncegridresolution[0] && resolution[1] == r_shadow_bouncegridresolution[1] && resolution[2] == r_shadow_bouncegridresolution[2])
+               return;
+       numpixels = resolution[0]*resolution[1]*resolution[2];
+       // allocate pixels for this update...
+       pixels = Mem_Alloc(r_main_mempool, numpixels * sizeof(unsigned char[4]));
+       // figure out what we want to interact with
+       if (r_shadow_bouncegrid_hitmodels.integer)
+               hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK;
+       else
+               hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
+       // iterate world rtlights
+       range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+       range1 = isstatic ? 0 : r_refdef.scene.numlights;
+       range2 = range + range1;
+       for (lightindex = 0;lightindex < range2;lightindex++)
        {
-               R_EntityMatrix(&identitymatrix);
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               if (stenciltest)
+               if (isstatic)
                {
-                       qglEnable(GL_STENCIL_TEST);CHECKGLERROR
-                       // only draw light where this geometry was already rendered AND the
-                       // stencil is 128 (values other than this mean shadow)
-                       qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
+                       light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                       if (!light || !(light->flags & flag))
+                               continue;
+                       rtlight = &light->rtlight;
+                       // when static, we skip styled lights because they tend to change...
+                       if (rtlight->style > 0)
+                               continue;
+                       VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
                }
-               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
-               if (shadowmapping)
+               else
                {
-                       if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
-                               r_shadow_usingshadowmap2d = true;
-                       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
-                               r_shadow_usingshadowmaprect = true;
-                       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
-                               r_shadow_usingshadowmapcube = true;
+                       if (lightindex < range)
+                       {
+                               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                               rtlight = &light->rtlight;
+                       }
+                       else
+                               rtlight = r_refdef.scene.lights[lightindex - range];
+                       // draw only visible lights (major speedup)
+                       if (!rtlight->draw)
+                               continue;
+                       VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
                }
+               if (!VectorLength2(lightcolor))
+                       continue;
+               // shoot particles from this light
+               // use a calculation for the number of particles that will not
+               // vary with lightstyle, otherwise we get randomized particle
+               // distribution, the seeded random is only consistent for a
+               // consistent number of particles on this light...
+               radius = rtlight->radius * bound(0.0001f, r_shadow_bouncegrid_lightradiusscale.value, 1024.0f);
+               s = rtlight->radius / bound(1.0f, r_shadow_bouncegrid_particlespacing.value, 1048576.0f);
+               lightintensity = VectorLength(rtlight->color) * rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale;
+               if (lightindex >= range)
+                       lightintensity *= r_shadow_bouncegrid_dlightparticlemultiplier.value;
+               shootparticles = (int)bound(0, lightintensity * s *s, MAXBOUNCEGRIDPARTICLESPERLIGHT);
+               if (!shootparticles)
+                       continue;
+               s = 255.0f * r_shadow_bouncegrid_particleintensity.value / shootparticles;
+               VectorScale(lightcolor, s, baseshotcolor);
+               maxbounce = bound(1, r_shadow_bouncegrid_maxbounce.integer, 16);
+               if (VectorLength2(baseshotcolor) < 3.0f)
+                       break;
+               r_refdef.stats.bouncegrid_lights++;
+               r_refdef.stats.bouncegrid_particles += shootparticles;
+               for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
+               {
+                       if (r_shadow_bouncegrid_stablerandom.integer > 0)
+                               seed = lightindex * 11937 + shotparticles;
+                       VectorCopy(baseshotcolor, shotcolor);
+                       VectorCopy(rtlight->shadoworigin, clipstart);
+                       if (r_shadow_bouncegrid_stablerandom.integer < 0)
+                               VectorRandom(clipend);
+                       else
+                               VectorCheeseRandom(clipend);
+                       VectorMA(clipstart, radius, clipend, clipend);
+                       bouncelimit = 1 + (rtlight->particlecache_updateparticle % maxbounce);
+                       for (bouncecount = 0;;bouncecount++)
+                       {
+                               r_refdef.stats.bouncegrid_traces++;
+                               cliptrace = CL_TraceLine(clipstart, clipend, r_shadow_bouncegrid_hitmodels.integer ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true);
+                               //Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask);
+                               if (cliptrace.fraction >= 1.0f)
+                                       break;
+                               r_refdef.stats.bouncegrid_hits++;
+                               if (bouncecount > 0)
+                               {
+                                       r_refdef.stats.bouncegrid_splats++;
+                                       // figure out which texture pixel this is in
+                                       tex[0] = (int)((cliptrace.endpos[0] - mins[0]) * ispacing[0]);
+                                       tex[1] = (int)((cliptrace.endpos[1] - mins[1]) * ispacing[1]);
+                                       tex[2] = (int)((cliptrace.endpos[2] - mins[2]) * ispacing[2]);
+                                       if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 1 && tex[1] < resolution[1] - 1 && tex[2] < resolution[2] - 1)
+                                       {
+                                               // it is within bounds...
+                                               pixel = pixels + 4 * ((tex[2]*resolution[1]+tex[1])*resolution[0]+tex[0]);
+                                               // add to the pixel color
+                                               c[0] = pixel[0] + (int)shotcolor[2];
+                                               c[1] = pixel[1] + (int)shotcolor[1];
+                                               c[2] = pixel[2] + (int)shotcolor[0];
+                                               pixel[0] = (unsigned char)min(c[0], 255);
+                                               pixel[1] = (unsigned char)min(c[1], 255);
+                                               pixel[2] = (unsigned char)min(c[2], 255);
+                                               pixel[3] = 255;
+                                       }
+                               }
+                               if (bouncecount >= bouncelimit)
+                                       break;
+                               // scale down shot color by bounce intensity and texture color
+                               VectorScale(shotcolor, r_shadow_bouncegrid_particlebounceintensity.value, shotcolor);
+                               if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
+                                       VectorMultiply(shotcolor, rsurface.texture->currentskinframe->avgcolor, shotcolor);
+                               if (VectorLength2(shotcolor) < 3.0f)
+                                       break;
+                               r_refdef.stats.bouncegrid_bounces++;
+                               if (r_shadow_bouncegrid_bounceanglediffuse.integer)
+                               {
+                                       // random direction, primarily along plane normal
+                                       s = VectorDistance(cliptrace.endpos, clipend);
+                                       if (r_shadow_bouncegrid_stablerandom.integer < 0)
+                                               VectorRandom(clipend);
+                                       else
+                                               VectorCheeseRandom(clipend);
+                                       VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
+                                       VectorNormalize(clipend);
+                                       VectorScale(clipend, s, clipend);
+                               }
+                               else
+                               {
+                                       // reflect the remaining portion of the line across plane normal
+                                       VectorSubtract(clipend, cliptrace.endpos, clipdiff);
+                                       VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
+                               }
+                               // calculate the new line start and end
+                               VectorCopy(cliptrace.endpos, clipstart);
+                               VectorAdd(clipstart, clipend, clipend);
+                       }
+               }
+       }
+       if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2])
+               R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]);
+       else
+       {
+               VectorCopy(resolution, r_shadow_bouncegridresolution);
+               if (r_shadow_bouncegridtexture)
+                       R_FreeTexture(r_shadow_bouncegridtexture);
+               r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2], pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
+       }
+       Mem_Free(pixels);
+       r_shadow_bouncegridtime = realtime;
+}
 
-               // render the lighting
-               R_SetupShader_DeferredLight(rsurface.rtlight);
-               for (i = 0;i < 8;i++)
-                       Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
-               CHECKGLERROR
-               R_Mesh_VertexPointer(vertex3f, 0, 0);
-               R_Mesh_ColorPointer(NULL, 0, 0);
-               GL_ColorMask(1,1,1,1);
-               GL_DepthMask(false);
-               GL_DepthRange(0, 1);
-               GL_PolygonOffset(0, 0);
-               GL_DepthTest(true);
-               qglDepthFunc(GL_GREATER);CHECKGLERROR
-               GL_CullFace(r_refdef.view.cullface_back);
-               R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
+#define MAXPARTICLESPERLIGHT 262144
+#define MAXLIGHTSPERDRAW 1024
+
+static void R_Shadow_RenderParticlesForLight(rtlight_t *rtlight)
+{
+       int batchcount;
+       int i;
+       int j;
+       int bouncecount;
+       int hitsupercontentsmask;
+       int n;
+       int shotparticles;
+       int shootparticles = 0;
+       int bouncelimit;
+       int maxbounce;
+       unsigned int seed = 0;
+       static unsigned short bouncelight_elements[MAXLIGHTSPERDRAW*36];
+       static float vertex3f[MAXLIGHTSPERDRAW*24];
+       static float lightorigin4f[MAXLIGHTSPERDRAW*32];
+       static float color4f[MAXLIGHTSPERDRAW*32];
+       float scaledpoints[8][3];
+       float *v3f;
+       float *lo4f;
+       float *c4f;
+       rtlight_particle_t *p;
+       vec_t wantparticles = 0;
+       vec_t s;
+       vec_t radius;
+       vec_t particlesize;
+       vec_t iparticlesize;
+//     vec3_t offset;
+//     vec3_t right;
+//     vec3_t up;
+       vec4_t org;
+       vec4_t color;
+       vec3_t currentcolor;
+       vec3_t clipstart;
+       vec3_t clipend;
+       vec3_t shotcolor;
+       trace_t cliptrace;
+       if (!rtlight->draw || !rtlight->isstatic || !r_shadow_usingdeferredprepass)
+               return;
+       if (r_shadow_particletrace.integer)
+       {
+               radius = rtlight->radius * bound(0.0001f, r_shadow_particletrace_radiusscale.value, 1.0f) - r_shadow_particletrace_size.value;
+               s = rtlight->radius / bound(1.0f, r_shadow_particletrace_particlespacing.value * r_shadow_particletrace_size.value, 1048576.0f);
+               wantparticles = s*s;
+               n = (int)bound(0, wantparticles, MAXPARTICLESPERLIGHT);
+       }
+       else
+               n = 0;
+       shootparticles = (int)(n * r_shadow_particletrace_updatepercentage.value);
+       if ((n && !rtlight->particlecache_particles) || rtlight->particlecache_maxparticles != n)
+       {
+               if (rtlight->particlecache_particles)
+                       Mem_Free(rtlight->particlecache_particles);
+               rtlight->particlecache_particles = NULL;
+               rtlight->particlecache_numparticles = 0;
+               rtlight->particlecache_maxparticles = n;
+               rtlight->particlecache_updateparticle = 0;
+               if (rtlight->particlecache_maxparticles)
+                       rtlight->particlecache_particles = Mem_Alloc(r_main_mempool, rtlight->particlecache_maxparticles * sizeof(*rtlight->particlecache_particles));
+               shootparticles = n * 16;
+       }
+
+       if (!rtlight->particlecache_maxparticles)
+               return;
+
+//     if (rtlight->particlecache_numparticles < rtlight->particlecache_maxparticles)
+//             shootparticles = rtlight->particlecache_maxparticles;
+
+//     if (rtlight->particlecache_numparticles >= rtlight->particlecache_maxparticles)
+//             shootparticles = 0;
+
+       maxbounce = bound(1, r_shadow_particletrace_maxbounce.integer, 16);
+       //r_refdef.stats.lights_bouncelightsupdated += shootparticles;
+       for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
+       {
+               seed = rtlight->particlecache_updateparticle;
+               VectorSet(shotcolor, 1.0f, 1.0f, 1.0f);
+               VectorCopy(rtlight->shadoworigin, clipstart);
+               VectorRandom(clipend);
+               VectorMA(clipstart, radius, clipend, clipend);
+               hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
+               bouncelimit = 1 + (rtlight->particlecache_updateparticle % maxbounce);
+               for (bouncecount = 0;;bouncecount++)
+               {
+                       cliptrace = CL_TraceLine(clipstart, clipend, MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true);
+                       //Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask);
+                       if (cliptrace.fraction >= 1.0f)
+                               break;
+                       if (VectorLength2(shotcolor) < (1.0f / 262144.0f))
+                               break;
+                       if (bouncecount >= bouncelimit)
+                       {
+                               VectorCopy(cliptrace.endpos, rtlight->particlecache_particles[rtlight->particlecache_updateparticle].origin);
+                               VectorCopy(shotcolor, rtlight->particlecache_particles[rtlight->particlecache_updateparticle].color);
+                               rtlight->particlecache_updateparticle++;
+                               if (rtlight->particlecache_numparticles < rtlight->particlecache_updateparticle)
+                                       rtlight->particlecache_numparticles = rtlight->particlecache_updateparticle;
+                               if (rtlight->particlecache_updateparticle >= rtlight->particlecache_maxparticles)
+                               {
+                                       rtlight->particlecache_updateparticle = 0;
+                                       shotparticles = shootparticles;
+                               }
+                               break;
+                       }
+                       // scale down shot color by bounce intensity and texture color
+                       VectorScale(shotcolor, r_shadow_particletrace_bounceintensity.value, shotcolor);
+                       if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
+                               VectorMultiply(shotcolor, rsurface.texture->currentskinframe->avgcolor, shotcolor);
+                       // reflect the remaining portion of the line across plane normal
+                       //VectorSubtract(clipend, cliptrace.endpos, clipdiff);
+                       //VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
+                       // random direction, primarily along plane normal
+                       s = VectorDistance(cliptrace.endpos, clipend);
+                       VectorRandom(clipend);
+                       VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
+                       VectorNormalize(clipend);
+                       VectorScale(clipend, s, clipend);
+                       // calculate the new line start and end
+                       VectorCopy(cliptrace.endpos, clipstart);
+                       VectorAdd(clipstart, clipend, clipend);
+               }
+       }
+
+       if (!rtlight->particlecache_numparticles)
+               return;
+
+       // render the particles as deferred lights
+// do global setup needed for the chosen lighting mode
+       R_Shadow_RenderMode_Reset();
+       r_shadow_rendermode = r_shadow_lightingrendermode;
+       r_shadow_usingshadowmap2d = false;
+       R_EntityMatrix(&identitymatrix);
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       // only draw light where this geometry was already rendered AND the
+       // stencil is 128 (values other than this mean shadow)
+       R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
+       R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
+       R_SetupShader_DeferredBounceLight();
+       GL_ColorMask(1,1,1,1);
+       GL_DepthMask(false);
+       GL_DepthRange(0, 1);
+       GL_PolygonOffset(0, 0);
+       GL_DepthTest(true);
+       GL_DepthFunc(GL_GREATER);
+       GL_CullFace(r_refdef.view.cullface_back);
+       s = r_shadow_particletrace_intensity.value / (float)rtlight->particlecache_numparticles;
+       VectorScale(rtlight->currentcolor, s, currentcolor);
+       particlesize = bound(0.0001f, r_shadow_particletrace_size.value, 1024.0f);
+       iparticlesize = 1.0f / particlesize;
+//     VectorScale(r_refdef.view.forward, particlesize, offset);
+//     VectorScale(r_refdef.view.left, -particlesize, right);
+//     VectorScale(r_refdef.view.up, particlesize, up);
+       org[3] = iparticlesize;
+       color[3] = 1.0f;
+       v3f = vertex3f;
+       lo4f = lightorigin4f;
+       c4f = color4f;
+       batchcount = 0;
+       if (!bouncelight_elements[1])
+               for (i = 0;i < MAXLIGHTSPERDRAW;i++)
+                       for (j = 0;j < 36;j++)
+                               bouncelight_elements[i*36+j] = i*8+bboxelements[j];
+       for (j = 0;j < 8;j++)
+               VectorScale(bboxpoints[j], particlesize, scaledpoints[j]);
+       //r_refdef.stats.lights_bouncelightscounted += rtlight->particlecache_numparticles;
+       for (j = 0, p = rtlight->particlecache_particles, n = rtlight->particlecache_numparticles;j < n;j++, p++)
+       {
+               VectorCopy(p->origin, org);
+               // org[3] is set above
+               VectorMultiply(p->color, currentcolor, color);
+               // color[3] is set above
+               VectorAdd(scaledpoints[0], org, v3f +  0);
+               VectorAdd(scaledpoints[1], org, v3f +  3);
+               VectorAdd(scaledpoints[2], org, v3f +  6);
+               VectorAdd(scaledpoints[3], org, v3f +  9);
+               VectorAdd(scaledpoints[4], org, v3f + 12);
+               VectorAdd(scaledpoints[5], org, v3f + 15);
+               VectorAdd(scaledpoints[6], org, v3f + 18);
+               VectorAdd(scaledpoints[7], org, v3f + 21);
+               Vector4Copy(org, lo4f +  0);
+               Vector4Copy(org, lo4f +  4);
+               Vector4Copy(org, lo4f +  8);
+               Vector4Copy(org, lo4f + 12);
+               Vector4Copy(org, lo4f + 16);
+               Vector4Copy(org, lo4f + 20);
+               Vector4Copy(org, lo4f + 24);
+               Vector4Copy(org, lo4f + 28);
+               Vector4Copy(color, c4f + 0);
+               Vector4Copy(color, c4f + 4);
+               Vector4Copy(color, c4f + 8);
+               Vector4Copy(color, c4f + 12);
+               Vector4Copy(color, c4f + 16);
+               Vector4Copy(color, c4f + 20);
+               Vector4Copy(color, c4f + 24);
+               Vector4Copy(color, c4f + 28);
+               v3f += 24;
+               lo4f += 32;
+               c4f += 32;
+               batchcount++;
+               if (batchcount >= MAXLIGHTSPERDRAW)
+               {
+                       //r_refdef.stats.lights_bouncelightsdrawn += batchcount;
+                       R_Mesh_PrepareVertices_BounceLight_Arrays(batchcount*8, vertex3f, color4f, lightorigin4f);
+                       R_Mesh_Draw(0, batchcount*8, 0, batchcount*12, NULL, NULL, 0, bouncelight_elements, NULL, 0);
+                       v3f = vertex3f;
+                       lo4f = lightorigin4f;
+                       c4f = color4f;
+                       batchcount = 0;
+               }
+       }
+       if (batchcount)
+       {
+               //r_refdef.stats.lights_bouncelightsdrawn += batchcount;
+               R_Mesh_PrepareVertices_BounceLight_Arrays(batchcount*8, vertex3f, color4f, lightorigin4f);
+               R_Mesh_Draw(0, batchcount*8, 0, batchcount*12, NULL, NULL, 0, bouncelight_elements, NULL, 0);
+               v3f = vertex3f;
+               lo4f = lightorigin4f;
+               c4f = color4f;
+               batchcount = 0;
        }
 }
 
 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
 {
-       CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthRange(0, 1);
@@ -2338,27 +2769,19 @@ void R_Shadow_RenderMode_VisibleShadowVolumes(void)
 
 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
 {
-       CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthRange(0, 1);
        GL_DepthTest(r_showlighting.integer < 2);
        GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
        if (!transparent)
-       {
-               qglDepthFunc(GL_EQUAL);CHECKGLERROR
-       }
-       if (stenciltest)
-       {
-               qglEnable(GL_STENCIL_TEST);CHECKGLERROR
-               qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
-       }
+               GL_DepthFunc(GL_EQUAL);
+       R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
        r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
 }
 
 void R_Shadow_RenderMode_End(void)
 {
-       CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        R_Shadow_RenderMode_ActiveLight(NULL);
        GL_DepthMask(true);
@@ -2387,124 +2810,30 @@ int bboxedges[12][2] =
 
 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
 {
-       int i, ix1, iy1, ix2, iy2;
-       float x1, y1, x2, y2;
-       vec4_t v, v2;
-       float vertex[20][3];
-       int j, k;
-       vec4_t plane4f;
-       int numvertices;
-       float corner[8][4];
-       float dist[8];
-       int sign[8];
-       float f;
-
-       r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
-       r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
-       r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
-       r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
-
        if (!r_shadow_scissor.integer)
-               return false;
-
-       // if view is inside the light box, just say yes it's visible
-       if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
-               return false;
-
-       x1 = y1 = x2 = y2 = 0;
-
-       // transform all corners that are infront of the nearclip plane
-       VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
-       plane4f[3] = r_refdef.view.frustum[4].dist;
-       numvertices = 0;
-       for (i = 0;i < 8;i++)
-       {
-               Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
-               dist[i] = DotProduct4(corner[i], plane4f);
-               sign[i] = dist[i] > 0;
-               if (!sign[i])
-               {
-                       VectorCopy(corner[i], vertex[numvertices]);
-                       numvertices++;
-               }
-       }
-       // if some points are behind the nearclip, add clipped edge points to make
-       // sure that the scissor boundary is complete
-       if (numvertices > 0 && numvertices < 8)
-       {
-               // add clipped edge points
-               for (i = 0;i < 12;i++)
-               {
-                       j = bboxedges[i][0];
-                       k = bboxedges[i][1];
-                       if (sign[j] != sign[k])
-                       {
-                               f = dist[j] / (dist[j] - dist[k]);
-                               VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
-                               numvertices++;
-                       }
-               }
-       }
-
-       // if we have no points to check, the light is behind the view plane
-       if (!numvertices)
-               return true;
-
-       // if we have some points to transform, check what screen area is covered
-       x1 = y1 = x2 = y2 = 0;
-       v[3] = 1.0f;
-       //Con_Printf("%i vertices to transform...\n", numvertices);
-       for (i = 0;i < numvertices;i++)
        {
-               VectorCopy(vertex[i], v);
-               R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
-               //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
-               if (i)
-               {
-                       if (x1 > v2[0]) x1 = v2[0];
-                       if (x2 < v2[0]) x2 = v2[0];
-                       if (y1 > v2[1]) y1 = v2[1];
-                       if (y2 < v2[1]) y2 = v2[1];
-               }
-               else
-               {
-                       x1 = x2 = v2[0];
-                       y1 = y2 = v2[1];
-               }
+               r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
+               r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
+               r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
+               r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
+               return false;
        }
-
-       // now convert the scissor rectangle to integer screen coordinates
-       ix1 = (int)(x1 - 1.0f);
-       iy1 = vid.height - (int)(y2 - 1.0f);
-       ix2 = (int)(x2 + 1.0f);
-       iy2 = vid.height - (int)(y1 + 1.0f);
-       //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
-
-       // clamp it to the screen
-       if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
-       if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
-       if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
-       if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
-
-       // if it is inside out, it's not visible
-       if (ix2 <= ix1 || iy2 <= iy1)
-               return true;
-
-       // the light area is visible, set up the scissor rectangle
-       r_shadow_lightscissor[0] = ix1;
-       r_shadow_lightscissor[1] = iy1;
-       r_shadow_lightscissor[2] = ix2 - ix1;
-       r_shadow_lightscissor[3] = iy2 - iy1;
-
-       r_refdef.stats.lights_scissored++;
+       if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
+               return true; // invisible
+       if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
+       || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
+       || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
+       || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
+               r_refdef.stats.lights_scissored++;
        return false;
 }
 
-static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
+static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
 {
-       const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
-       const float *normal3f = rsurface.normal3f + 3 * firstvertex;
-       float *color4f = rsurface.array_color4f + 4 * firstvertex;
+       int i;
+       const float *vertex3f;
+       const float *normal3f;
+       float *color4f;
        float dist, dot, distintensity, shadeintensity, v[3], n[3];
        switch (r_shadow_rendermode)
        {
@@ -2512,7 +2841,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
                if (VectorLength2(diffusecolor) > 0)
                {
-                       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
@@ -2534,7 +2863,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                }
                else
                {
-                       for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
                        {
                                VectorCopy(ambientcolor, color4f);
                                if (r_refdef.fogenabled)
@@ -2542,7 +2871,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                        float f;
                                        Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                        f = RSurf_FogVertex(vertex3f);
-                                       VectorScale(color4f, f, color4f);
+                                       VectorScale(color4f + 4*i, f, color4f);
                                }
                                color4f[3] = 1;
                        }
@@ -2551,7 +2880,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
                if (VectorLength2(diffusecolor) > 0)
                {
-                       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
@@ -2584,7 +2913,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                }
                else
                {
-                       for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
@@ -2608,7 +2937,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
                if (VectorLength2(diffusecolor) > 0)
                {
-                       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
@@ -2642,7 +2971,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                }
                else
                {
-                       for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
@@ -2669,25 +2998,23 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
        }
 }
 
-static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
+static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
 {
        // used to display how many times a surface is lit for level design purposes
-       R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
+       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
+       R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
+       RSurf_DrawBatch();
 }
 
-static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
+static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
-       R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
+       R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
-       {
-               qglDepthFunc(GL_EQUAL);CHECKGLERROR
-       }
-       R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
+               GL_DepthFunc(GL_EQUAL);
+       RSurf_DrawBatch();
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
-       {
-               qglDepthFunc(GL_LEQUAL);CHECKGLERROR
-       }
+               GL_DepthFunc(GL_LEQUAL);
 }
 
 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
@@ -2703,7 +3030,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
        float *c;
        int maxtriangles = 4096;
        static int newelements[4096*3];
-       R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
+       R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
        for (renders = 0;renders < 4;renders++)
        {
                stop = true;
@@ -2718,7 +3045,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
                // renders them at once
                for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
                {
-                       if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
+                       if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
                        {
                                if (newnumtriangles)
                                {
@@ -2741,7 +3068,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
                                newe += 3;
                                if (newnumtriangles >= maxtriangles)
                                {
-                                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
+                                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
                                        newnumtriangles = 0;
                                        newe = newelements;
                                        stop = false;
@@ -2750,7 +3077,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
                }
                if (newnumtriangles >= 1)
                {
-                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
+                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
                        stop = false;
                }
                // if we couldn't find any lit triangles, exit early
@@ -2761,7 +3088,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
                // handling of negative colors
                // (some old drivers even have improper handling of >1 color)
                stop = true;
-               for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
+               for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
                {
                        if (c[0] > 1 || c[1] > 1 || c[2] > 1)
                        {
@@ -2779,7 +3106,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
        }
 }
 
-static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolor, float ambientscale, float diffusescale)
+static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
 {
        // OpenGL 1.1 path (anything)
        float ambientcolorbase[3], diffusecolorbase[3];
@@ -2801,29 +3128,33 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice
        diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
        ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
        diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
+       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
+       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
+       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
+       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
        R_Mesh_TexBind(0, basetexture);
        R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
        R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
-       R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
        switch(r_shadow_rendermode)
        {
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
                R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
                R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
                R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
-               R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
+               R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
                break;
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
                R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
                R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
                R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
-               R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
+               R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
                // fall through
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
                R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
                R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
                R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
-               R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
+               R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
                break;
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
                break;
@@ -2831,21 +3162,21 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice
                break;
        }
        //R_Mesh_TexBind(0, basetexture);
-       R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
+       R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
        if (dopants)
        {
                R_Mesh_TexBind(0, pantstexture);
-               R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
+               R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
        }
        if (doshirt)
        {
                R_Mesh_TexBind(0, shirttexture);
-               R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
+               R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
        }
 }
 
 extern cvar_t gl_lightmaps;
-void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
+void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
 {
        float ambientscale, diffusescale, specularscale;
        qboolean negated;
@@ -2866,30 +3197,76 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle
        if(negated)
        {
                VectorNegate(lightcolor, lightcolor);
-               qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
+               switch(vid.renderpath)
+               {
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES2:
+                       qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
+                       break;
+               case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
+#endif
+                       break;
+               case RENDERPATH_D3D10:
+                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               case RENDERPATH_D3D11:
+                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_BlendSubtract(true);
+                       break;
+               }
        }
        RSurf_SetupDepthAndCulling();
        switch (r_shadow_rendermode)
        {
        case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
                GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
-               R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
+               R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
                break;
        case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-               R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolor, ambientscale, diffusescale, specularscale);
+               R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
                break;
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-               R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolor, ambientscale, diffusescale);
+               R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
                break;
        default:
                Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
                break;
        }
        if(negated)
-               qglBlendEquationEXT(GL_FUNC_ADD_EXT);
+       {
+               switch(vid.renderpath)
+               {
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES2:
+                       qglBlendEquationEXT(GL_FUNC_ADD_EXT);
+                       break;
+               case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
+#endif
+                       break;
+               case RENDERPATH_D3D10:
+                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               case RENDERPATH_D3D11:
+                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_BlendSubtract(false);
+                       break;
+               }
+       }
 }
 
 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
@@ -2967,7 +3344,9 @@ void R_RTLight_Compile(rtlight_t *rtlight)
        {
                // this variable must be set for the CompileShadowVolume/CompileShadowMap code
                r_shadow_compilingrtlight = rtlight;
+               R_FrameData_SetMark();
                model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
+               R_FrameData_ReturnToMark();
                numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
                numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
                numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
@@ -2992,11 +3371,10 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                        memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
                if (rtlight->static_numlighttrispvsbytes)
                        memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
+               R_FrameData_SetMark();
                switch (rtlight->shadowmode)
                {
                case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
-               case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
-               case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
                        if (model->CompileShadowMap && rtlight->shadow)
                                model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
                        break;
@@ -3005,6 +3383,7 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                                model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
                        break;
                }
+               R_FrameData_ReturnToMark();
                // now we're done compiling the rtlight
                r_shadow_compilingrtlight = NULL;
        }
@@ -3260,17 +3639,20 @@ void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const
        {
                CHECKGLERROR
                GL_CullFace(GL_NONE);
-        mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
-        for (;mesh;mesh = mesh->next)
-        {
+               mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
+               for (;mesh;mesh = mesh->next)
+               {
                        if (!mesh->sidetotals[r_shadow_shadowmapside])
                                continue;
-            r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
-            R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
-            R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
-        }
-        CHECKGLERROR
-    }
+                       r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
+                       if (mesh->vertex3fbuffer)
+                               R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
+                       else
+                               R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
+                       R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
+               }
+               CHECKGLERROR
+       }
        else if (r_refdef.scene.worldentity->model)
                r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
 
@@ -3285,6 +3667,10 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co
        int surfacelistindex;
        msurface_t *surface;
 
+       // if triangle neighbors are disabled, shadowvolumes are disabled
+       if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
+               return;
+
        RSurf_ActiveWorldEntity();
 
        if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
@@ -3299,28 +3685,31 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co
                for (;mesh;mesh = mesh->next)
                {
                        r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
-                       R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
+                       if (mesh->vertex3fbuffer)
+                               R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
+                       else
+                               R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
                        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
                        {
                                // increment stencil if frontface is infront of depthbuffer
                                GL_CullFace(r_refdef.view.cullface_back);
-                               qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
-                               R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
+                               R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
+                               R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
                                // decrement stencil if backface is infront of depthbuffer
                                GL_CullFace(r_refdef.view.cullface_front);
-                               qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+                               R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
                        }
                        else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
                        {
                                // decrement stencil if backface is behind depthbuffer
                                GL_CullFace(r_refdef.view.cullface_front);
-                               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
-                               R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
+                               R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
+                               R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
                                // increment stencil if frontface is behind depthbuffer
                                GL_CullFace(r_refdef.view.cullface_back);
-                               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
+                               R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
                        }
-                       R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
+                       R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
                }
                CHECKGLERROR
        }
@@ -3338,7 +3727,9 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co
                R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
        }
        else if (numsurfaces)
+       {
                r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
+       }
 
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
@@ -3357,12 +3748,15 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent)
        relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
        relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
        relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
-       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
+       switch (r_shadow_rendermode)
        {
+       case R_SHADOW_RENDERMODE_SHADOWMAP2D:
                ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
-       }
-       else
+               break;
+       default:
                ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
+               break;
+       }
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
@@ -3370,7 +3764,6 @@ void R_Shadow_SetupEntityLight(const entity_render_t *ent)
 {
        // set up properties for rendering light onto this entity
        RSurf_ActiveModelEntity(ent, true, true, false);
-       GL_AlphaTest(false);
        Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
        Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
        Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
@@ -3384,7 +3777,6 @@ void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned c
 
        // set up properties for rendering light onto this entity
        RSurf_ActiveWorldEntity();
-       GL_AlphaTest(false);
        rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
        Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
        Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
@@ -3426,19 +3818,19 @@ void R_Shadow_PrepareLight(rtlight_t *rtlight)
        static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
        static entity_render_t *shadowentities[MAX_EDICTS];
        static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
+       qboolean nolight;
 
        rtlight->draw = false;
 
        // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
        // skip lights that are basically invisible (color 0 0 0)
-       if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
-               return;
+       nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
 
        // loading is done before visibility checks because loading should happen
        // all at once at the start of a level, not when it stalls gameplay.
        // (especially important to benchmarks)
        // compile light
-       if (rtlight->isstatic && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
+       if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
        {
                if (rtlight->compiled)
                        R_RTLight_Uncompile(rtlight);
@@ -3463,6 +3855,10 @@ void R_Shadow_PrepareLight(rtlight_t *rtlight)
        if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
                return;
 
+       // skip processing on corona-only lights
+       if (nolight)
+               return;
+
        // if the light box is offscreen, skip it
        if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
                return;
@@ -3663,10 +4059,6 @@ void R_Shadow_DrawLight(rtlight_t *rtlight)
        if (!rtlight->draw)
                return;
 
-       // if R_FrameData_Store ran out of space we skip anything dependent on it
-       if (r_framedata_failed)
-               return;
-
        numlightentities = rtlight->cached_numlightentities;
        numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
        numshadowentities = rtlight->cached_numshadowentities;
@@ -3729,7 +4121,7 @@ void R_Shadow_DrawLight(rtlight_t *rtlight)
        //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
        lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
 
-       if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
+       if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
        {
                float borderbias;
                int side;
@@ -3744,10 +4136,7 @@ void R_Shadow_DrawLight(rtlight_t *rtlight)
                        if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
                                r_shadow_shadowmaplod = i;
 
-               if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
-                       size = max(1, r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod);
-               else
-                       size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
+               size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
                        
                borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
 
@@ -3874,29 +4263,37 @@ void R_Shadow_DrawLight(rtlight_t *rtlight)
        if (r_shadow_usingdeferredprepass)
        {
                // when rendering deferred lighting, we simply rasterize the box
-               if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
+               if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
                        R_Shadow_RenderMode_DrawDeferredLight(false, true);
                else if (castshadows && vid.stencil)
                        R_Shadow_RenderMode_DrawDeferredLight(true, false);
                else
                        R_Shadow_RenderMode_DrawDeferredLight(false, false);
        }
+
+       if (r_shadow_particletrace.integer)
+               R_Shadow_RenderParticlesForLight(rtlight);
 }
 
 static void R_Shadow_FreeDeferred(void)
 {
-       if (r_shadow_prepassgeometryfbo)
-               qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
+       R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
        r_shadow_prepassgeometryfbo = 0;
 
-       if (r_shadow_prepasslightingfbo)
-               qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
-       r_shadow_prepasslightingfbo = 0;
+       R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
+       r_shadow_prepasslightingdiffusespecularfbo = 0;
+
+       R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
+       r_shadow_prepasslightingdiffusefbo = 0;
 
        if (r_shadow_prepassgeometrydepthtexture)
                R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
        r_shadow_prepassgeometrydepthtexture = NULL;
 
+       if (r_shadow_prepassgeometrydepthcolortexture)
+               R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
+       r_shadow_prepassgeometrydepthcolortexture = NULL;
+
        if (r_shadow_prepassgeometrynormalmaptexture)
                R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
        r_shadow_prepassgeometrynormalmaptexture = NULL;
@@ -3919,18 +4316,19 @@ void R_Shadow_DrawPrepass(void)
        dlight_t *light;
        size_t range;
        entity_render_t *ent;
+       float clearcolor[4];
 
-       GL_AlphaTest(false);
-       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
        GL_DepthMask(true);
        GL_ColorMask(1,1,1,1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_Color(1,1,1,1);
        GL_DepthTest(true);
-       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
-       qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR
-       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR
+       R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
+       Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
+       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
+       if (r_timereport_active)
+               R_TimeReport("prepasscleargeom");
 
        if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
                r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
@@ -3953,11 +4351,11 @@ void R_Shadow_DrawPrepass(void)
        GL_ColorMask(1,1,1,1);
        GL_Color(1,1,1,1);
        GL_DepthTest(true);
-       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
-       qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR
-       GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
-       if (r_refdef.fogenabled)
-               qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
+       R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+       Vector4Set(clearcolor, 0, 0, 0, 0);
+       GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
+       if (r_timereport_active)
+               R_TimeReport("prepassclearlit");
 
        R_Shadow_RenderMode_Begin();
 
@@ -3966,7 +4364,7 @@ void R_Shadow_DrawPrepass(void)
        {
                lightindex = r_shadow_debuglight.integer;
                light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-               if (light && (light->flags & flag))
+               if (light && (light->flags & flag) && light->rtlight.draw)
                        R_Shadow_DrawLight(&light->rtlight);
        }
        else
@@ -3975,17 +4373,16 @@ void R_Shadow_DrawPrepass(void)
                for (lightindex = 0;lightindex < range;lightindex++)
                {
                        light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-                       if (light && (light->flags & flag))
+                       if (light && (light->flags & flag) && light->rtlight.draw)
                                R_Shadow_DrawLight(&light->rtlight);
                }
        }
        if (r_refdef.scene.rtdlight)
                for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
-                       R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
+                       if (r_refdef.scene.lights[lnum]->draw)
+                               R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
 
-       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
-       if (r_refdef.fogenabled)
-               qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
+       R_Mesh_ResetRenderTargets();
 
        R_Shadow_RenderMode_End();
 
@@ -4006,17 +4403,22 @@ void R_Shadow_PrepareLights(void)
 
        if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
                (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
-               r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) || 
-               r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
+               r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || 
                r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
                r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
                r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
                R_Shadow_FreeShadowMaps();
 
+       r_shadow_usingshadowmaportho = false;
+
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
                {
                        r_shadow_usingdeferredprepass = false;
@@ -4034,35 +4436,38 @@ void R_Shadow_PrepareLights(void)
                        r_shadow_prepass_width = vid.width;
                        r_shadow_prepass_height = vid.height;
                        r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
-                       r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
-                       r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
-                       r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
+                       switch (vid.renderpath)
+                       {
+                       case RENDERPATH_D3D9:
+                               r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+                               break;
+                       default:
+                               break;
+                       }
+                       r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+                       r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+                       r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
 
                        // set up the geometry pass fbo (depth + normalmap)
-                       qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
+                       r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
+                       R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
                        // render depth into one texture and normalmap into the other
                        if (qglDrawBuffersARB)
                        {
                                qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
                                qglReadBuffer(GL_NONE);CHECKGLERROR
-                       }
-                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
-                       {
-                               Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
-                               Cvar_SetValueQuick(&r_shadow_deferred, 0);
-                               r_shadow_usingdeferredprepass = false;
+                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+                               if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                               {
+                                       Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
+                                       Cvar_SetValueQuick(&r_shadow_deferred, 0);
+                                       r_shadow_usingdeferredprepass = false;
+                               }
                        }
 
                        // set up the lighting pass fbo (diffuse + specular)
-                       qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
+                       r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+                       R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
                        // render diffuse into one texture and specular into another,
                        // with depth and normalmap bound as textures,
                        // with depth bound as attachment as well
@@ -4070,13 +4475,32 @@ void R_Shadow_PrepareLights(void)
                        {
                                qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
                                qglReadBuffer(GL_NONE);CHECKGLERROR
+                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+                               if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                               {
+                                       Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
+                                       Cvar_SetValueQuick(&r_shadow_deferred, 0);
+                                       r_shadow_usingdeferredprepass = false;
+                               }
                        }
-                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+
+                       // set up the lighting pass fbo (diffuse)
+                       r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
+                       R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
+                       // render diffuse into one texture,
+                       // with depth and normalmap bound as textures,
+                       // with depth bound as attachment as well
+                       if (qglDrawBuffersARB)
                        {
-                               Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
-                               Cvar_SetValueQuick(&r_shadow_deferred, 0);
-                               r_shadow_usingdeferredprepass = false;
+                               qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
+                               qglReadBuffer(GL_NONE);CHECKGLERROR
+                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+                               if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                               {
+                                       Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
+                                       Cvar_SetValueQuick(&r_shadow_deferred, 0);
+                                       r_shadow_usingdeferredprepass = false;
+                               }
                        }
                }
                break;
@@ -4123,6 +4547,8 @@ void R_Shadow_PrepareLights(void)
 
        if (r_editlights.integer)
                R_Shadow_DrawLightSprites();
+
+       R_Shadow_UpdateBounceGridTexture();
 }
 
 void R_Shadow_DrawLights(void)
@@ -4170,6 +4596,272 @@ extern cvar_t r_shadows_drawafterrtlighting;
 extern cvar_t r_shadows_castfrombmodels;
 extern cvar_t r_shadows_throwdistance;
 extern cvar_t r_shadows_throwdirection;
+extern cvar_t r_shadows_focus;
+extern cvar_t r_shadows_shadowmapscale;
+
+void R_Shadow_PrepareModelShadows(void)
+{
+       int i;
+       float scale, size, radius, dot1, dot2;
+       vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
+       entity_render_t *ent;
+
+       if (!r_refdef.scene.numentities)
+               return;
+
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               if (r_shadows.integer >= 2) 
+                       break;
+               // fall through
+       case R_SHADOW_SHADOWMODE_STENCIL:
+               for (i = 0;i < r_refdef.scene.numentities;i++)
+               {
+                       ent = r_refdef.scene.entities[i];
+                       if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
+                               R_AnimCache_GetEntity(ent, false, false);
+               }
+               return;
+       default:
+               return;
+       }
+
+       size = 2*r_shadow_shadowmapmaxsize;
+       scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
+       radius = 0.5f * size / scale;
+
+       Math_atov(r_shadows_throwdirection.string, shadowdir);
+       VectorNormalize(shadowdir);
+       dot1 = DotProduct(r_refdef.view.forward, shadowdir);
+       dot2 = DotProduct(r_refdef.view.up, shadowdir);
+       if (fabs(dot1) <= fabs(dot2))
+               VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
+       else
+               VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
+       VectorNormalize(shadowforward);
+       CrossProduct(shadowdir, shadowforward, shadowright);
+       Math_atov(r_shadows_focus.string, shadowfocus);
+       VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
+       VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
+       VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
+       VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
+       if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
+               dot1 = 1;
+       VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
+
+       shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
+       shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
+       shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
+       shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
+       shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
+       shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
+
+       for (i = 0;i < r_refdef.scene.numentities;i++)
+       {
+               ent = r_refdef.scene.entities[i];
+               if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
+                       continue;
+               // cast shadows from anything of the map (submodels are optional)
+               if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
+                       R_AnimCache_GetEntity(ent, false, false);
+       }
+}
+
+void R_DrawModelShadowMaps(void)
+{
+       int i;
+       float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
+       entity_render_t *ent;
+       vec3_t relativelightorigin;
+       vec3_t relativelightdirection, relativeforward, relativeright;
+       vec3_t relativeshadowmins, relativeshadowmaxs;
+       vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
+       float m[12];
+       matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
+       r_viewport_t viewport;
+       GLuint fbo = 0;
+       float clearcolor[4];
+
+       if (!r_refdef.scene.numentities)
+               return;
+
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               break;
+       default:
+               return;
+       }
+
+       R_ResetViewRendering3D();
+       R_Shadow_RenderMode_Begin();
+       R_Shadow_RenderMode_ActiveLight(NULL);
+
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               if (!r_shadow_shadowmap2dtexture)
+                       R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
+               fbo = r_shadow_fbo2d;
+               r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
+               r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
+               r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
+               break;
+       default:
+               break;
+       }
+
+       size = 2*r_shadow_shadowmapmaxsize;
+       scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
+       radius = 0.5f / scale;
+       nearclip = -r_shadows_throwdistance.value;
+       farclip = r_shadows_throwdistance.value;
+       bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
+
+       r_shadow_shadowmap_parameters[0] = size;
+       r_shadow_shadowmap_parameters[1] = size;
+       r_shadow_shadowmap_parameters[2] = 1.0;
+       r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
+
+       Math_atov(r_shadows_throwdirection.string, shadowdir);
+       VectorNormalize(shadowdir);
+       Math_atov(r_shadows_focus.string, shadowfocus);
+       VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
+       VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
+       VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
+       VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
+       dot1 = DotProduct(r_refdef.view.forward, shadowdir);
+       dot2 = DotProduct(r_refdef.view.up, shadowdir);
+       if (fabs(dot1) <= fabs(dot2)) 
+               VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
+       else
+               VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
+       VectorNormalize(shadowforward);
+       VectorM(scale, shadowforward, &m[0]);
+       if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
+               dot1 = 1;
+       m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
+       CrossProduct(shadowdir, shadowforward, shadowright);
+       VectorM(scale, shadowright, &m[4]);
+       m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
+       VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
+       m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
+       Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
+       Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
+       R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL); 
+
+       VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
+
+       R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
+       R_SetupShader_DepthOrShadow();
+       GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       R_SetViewport(&viewport);
+       GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
+       Vector4Set(clearcolor, 1,1,1,1);
+       // in D3D9 we have to render to a color texture shadowmap
+       // in GL we render directly to a depth texture only
+       if (r_shadow_shadowmap2dtexture)
+               GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
+       else
+               GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
+       // render into a slightly restricted region so that the borders of the
+       // shadowmap area fade away, rather than streaking across everything
+       // outside the usable area
+       GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
+
+#if 0
+       // debugging
+       R_Mesh_ResetRenderTargets();
+       R_SetupShader_ShowDepth();
+       GL_ColorMask(1,1,1,1);
+       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
+#endif
+
+       for (i = 0;i < r_refdef.scene.numentities;i++)
+       {
+               ent = r_refdef.scene.entities[i];
+
+               // cast shadows from anything of the map (submodels are optional)
+               if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
+               {
+                       relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
+                       Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
+                       Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
+                       Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
+                       Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
+                       relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
+                       relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
+                       relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
+                       relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
+                       relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
+                       relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
+                       RSurf_ActiveModelEntity(ent, false, false, false);
+                       ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
+                       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+               }
+       }
+
+#if 0
+       if (r_test.integer)
+       {
+               unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
+               CHECKGLERROR
+               qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
+               CHECKGLERROR
+               Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
+               Cvar_SetValueQuick(&r_test, 0);
+               Z_Free(rawpixels);
+       }
+#endif
+
+       R_Shadow_RenderMode_End();
+
+       Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
+       Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
+       Matrix4x4_CreateScale3(&scalematrix, size, -size, 1); 
+       Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
+       Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
+       Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
+
+       switch (vid.renderpath)
+       {
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
+               break;
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+#ifdef OPENGL_ORIENTATION
+               r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
+               r_shadow_shadowmapmatrix.m[0][1]        *= -1.0f;
+               r_shadow_shadowmapmatrix.m[0][2]        *= -1.0f;
+               r_shadow_shadowmapmatrix.m[0][3]        *= -1.0f;
+#else
+               r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
+               r_shadow_shadowmapmatrix.m[1][0]        *= -1.0f;
+               r_shadow_shadowmapmatrix.m[2][0]        *= -1.0f;
+               r_shadow_shadowmapmatrix.m[3][0]        *= -1.0f;
+#endif
+               break;
+       }
+
+       r_shadow_usingshadowmaportho = true;
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               r_shadow_usingshadowmap2d = true;
+               break;
+       default:
+               break;
+       }
+}
+
 void R_DrawModelShadows(void)
 {
        int i;
@@ -4180,10 +4872,9 @@ void R_DrawModelShadows(void)
        vec3_t relativeshadowmins, relativeshadowmaxs;
        vec3_t tmp, shadowdir;
 
-       if (!r_refdef.scene.numentities || !vid.stencil)
+       if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
                return;
 
-       CHECKGLERROR
        R_ResetViewRendering3D();
        //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
        //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
@@ -4220,26 +4911,34 @@ void R_DrawModelShadows(void)
                        {
                                if(ent->entitynumber != 0)
                                {
-                                       // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
-                                       int entnum, entnum2, recursion;
-                                       entnum = entnum2 = ent->entitynumber;
-                                       for(recursion = 32; recursion > 0; --recursion)
+                                       if(ent->entitynumber >= MAX_EDICTS) // csqc entity
                                        {
-                                               entnum2 = cl.entities[entnum].state_current.tagentity;
-                                               if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
-                                                       entnum = entnum2;
-                                               else
-                                                       break;
+                                               // FIXME handle this
+                                               VectorNegate(ent->modellight_lightdir, relativelightdirection);
                                        }
-                                       if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
+                                       else
                                        {
-                                               VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
-                                               // transform into modelspace of OUR entity
-                                               Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
-                                               Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
+                                               // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
+                                               int entnum, entnum2, recursion;
+                                               entnum = entnum2 = ent->entitynumber;
+                                               for(recursion = 32; recursion > 0; --recursion)
+                                               {
+                                                       entnum2 = cl.entities[entnum].state_current.tagentity;
+                                                       if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
+                                                               entnum = entnum2;
+                                                       else
+                                                               break;
+                                               }
+                                               if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
+                                               {
+                                                       VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
+                                                       // transform into modelspace of OUR entity
+                                                       Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
+                                                       Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
+                                               }
+                                               else
+                                                       VectorNegate(ent->modellight_lightdir, relativelightdirection);
                                        }
-                                       else
-                                               VectorNegate(ent->modellight_lightdir, relativelightdirection);
                                }
                                else
                                        VectorNegate(ent->modellight_lightdir, relativelightdirection);
@@ -4262,9 +4961,6 @@ void R_DrawModelShadows(void)
        //R_EntityMatrix(&identitymatrix);
        //R_Mesh_ResetTextureState();
        R_ResetViewRendering2D();
-       R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
-       R_Mesh_ColorPointer(NULL, 0, 0);
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
 
        // set up a darkening blend on shadowed areas
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -4274,14 +4970,13 @@ void R_DrawModelShadows(void)
        //GL_PolygonOffset(0, 0);CHECKGLERROR
        GL_Color(0, 0, 0, r_shadows_darken.value);
        //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
-       //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
-       qglEnable(GL_STENCIL_TEST);CHECKGLERROR
-       qglStencilMask(255);CHECKGLERROR
-       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
-       qglStencilFunc(GL_NOTEQUAL, 128, 255);CHECKGLERROR
+       //GL_DepthFunc(GL_ALWAYS);
+       R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
 
        // apply the blend to the shadowed areas
-       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
+       R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
 
        // restore the viewport
        R_SetViewport(&r_refdef.view.viewport);
@@ -4308,21 +5003,41 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
                // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
                VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
 
-               CHECKGLERROR
-               // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead
-               qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
-               qglDepthFunc(GL_ALWAYS);
-               R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
-               R_Mesh_VertexPointer(vertex3f, 0, 0);
-               R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
-               qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
-               qglDepthFunc(GL_LEQUAL);
-               qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
-               R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
-               R_Mesh_VertexPointer(vertex3f, 0, 0);
-               R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
-               qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
-               CHECKGLERROR
+               switch(vid.renderpath)
+               {
+               case RENDERPATH_GL20:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL11:
+               case RENDERPATH_GLES2:
+                       CHECKGLERROR
+                       // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
+                       qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
+                       GL_DepthFunc(GL_ALWAYS);
+                       R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
+                       R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
+                       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+                       qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+                       GL_DepthFunc(GL_LEQUAL);
+                       qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
+                       R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
+                       R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
+                       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+                       qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+                       CHECKGLERROR
+                       break;
+               case RENDERPATH_D3D9:
+                       Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               case RENDERPATH_D3D10:
+                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               case RENDERPATH_D3D11:
+                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               case RENDERPATH_SOFT:
+                       //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               }
        }
        rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
 }
@@ -4336,10 +5051,30 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
        // now we have to check the query result
        if (rtlight->corona_queryindex_visiblepixels)
        {
-               CHECKGLERROR
-               qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
-               qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
-               CHECKGLERROR
+               switch(vid.renderpath)
+               {
+               case RENDERPATH_GL20:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL11:
+               case RENDERPATH_GLES2:
+                       CHECKGLERROR
+                       qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
+                       qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
+                       CHECKGLERROR
+                       break;
+               case RENDERPATH_D3D9:
+                       Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               case RENDERPATH_D3D10:
+                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               case RENDERPATH_D3D11:
+                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               case RENDERPATH_SOFT:
+                       //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               }
                //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
                if (visiblepixels < 1 || allpixels < 1)
                        return;
@@ -4360,20 +5095,66 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                if(negated)
                {
                        VectorNegate(color, color);
-                       qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
+                       switch(vid.renderpath)
+                       {
+                       case RENDERPATH_GL11:
+                       case RENDERPATH_GL13:
+                       case RENDERPATH_GL20:
+                       case RENDERPATH_GLES2:
+                               qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
+                               break;
+                       case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+                               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
+#endif
+                               break;
+                       case RENDERPATH_D3D10:
+                               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                               break;
+                       case RENDERPATH_D3D11:
+                               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                               break;
+                       case RENDERPATH_SOFT:
+                               DPSOFTRAST_BlendSubtract(true);
+                               break;
+                       }
                }
                R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
                RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
                R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
                if(negated)
-                       qglBlendEquationEXT(GL_FUNC_ADD_EXT);
+               {
+                       switch(vid.renderpath)
+                       {
+                       case RENDERPATH_GL11:
+                       case RENDERPATH_GL13:
+                       case RENDERPATH_GL20:
+                       case RENDERPATH_GLES2:
+                               qglBlendEquationEXT(GL_FUNC_ADD_EXT);
+                               break;
+                       case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+                               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
+#endif
+                               break;
+                       case RENDERPATH_D3D10:
+                               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                               break;
+                       case RENDERPATH_D3D11:
+                               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                               break;
+                       case RENDERPATH_SOFT:
+                               DPSOFTRAST_BlendSubtract(false);
+                               break;
+                       }
+               }
        }
 }
 
 void R_Shadow_DrawCoronas(void)
 {
        int i, flag;
-       qboolean usequery;
+       qboolean usequery = false;
        size_t lightindex;
        dlight_t *light;
        rtlight_t *rtlight;
@@ -4391,30 +5172,51 @@ void R_Shadow_DrawCoronas(void)
        // use GL_ARB_occlusion_query if available
        // otherwise use raytraces
        r_numqueries = 0;
-       usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
-       if (usequery)
+       switch (vid.renderpath)
        {
-               GL_ColorMask(0,0,0,0);
-               if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
-               if (r_maxqueries < MAX_OCCLUSION_QUERIES)
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES2:
+               usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
+               if (usequery)
                {
-                       i = r_maxqueries;
-                       r_maxqueries = (range + r_refdef.scene.numlights) * 4;
-                       r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
-                       CHECKGLERROR
-                       qglGenQueriesARB(r_maxqueries - i, r_queries + i);
-                       CHECKGLERROR
+                       GL_ColorMask(0,0,0,0);
+                       if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
+                       if (r_maxqueries < MAX_OCCLUSION_QUERIES)
+                       {
+                               i = r_maxqueries;
+                               r_maxqueries = (range + r_refdef.scene.numlights) * 4;
+                               r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
+                               CHECKGLERROR
+                               qglGenQueriesARB(r_maxqueries - i, r_queries + i);
+                               CHECKGLERROR
+                       }
+                       RSurf_ActiveWorldEntity();
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       GL_CullFace(GL_NONE);
+                       GL_DepthMask(false);
+                       GL_DepthRange(0, 1);
+                       GL_PolygonOffset(0, 0);
+                       GL_DepthTest(true);
+                       R_Mesh_ResetTextureState();
+                       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
                }
-               RSurf_ActiveWorldEntity();
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_CullFace(GL_NONE);
-               GL_DepthMask(false);
-               GL_DepthRange(0, 1);
-               GL_PolygonOffset(0, 0);
-               GL_DepthTest(true);
-               R_Mesh_ColorPointer(NULL, 0, 0);
-               R_Mesh_ResetTextureState();
-               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+               break;
+       case RENDERPATH_D3D9:
+               usequery = false;
+               //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
+       case RENDERPATH_D3D10:
+               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
+       case RENDERPATH_D3D11:
+               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
+       case RENDERPATH_SOFT:
+               usequery = false;
+               //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
        }
        for (lightindex = 0;lightindex < range;lightindex++)
        {
@@ -4614,7 +5416,8 @@ void R_Shadow_DrawLightSprites(void)
                if (light)
                        R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
        }
-       R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
+       if (!r_editlights_lockcursor)
+               R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
 }
 
 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
@@ -4646,6 +5449,9 @@ void R_Shadow_SelectLightInView(void)
        size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
        best = NULL;
        bestrating = 0;
+
+       if (r_editlights_lockcursor)
+               return;
        for (lightindex = 0;lightindex < range;lightindex++)
        {
                light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
@@ -4676,8 +5482,7 @@ void R_Shadow_LoadWorldLights(void)
                Con_Print("No map loaded.\n");
                return;
        }
-       FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
-       strlcat (name, ".rtlights", sizeof (name));
+       dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
        lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
        if (lightsstring)
        {
@@ -4787,8 +5592,7 @@ void R_Shadow_SaveWorldLights(void)
                Con_Print("No map loaded.\n");
                return;
        }
-       FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
-       strlcat (name, ".rtlights", sizeof (name));
+       dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
        bufchars = bufmaxchars = 0;
        buf = NULL;
        for (lightindex = 0;lightindex < range;lightindex++)
@@ -4836,8 +5640,7 @@ void R_Shadow_LoadLightsFile(void)
                Con_Print("No map loaded.\n");
                return;
        }
-       FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
-       strlcat (name, ".lights", sizeof (name));
+       dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
        lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
        if (lightsstring)
        {
@@ -4899,8 +5702,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                return;
        }
        // try to load a .ent file first
-       FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
-       strlcat (key, ".ent", sizeof (key));
+       dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
        data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
        // and if that is not found, fall back to the bsp file entity string
        if (!data)
@@ -5149,7 +5951,7 @@ void R_Shadow_EditLights_Reload_f(void)
 {
        if (!cl.worldmodel)
                return;
-       strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
+       strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
        R_Shadow_ClearWorldLights();
        R_Shadow_LoadWorldLights();
        if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
@@ -5514,7 +6316,7 @@ void R_Shadow_EditLights_Edit_f(void)
 void R_Shadow_EditLights_EditAll_f(void)
 {
        size_t lightindex;
-       dlight_t *light;
+       dlight_t *light, *oldselected;
        size_t range;
 
        if (!r_editlights.integer)
@@ -5523,6 +6325,7 @@ void R_Shadow_EditLights_EditAll_f(void)
                return;
        }
 
+       oldselected = r_shadow_selectedlight;
        // EditLights doesn't seem to have a "remove" command or something so:
        range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
        for (lightindex = 0;lightindex < range;lightindex++)
@@ -5533,6 +6336,8 @@ void R_Shadow_EditLights_EditAll_f(void)
                R_Shadow_SelectLight(light);
                R_Shadow_EditLights_Edit_f();
        }
+       // return to old selected (to not mess editing once selection is locked)
+       R_Shadow_SelectLight(oldselected);
 }
 
 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
@@ -5642,6 +6447,7 @@ void R_Shadow_EditLights_Help_f(void)
 "r_editlights_help : this help\n"
 "r_editlights_clear : remove all lights\n"
 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
+"r_editlights_lock : lock selection to current light, if already locked - unlock\n"
 "r_editlights_save : save to .rtlights file\n"
 "r_editlights_spawn : create a light with default settings\n"
 "r_editlights_edit command : edit selected light - more documentation below\n"
@@ -5726,6 +6532,26 @@ void R_Shadow_EditLights_PasteInfo_f(void)
        R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
 }
 
+void R_Shadow_EditLights_Lock_f(void)
+{
+       if (!r_editlights.integer)
+       {
+               Con_Print("Cannot lock on light when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (r_editlights_lockcursor)
+       {
+               r_editlights_lockcursor = false;
+               return;
+       }
+       if (!r_shadow_selectedlight)
+       {
+               Con_Print("No selected light to lock on.\n");
+               return;
+       }
+       r_editlights_lockcursor = true;
+}
+
 void R_Shadow_EditLights_Init(void)
 {
        Cvar_RegisterVariable(&r_editlights);
@@ -5748,6 +6574,7 @@ void R_Shadow_EditLights_Init(void)
        Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
        Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
        Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
+       Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
 }
 
 
@@ -5760,31 +6587,140 @@ LIGHT SAMPLING
 =============================================================================
 */
 
-void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
+void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
 {
-       VectorClear(diffusecolor);
-       VectorClear(diffusenormal);
+       int i, numlights, flag;
+       rtlight_t *light;
+       dlight_t *dlight;
+       float relativepoint[3];
+       float color[3];
+       float dir[3];
+       float dist;
+       float dist2;
+       float intensity;
+       float sample[5*3];
+       float lightradius2;
 
-       if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+       if (r_fullbright.integer)
        {
-               ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
-               r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
+               VectorSet(ambient, 1, 1, 1);
+               VectorClear(diffuse);
+               VectorClear(lightdir);
+               return;
+       }
+
+       if (flags & LP_LIGHTMAP)
+       {
+               VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
+               VectorClear(diffuse);
+               VectorClear(lightdir);
+               if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
+               return;
+       }
+
+       memset(sample, 0, sizeof(sample));
+       VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
+
+       if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+       {
+               vec3_t tempambient;
+               VectorClear(tempambient);
+               VectorClear(color);
+               VectorClear(relativepoint);
+               r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
+               VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
+               VectorScale(color, r_refdef.lightmapintensity, color);
+               VectorAdd(sample, tempambient, sample);
+               VectorMA(sample    , 0.5f            , color, sample    );
+               VectorMA(sample + 3, relativepoint[0], color, sample + 3);
+               VectorMA(sample + 6, relativepoint[1], color, sample + 6);
+               VectorMA(sample + 9, relativepoint[2], color, sample + 9);
+               // calculate a weighted average light direction as well
+               intensity = VectorLength(color);
+               VectorMA(sample + 12, intensity, relativepoint, sample + 12);
+       }
+
+       if (flags & LP_RTWORLD)
+       {
+               flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+               numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
+               for (i = 0; i < numlights; i++)
+               {
+                       dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
+                       if (!dlight)
+                               continue;
+                       light = &dlight->rtlight;
+                       if (!(light->flags & flag))
+                               continue;
+                       // sample
+                       lightradius2 = light->radius * light->radius;
+                       VectorSubtract(light->shadoworigin, p, relativepoint);
+                       dist2 = VectorLength2(relativepoint);
+                       if (dist2 >= lightradius2)
+                               continue;
+                       dist = sqrt(dist2) / light->radius;
+                       intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
+                       if (intensity <= 0.0f)
+                               continue;
+                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
+                               continue;
+                       // scale down intensity to add to both ambient and diffuse
+                       //intensity *= 0.5f;
+                       VectorNormalize(relativepoint);
+                       VectorScale(light->currentcolor, intensity, color);
+                       VectorMA(sample    , 0.5f            , color, sample    );
+                       VectorMA(sample + 3, relativepoint[0], color, sample + 3);
+                       VectorMA(sample + 6, relativepoint[1], color, sample + 6);
+                       VectorMA(sample + 9, relativepoint[2], color, sample + 9);
+                       // calculate a weighted average light direction as well
+                       intensity *= VectorLength(color);
+                       VectorMA(sample + 12, intensity, relativepoint, sample + 12);
+               }
        }
-       else
-               VectorSet(ambientcolor, 1, 1, 1);
 
-       if (dynamic)
+       if (flags & LP_DYNLIGHT)
        {
-               int i;
-               float f, v[3];
-               rtlight_t *light;
+               // sample dlights
                for (i = 0;i < r_refdef.scene.numlights;i++)
                {
                        light = r_refdef.scene.lights[i];
-                       Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
-                       f = 1 - VectorLength2(v);
-                       if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
-                               VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
+                       // sample
+                       lightradius2 = light->radius * light->radius;
+                       VectorSubtract(light->shadoworigin, p, relativepoint);
+                       dist2 = VectorLength2(relativepoint);
+                       if (dist2 >= lightradius2)
+                               continue;
+                       dist = sqrt(dist2) / light->radius;
+                       intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
+                       if (intensity <= 0.0f)
+                               continue;
+                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
+                               continue;
+                       // scale down intensity to add to both ambient and diffuse
+                       //intensity *= 0.5f;
+                       VectorNormalize(relativepoint);
+                       VectorScale(light->currentcolor, intensity, color);
+                       VectorMA(sample    , 0.5f            , color, sample    );
+                       VectorMA(sample + 3, relativepoint[0], color, sample + 3);
+                       VectorMA(sample + 6, relativepoint[1], color, sample + 6);
+                       VectorMA(sample + 9, relativepoint[2], color, sample + 9);
+                       // calculate a weighted average light direction as well
+                       intensity *= VectorLength(color);
+                       VectorMA(sample + 12, intensity, relativepoint, sample + 12);
                }
        }
+
+       // calculate the direction we'll use to reduce the sample to a directional light source
+       VectorCopy(sample + 12, dir);
+       //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
+       VectorNormalize(dir);
+       // extract the diffuse color along the chosen direction and scale it
+       diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
+       diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
+       diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
+       // subtract some of diffuse from ambient
+       VectorMA(sample, -0.333f, diffuse, ambient);
+       // store the normalized lightdir
+       VectorCopy(dir, lightdir);
 }