]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
fix a bug that made rtlighting crash (thanks to Vic for reporting this)
[xonotic/darkplaces.git] / r_shadow.c
index ad8d9b29c9199dbd7727f36011a0301096797819..8c6972d1da1038dd6fdddae05004978d08e4fe5c 100644 (file)
@@ -142,19 +142,17 @@ int *vertexupdate;
 int *vertexremap;
 int vertexupdatenum;
 
-int r_shadow_buffer_numclusterpvsbytes;
-qbyte *r_shadow_buffer_clusterpvs;
-int *r_shadow_buffer_clusterlist;
+int r_shadow_buffer_numleafpvsbytes;
+qbyte *r_shadow_buffer_leafpvs;
+int *r_shadow_buffer_leaflist;
 
 int r_shadow_buffer_numsurfacepvsbytes;
 qbyte *r_shadow_buffer_surfacepvs;
 int *r_shadow_buffer_surfacelist;
 
 rtexturepool_t *r_shadow_texturepool;
-rtexture_t *r_shadow_normalcubetexture;
 rtexture_t *r_shadow_attenuation2dtexture;
 rtexture_t *r_shadow_attenuation3dtexture;
-rtexture_t *r_shadow_blankwhitecubetexture;
 
 // lights are reloaded when this changes
 char r_shadow_mapname[MAX_QPATH];
@@ -175,17 +173,21 @@ cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
-cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "0"};
+cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1"};
+cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0"};
 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
+cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
+cvar_t r_shadow_realtime_world_compilelight = {0, "r_shadow_realtime_world_compilelight", "1"};
+cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
-cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
+cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "1"};
@@ -387,10 +389,8 @@ void r_shadow_start(void)
        int i;
        // allocate vertex processing arrays
        numcubemaps = 0;
-       r_shadow_normalcubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
-       r_shadow_blankwhitecubetexture = NULL;
        r_shadow_texturepool = NULL;
        r_shadow_filters_texturepool = NULL;
        R_Shadow_ValidateCvars();
@@ -406,9 +406,9 @@ void r_shadow_start(void)
        shadowmark = NULL;
        shadowmarklist = NULL;
        shadowmarkcount = 0;
-       r_shadow_buffer_numclusterpvsbytes = 0;
-       r_shadow_buffer_clusterpvs = NULL;
-       r_shadow_buffer_clusterlist = NULL;
+       r_shadow_buffer_numleafpvsbytes = 0;
+       r_shadow_buffer_leafpvs = NULL;
+       r_shadow_buffer_leaflist = NULL;
        r_shadow_buffer_numsurfacepvsbytes = 0;
        r_shadow_buffer_surfacepvs = NULL;
        r_shadow_buffer_surfacelist = NULL;
@@ -492,10 +492,8 @@ void r_shadow_shutdown(void)
                }
        }
        numcubemaps = 0;
-       r_shadow_normalcubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
-       r_shadow_blankwhitecubetexture = NULL;
        R_FreeTexturePool(&r_shadow_texturepool);
        R_FreeTexturePool(&r_shadow_filters_texturepool);
        maxshadowelements = 0;
@@ -519,13 +517,13 @@ void r_shadow_shutdown(void)
                Mem_Free(shadowmarklist);
        shadowmarklist = NULL;
        shadowmarkcount = 0;
-       r_shadow_buffer_numclusterpvsbytes = 0;
-       if (r_shadow_buffer_clusterpvs)
-               Mem_Free(r_shadow_buffer_clusterpvs);
-       r_shadow_buffer_clusterpvs = NULL;
-       if (r_shadow_buffer_clusterlist)
-               Mem_Free(r_shadow_buffer_clusterlist);
-       r_shadow_buffer_clusterlist = NULL;
+       r_shadow_buffer_numleafpvsbytes = 0;
+       if (r_shadow_buffer_leafpvs)
+               Mem_Free(r_shadow_buffer_leafpvs);
+       r_shadow_buffer_leafpvs = NULL;
+       if (r_shadow_buffer_leaflist)
+               Mem_Free(r_shadow_buffer_leaflist);
+       r_shadow_buffer_leaflist = NULL;
        r_shadow_buffer_numsurfacepvsbytes = 0;
        if (r_shadow_buffer_surfacepvs)
                Mem_Free(r_shadow_buffer_surfacepvs);
@@ -557,10 +555,14 @@ void R_Shadow_Help_f(void)
 "r_shadow_projectdistance : shadow volume projection distance\n"
 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
+"r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
 "r_shadow_realtime_world : use high quality world lighting mode\n"
 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
+"r_shadow_realtime_world_compile : compile surface/visibility information\n"
+"r_shadow_realtime_world_compilelight : compile lighting geometry\n"
+"r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
@@ -570,6 +572,7 @@ void R_Shadow_Help_f(void)
 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
+"r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
 "Commands:\n"
 "r_shadow_help : this help\n"
@@ -592,16 +595,20 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_projectdistance);
        Cvar_RegisterVariable(&r_shadow_realtime_dlight);
        Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
+       Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
        Cvar_RegisterVariable(&r_shadow_realtime_world);
        Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
        Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
        Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
+       Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
+       Cvar_RegisterVariable(&r_shadow_realtime_world_compilelight);
+       Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
        Cvar_RegisterVariable(&r_shadow_scissor);
        Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
-       Cvar_RegisterVariable(&r_shadow_staticworldlights);
        Cvar_RegisterVariable(&r_shadow_texture3d);
+       Cvar_RegisterVariable(&r_shadow_visiblelighting);
        Cvar_RegisterVariable(&r_shadow_visiblevolumes);
        Cvar_RegisterVariable(&r_shadow_glsl);
        Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
@@ -628,16 +635,16 @@ void R_Shadow_Init(void)
        shadowmark = NULL;
        shadowmarklist = NULL;
        shadowmarkcount = 0;
-       r_shadow_buffer_numclusterpvsbytes = 0;
-       r_shadow_buffer_clusterpvs = NULL;
-       r_shadow_buffer_clusterlist = NULL;
+       r_shadow_buffer_numleafpvsbytes = 0;
+       r_shadow_buffer_leafpvs = NULL;
+       r_shadow_buffer_leaflist = NULL;
        r_shadow_buffer_numsurfacepvsbytes = 0;
        r_shadow_buffer_surfacepvs = NULL;
        r_shadow_buffer_surfacelist = NULL;
        R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
 }
 
-matrix4x4_t matrix_attenuationxyz =
+static matrix4x4_t matrix_attenuationxyz =
 {
        {
                {0.5, 0.0, 0.0, 0.5},
@@ -647,7 +654,7 @@ matrix4x4_t matrix_attenuationxyz =
        }
 };
 
-matrix4x4_t matrix_attenuationz =
+static matrix4x4_t matrix_attenuationz =
 {
        {
                {0.0, 0.0, 0.5, 0.5},
@@ -670,19 +677,19 @@ int *R_Shadow_ResizeShadowElements(int numtris)
        return shadowelements;
 }
 
-void R_Shadow_EnlargeClusterSurfaceBuffer(int numclusters, int numsurfaces)
+static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
 {
-       int numclusterpvsbytes = (((numclusters + 7) >> 3) + 255) & ~255;
+       int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
        int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
-       if (r_shadow_buffer_numclusterpvsbytes < numclusterpvsbytes)
+       if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
        {
-               if (r_shadow_buffer_clusterpvs)
-                       Mem_Free(r_shadow_buffer_clusterpvs);
-               if (r_shadow_buffer_clusterlist)
-                       Mem_Free(r_shadow_buffer_clusterlist);
-               r_shadow_buffer_numclusterpvsbytes = numclusterpvsbytes;
-               r_shadow_buffer_clusterpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes);
-               r_shadow_buffer_clusterlist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes * 8 * sizeof(*r_shadow_buffer_clusterlist));
+               if (r_shadow_buffer_leafpvs)
+                       Mem_Free(r_shadow_buffer_leafpvs);
+               if (r_shadow_buffer_leaflist)
+                       Mem_Free(r_shadow_buffer_leaflist);
+               r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
+               r_shadow_buffer_leafpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
+               r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
        }
        if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
        {
@@ -928,79 +935,16 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte
 
 static void R_Shadow_MakeTextures(void)
 {
-       int x, y, z, d, side;
-       float v[3], s, t, intensity;
+       int x, y, z, d;
+       float v[3], intensity;
        qbyte *data;
        R_FreeTexturePool(&r_shadow_texturepool);
        r_shadow_texturepool = R_AllocTexturePool();
        r_shadow_attenpower = r_shadow_lightattenuationpower.value;
        r_shadow_attenscale = r_shadow_lightattenuationscale.value;
-#define NORMSIZE 64
 #define ATTEN2DSIZE 64
 #define ATTEN3DSIZE 32
-       data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)));
-       r_shadow_blankwhitecubetexture = NULL;
-       r_shadow_normalcubetexture = NULL;
-       if (gl_texturecubemap)
-       {
-               data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
-               data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
-               data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
-               data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
-               data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
-               data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
-               r_shadow_blankwhitecubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "blankwhitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
-               for (side = 0;side < 6;side++)
-               {
-                       for (y = 0;y < NORMSIZE;y++)
-                       {
-                               for (x = 0;x < NORMSIZE;x++)
-                               {
-                                       s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
-                                       t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
-                                       switch(side)
-                                       {
-                                       case 0:
-                                               v[0] = 1;
-                                               v[1] = -t;
-                                               v[2] = -s;
-                                               break;
-                                       case 1:
-                                               v[0] = -1;
-                                               v[1] = -t;
-                                               v[2] = s;
-                                               break;
-                                       case 2:
-                                               v[0] = s;
-                                               v[1] = 1;
-                                               v[2] = t;
-                                               break;
-                                       case 3:
-                                               v[0] = s;
-                                               v[1] = -1;
-                                               v[2] = -t;
-                                               break;
-                                       case 4:
-                                               v[0] = s;
-                                               v[1] = -t;
-                                               v[2] = 1;
-                                               break;
-                                       case 5:
-                                               v[0] = -s;
-                                               v[1] = -t;
-                                               v[2] = -1;
-                                               break;
-                                       }
-                                       intensity = 127.0f / sqrt(DotProduct(v, v));
-                                       data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0];
-                                       data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1];
-                                       data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2];
-                                       data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255;
-                               }
-                       }
-               }
-               r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
-       }
+       data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
        for (y = 0;y < ATTEN2DSIZE;y++)
        {
                for (x = 0;x < ATTEN2DSIZE;x++)
@@ -1120,15 +1064,6 @@ void R_Shadow_Stage_ShadowVolumes(void)
                // this is changed by every shadow render so its value here is unimportant
                qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        }
-       GL_Clear(GL_STENCIL_BUFFER_BIT);
-       c_rt_clears++;
-       // LordHavoc note: many shadow volumes reside entirely inside the world
-       // (that is to say they are entirely bounded by their lit surfaces),
-       // which can be optimized by handling things as an inverted light volume,
-       // with the shadow boundaries of the world being simulated by an altered
-       // (129) bias to stencil clearing on such lights
-       // FIXME: generate inverted light volumes for use as shadow volumes and
-       // optimize for them as noted above
 }
 
 void R_Shadow_Stage_Light(int shadowtest)
@@ -1158,7 +1093,6 @@ void R_Shadow_Stage_Light(int shadowtest)
        // stencil is 128 (values other than this mean shadow)
        qglStencilFunc(GL_EQUAL, 128, ~0);
        r_shadowstage = SHADOWSTAGE_LIGHT;
-       c_rt_lights++;
 }
 
 void R_Shadow_Stage_End(void)
@@ -1548,11 +1482,25 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numve
        }
 }
 
-void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale)
+void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int visiblelighting)
 {
        int renders;
        float color[3], color2[3], colorscale;
        rmeshstate_t m;
+       if (glosstexture && r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && specularscale > 0)
+               specularscale = specularscale * r_shadow_glossintensity.value;
+       else if (!glosstexture && r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && specularscale > 0)
+       {
+               glosstexture = r_texture_white;
+               specularscale = specularscale * r_shadow_gloss2intensity.value;
+       }
+       else
+       {
+               glosstexture = r_texture_black;
+               specularscale = 0;
+       }
+       if (!basetexture)
+               basetexture = r_texture_white;
        if (!bumptexture)
                bumptexture = r_texture_blanknormalmap;
        if (!lightcolorbase)
@@ -1561,26 +1509,126 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                lightcolorpants = vec3_origin;
        if (!lightcolorshirt)
                lightcolorshirt = vec3_origin;
-       specularscale *= r_shadow_glossintensity.value;
-       if (!glosstexture)
+       if ((ambientscale + diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) <= 0.001)
+               return;
+       if (visiblelighting)
        {
-               if (r_shadow_gloss.integer >= 2)
+               int passes = 0;
+               if (r_shadow_glsl.integer && r_shadow_program_light[0])
+                       passes++; // GLSL shader path (GFFX5200, Radeon 9500)
+               else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
                {
-                       glosstexture = r_texture_white;
-                       specularscale *= r_shadow_gloss2intensity.value;
+                       // TODO: add direct pants/shirt rendering
+                       if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
+                       if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
+                       if (!bumptexture)
+                               bumptexture = r_texture_blanknormalmap;
+                       if (!glosstexture)
+                               glosstexture = r_texture_white;
+                       if (ambientscale)
+                       {
+                               colorscale = ambientscale;
+                               if (r_shadow_texture3d.integer && lightcubemap && r_textureunits.integer >= 4)
+                               {
+                               }
+                               else if (r_shadow_texture3d.integer && !lightcubemap && r_textureunits.integer >= 2)
+                               {
+                               }
+                               else if (r_textureunits.integer >= 4 && lightcubemap)
+                               {
+                               }
+                               else if (r_textureunits.integer >= 3 && !lightcubemap)
+                               {
+                               }
+                               else
+                                       passes++;
+                               VectorScale(lightcolorbase, colorscale, color2);
+                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                                       passes++;
+                       }
+                       if (diffusescale)
+                       {
+                               colorscale = diffusescale;
+                               if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
+                               {
+                                       // 3/2 3D combine path (Geforce3, Radeon 8500)
+                                       passes++;
+                               }
+                               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
+                               {
+                                       // 1/2/2 3D combine path (original Radeon)
+                                       passes += 2;
+                               }
+                               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
+                               {
+                                       // 2/2 3D combine path (original Radeon)
+                                       passes++;
+                               }
+                               else if (r_textureunits.integer >= 4)
+                               {
+                                       // 4/2 2D combine path (Geforce3, Radeon 8500)
+                                       passes++;
+                               }
+                               else
+                               {
+                                       // 2/2/2 2D combine path (any dot3 card)
+                                       passes += 2;
+                               }
+                               VectorScale(lightcolorbase, colorscale, color2);
+                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                                       passes++;
+                       }
+                       if (specularscale && glosstexture != r_texture_black)
+                       {
+                               //if (gl_support_blendsquare)
+                               {
+                                       colorscale = specularscale;
+                                       if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+                                               passes += 4;
+                                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+                                               passes += 3;
+                                       else
+                                               passes += 4;
+                                       VectorScale(lightcolorbase, colorscale, color2);
+                                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                                               passes++;
+                               }
+                       }
                }
                else
                {
-                       glosstexture = r_texture_black;
-                       specularscale = 0;
+                       // TODO: add direct pants/shirt rendering
+                       if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
+                       if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
+                       if (ambientscale)
+                       {
+                               VectorScale(lightcolorbase, ambientscale, color2);
+                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                                       passes++;
+                       }
+                       if (diffusescale)
+                       {
+                               VectorScale(lightcolorbase, diffusescale, color2);
+                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                                       passes++;
+                       }
+               }
+               if (passes)
+               {
+                       GL_Color(0.1*passes, 0.025*passes, 0, 1);
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
+                       R_Mesh_State(&m);
+                       GL_LockArrays(firstvertex, numvertices);
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                       GL_LockArrays(0, 0);
                }
-       }
-       if (r_shadow_gloss.integer < 1)
-               specularscale = 0;
-       if (!lightcubemap)
-               lightcubemap = r_shadow_blankwhitecubetexture;
-       if ((ambientscale + diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) <= 0.001)
                return;
+       }
        // FIXME: support EF_NODEPTHTEST
        GL_DepthMask(false);
        GL_DepthTest(true);
@@ -1675,9 +1723,9 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
        {
                // TODO: add direct pants/shirt rendering
                if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale);
+                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
                if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale);
+                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
                if (!bumptexture)
                        bumptexture = r_texture_blanknormalmap;
                if (!glosstexture)
@@ -1876,7 +1924,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.tex[0] = R_GetTexture(bumptexture);
                                m.texcombinergb[0] = GL_REPLACE;
                                m.pointer_texcoord[0] = texcoord2f;
-                               m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
                                R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
@@ -1941,7 +1989,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.tex[0] = R_GetTexture(bumptexture);
                                m.texcombinergb[0] = GL_REPLACE;
                                m.pointer_texcoord[0] = texcoord2f;
-                               m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
                                R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
@@ -1978,7 +2026,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.tex[0] = R_GetTexture(bumptexture);
                                m.texcombinergb[0] = GL_REPLACE;
                                m.pointer_texcoord[0] = texcoord2f;
-                               m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
                                R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
@@ -2013,7 +2061,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.tex[0] = R_GetTexture(bumptexture);
                                m.texcombinergb[0] = GL_REPLACE;
                                m.pointer_texcoord[0] = texcoord2f;
-                               m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
                                R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
@@ -2094,7 +2142,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.tex[0] = R_GetTexture(bumptexture);
                                m.texcombinergb[0] = GL_REPLACE;
                                m.pointer_texcoord[0] = texcoord2f;
-                               m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
                                R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
@@ -2151,7 +2199,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                        m.pointer_vertex = vertex3f;
                                        m.tex[0] = R_GetTexture(bumptexture);
                                        m.pointer_texcoord[0] = texcoord2f;
-                                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                                       m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
                                        R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin);
@@ -2225,7 +2273,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                        m.pointer_vertex = vertex3f;
                                        m.tex[0] = R_GetTexture(bumptexture);
                                        m.pointer_texcoord[0] = texcoord2f;
-                                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                                       m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
                                        R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin);
@@ -2278,7 +2326,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                        m.pointer_vertex = vertex3f;
                                        m.tex[0] = R_GetTexture(bumptexture);
                                        m.pointer_texcoord[0] = texcoord2f;
-                                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                                       m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
                                        R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin);
@@ -2372,9 +2420,9 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
        {
                // TODO: add direct pants/shirt rendering
                if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale);
+                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
                if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale);
+                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
                if (ambientscale)
                {
                        GL_BlendFunc(GL_ONE, GL_ONE);
@@ -2537,16 +2585,19 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i
 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
 void R_RTLight_Compile(rtlight_t *rtlight)
 {
-       int shadowmeshes, shadowtris, lightmeshes, lighttris, numclusters, numsurfaces;
+       int shadowmeshes, shadowtris, lightmeshes, lighttris, numleafs, numleafpvsbytes, numsurfaces;
        entity_render_t *ent = r_refdef.worldentity;
        model_t *model = r_refdef.worldmodel;
+       qbyte *data;
 
        // compile the light
        rtlight->compiled = true;
-       rtlight->static_numclusters = 0;
-       rtlight->static_numclusterpvsbytes = 0;
-       rtlight->static_clusterlist = NULL;
-       rtlight->static_clusterpvs = NULL;
+       rtlight->static_numleafs = 0;
+       rtlight->static_numleafpvsbytes = 0;
+       rtlight->static_leaflist = NULL;
+       rtlight->static_leafpvs = NULL;
+       rtlight->static_numsurfaces = 0;
+       rtlight->static_surfacelist = NULL;
        rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
        rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
        rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
@@ -2558,17 +2609,22 @@ void R_RTLight_Compile(rtlight_t *rtlight)
        {
                // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering
                r_shadow_compilingrtlight = rtlight;
-               R_Shadow_EnlargeClusterSurfaceBuffer(model->brush.num_pvsclusters, model->nummodelsurfaces);
-               model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
-               rtlight->static_numclusterpvsbytes = (model->brush.num_pvsclusters + 7) >> 3;
-               rtlight->static_clusterpvs = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusterpvsbytes);
-               if (numclusters)
-               {
-                       rtlight->static_numclusters = numclusters;
-                       rtlight->static_clusterlist = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist));
-                       memcpy(rtlight->static_clusterlist, r_shadow_buffer_clusterlist, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist));
-                       memcpy(rtlight->static_clusterpvs, r_shadow_buffer_clusterpvs, rtlight->static_numclusterpvsbytes);
-               }
+               R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->brush.num_surfaces);
+               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);
+               numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
+               data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
+               rtlight->static_numleafs = numleafs;
+               rtlight->static_numleafpvsbytes = numleafpvsbytes;
+               rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs;
+               rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes;
+               rtlight->static_numsurfaces = numsurfaces;
+               rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces;
+               if (numleafs)
+                       memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
+               if (numleafpvsbytes)
+                       memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
+               if (numsurfaces)
+                       memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
                if (model->DrawShadowVolume && rtlight->shadow)
                {
                        rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
@@ -2578,7 +2634,7 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                if (model->DrawLight)
                {
                        rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
-                       model->DrawLight(ent, rtlight->shadoworigin, vec3_origin, rtlight->radius, vec3_origin, &r_identitymatrix, &r_identitymatrix, &r_identitymatrix, NULL, 0, 0, 0, numsurfaces, r_shadow_buffer_surfacelist);
+                       model->DrawLight(ent, rtlight->shadoworigin, vec3_origin, rtlight->radius, vec3_origin, &r_identitymatrix, &r_identitymatrix, &r_identitymatrix, NULL, 0, 0, 0, numsurfaces, r_shadow_buffer_surfacelist, 0);
                        rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
                }
                // switch back to rendering when DrawShadowVolume or DrawLight is called
@@ -2627,14 +2683,15 @@ void R_RTLight_Uncompile(rtlight_t *rtlight)
                if (rtlight->static_meshchain_light)
                        Mod_ShadowMesh_Free(rtlight->static_meshchain_light);
                rtlight->static_meshchain_light = NULL;
-               if (rtlight->static_clusterlist)
-                       Mem_Free(rtlight->static_clusterlist);
-               rtlight->static_clusterlist = NULL;
-               if (rtlight->static_clusterpvs)
-                       Mem_Free(rtlight->static_clusterpvs);
-               rtlight->static_clusterpvs = NULL;
-               rtlight->static_numclusters = 0;
-               rtlight->static_numclusterpvsbytes = 0;
+               // these allocations are grouped
+               if (rtlight->static_leaflist)
+                       Mem_Free(rtlight->static_leaflist);
+               rtlight->static_numleafs = 0;
+               rtlight->static_numleafpvsbytes = 0;
+               rtlight->static_leaflist = NULL;
+               rtlight->static_leafpvs = NULL;
+               rtlight->static_numsurfaces = 0;
+               rtlight->static_surfacelist = NULL;
                rtlight->compiled = false;
        }
 }
@@ -2646,7 +2703,7 @@ void R_Shadow_UncompileWorldLights(void)
                R_RTLight_Uncompile(&light->rtlight);
 }
 
-void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
+void R_DrawRTLight(rtlight_t *rtlight, int visiblelighting, int visiblevolumes)
 {
        int i, shadow, usestencil;
        entity_render_t *ent;
@@ -2654,9 +2711,9 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
        vec3_t relativelightorigin, relativeeyeorigin, lightcolor, lightcolor2;
        rtexture_t *cubemaptexture;
        matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
-       int numclusters, numsurfaces;
-       int *clusterlist, *surfacelist;
-       qbyte *clusterpvs;
+       int numleafs, numsurfaces;
+       int *leaflist, *surfacelist;
+       qbyte *leafpvs;
        vec3_t cullmins, cullmaxs, relativelightmins, relativelightmaxs;
        shadowmesh_t *mesh;
        rmeshstate_t m;
@@ -2680,7 +2737,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
        // 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)
-       if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
+       if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
                R_RTLight_Compile(rtlight);
        if (rtlight->cubemapname[0])
                cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname);
@@ -2695,18 +2752,20 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
        cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
        if (rtlight->style >= 0 && d_lightstylevalue[rtlight->style] <= 0)
                return;
-       numclusters = 0;
-       clusterlist = NULL;
-       clusterpvs = NULL;
+       numleafs = 0;
+       leaflist = NULL;
+       leafpvs = NULL;
        numsurfaces = 0;
        surfacelist = NULL;
-       if (rtlight->compiled && r_shadow_staticworldlights.integer)
+       if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
        {
                // compiled light, world available and can receive realtime lighting
-               // retrieve cluster information
-               numclusters = rtlight->static_numclusters;
-               clusterlist = rtlight->static_clusterlist;
-               clusterpvs = rtlight->static_clusterpvs;
+               // retrieve leaf information
+               numleafs = rtlight->static_numleafs;
+               leaflist = rtlight->static_leaflist;
+               leafpvs = rtlight->static_leafpvs;
+               numsurfaces = rtlight->static_numsurfaces;
+               surfacelist = rtlight->static_surfacelist;
                VectorCopy(rtlight->cullmins, cullmins);
                VectorCopy(rtlight->cullmaxs, cullmaxs);
        }
@@ -2716,41 +2775,51 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                // if the light box is offscreen, skip it right away
                if (R_CullBox(cullmins, cullmaxs))
                        return;
-               // calculate lit surfaces and clusters
-               R_Shadow_EnlargeClusterSurfaceBuffer(r_refdef.worldmodel->brush.num_pvsclusters, r_refdef.worldmodel->nummodelsurfaces);
-               r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
-               clusterlist = r_shadow_buffer_clusterlist;
-               clusterpvs = r_shadow_buffer_clusterpvs;
+               // calculate lit surfaces and leafs
+               R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->brush.num_surfaces);
+               r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
+               leaflist = r_shadow_buffer_leaflist;
+               leafpvs = r_shadow_buffer_leafpvs;
                surfacelist = r_shadow_buffer_surfacelist;
        }
-       // if the reduced cluster bounds are offscreen, skip it
+       // if the reduced leaf bounds are offscreen, skip it
        if (R_CullBox(cullmins, cullmaxs))
                return;
-       // check if light is illuminating any visible clusters
-       if (numclusters)
+       // check if light is illuminating any visible leafs
+       if (numleafs)
        {
-               for (i = 0;i < numclusters;i++)
-                       if (CHECKPVSBIT(r_pvsbits, clusterlist[i]))
+               for (i = 0;i < numleafs;i++)
+                       if (r_worldleafvisible[leaflist[i]])
                                break;
-               if (i == numclusters)
+               if (i == numleafs)
                        return;
        }
        // set up a scissor rectangle for this light
        if (R_Shadow_ScissorForBBox(cullmins, cullmaxs))
                return;
 
+       c_rt_lights++;
+
        shadow = rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows);
        usestencil = false;
 
-       if (shadow && (gl_stencil || visiblevolumes))
+       if (shadow && ((gl_stencil && !visiblelighting) || visiblevolumes))
        {
-               if (!visiblevolumes)
+               if (visiblevolumes)
+               {
+                       qglDisable(GL_CULL_FACE);
+                       GL_DepthTest(visiblevolumes < 2);
+                       GL_Color(0.0, 0.0125, 0.1, 1);
+               }
+               else
                {
                        R_Shadow_Stage_ShadowVolumes();
+                       GL_Clear(GL_STENCIL_BUFFER_BIT);
+                       c_rt_clears++;
                        usestencil = true;
                }
                ent = r_refdef.worldentity;
-               if (r_shadow_staticworldlights.integer && rtlight->compiled)
+               if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
                {
                        memset(&m, 0, sizeof(m));
                        R_Mesh_Matrix(&ent->matrix);
@@ -2792,7 +2861,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                                {
                                        if (!BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs))
                                                continue;
-                                       if (r_refdef.worldmodel != NULL && r_refdef.worldmodel->brush.BoxTouchingPVS != NULL && !r_refdef.worldmodel->brush.BoxTouchingPVS(r_refdef.worldmodel, clusterpvs, ent->mins, ent->maxs))
+                                       if (r_refdef.worldmodel != NULL && r_refdef.worldmodel->brush.BoxTouchingLeafPVS != NULL && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))
                                                continue;
                                }
                                if (!(ent->flags & RENDER_SHADOW) || !ent->model || !ent->model->DrawShadowVolume)
@@ -2812,9 +2881,16 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                }
        }
 
-       if (!visiblevolumes)
+       if (visiblelighting || !visiblevolumes)
        {
-               R_Shadow_Stage_Light(usestencil);
+               if (visiblelighting)
+               {
+                       qglEnable(GL_CULL_FACE);
+                       GL_DepthTest(visiblelighting < 2);
+                       GL_Color(0.1, 0.0125, 0, 1);
+               }
+               else
+                       R_Shadow_Stage_Light(usestencil);
 
                ent = r_refdef.worldentity;
                if (ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT))
@@ -2827,14 +2903,14 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                        Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
                        Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
                        Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
-                       if (r_shadow_staticworldlights.integer && rtlight->compiled)
+                       if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compilelight.integer)
                        {
                                R_Mesh_Matrix(&ent->matrix);
                                for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
-                                       R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, NULL, NULL, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, NULL, NULL, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale);
+                                       R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, NULL, NULL, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, NULL, NULL, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, visiblelighting);
                        }
                        else
-                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist);
+                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist, visiblelighting);
                }
                if (r_drawentities.integer)
                {
@@ -2853,14 +2929,14 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                                        Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
                                        Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
                                        Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
-                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, ent->model->nummodelsurfaces, ent->model->surfacelist);
+                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, ent->model->nummodelsurfaces, ent->model->surfacelist, visiblelighting);
                                }
                        }
                }
        }
 }
 
-void R_ShadowVolumeLighting(int visiblevolumes)
+void R_ShadowVolumeLighting(int visiblelighting, int visiblevolumes)
 {
        int lnum, flag;
        dlight_t *light;
@@ -2869,16 +2945,14 @@ void R_ShadowVolumeLighting(int visiblevolumes)
        if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
                R_Shadow_EditLights_Reload_f();
 
-       if (visiblevolumes)
+       if (visiblelighting || visiblevolumes)
        {
                memset(&m, 0, sizeof(m));
                R_Mesh_State(&m);
 
                GL_BlendFunc(GL_ONE, GL_ONE);
                GL_DepthMask(false);
-               GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
-               qglDisable(GL_CULL_FACE);
-               GL_Color(0.0, 0.0125, 0.1, 1);
+               qglCullFace(GL_FRONT); // this culls back
        }
        else
                R_Shadow_Stage_Begin();
@@ -2887,17 +2961,17 @@ void R_ShadowVolumeLighting(int visiblevolumes)
        {
                for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
                        if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
-                               R_DrawRTLight(&light->rtlight, visiblevolumes);
+                               R_DrawRTLight(&light->rtlight, visiblelighting, visiblevolumes);
        }
        else
                for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
                        if (light->flags & flag)
-                               R_DrawRTLight(&light->rtlight, visiblevolumes);
+                               R_DrawRTLight(&light->rtlight, visiblelighting, visiblevolumes);
        if (r_rtdlight)
                for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
-                       R_DrawRTLight(&light->rtlight, visiblevolumes);
+                       R_DrawRTLight(&light->rtlight, visiblelighting, visiblevolumes);
 
-       if (visiblevolumes)
+       if (visiblelighting || visiblevolumes)
        {
                qglEnable(GL_CULL_FACE);
                GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
@@ -3142,7 +3216,7 @@ void R_Shadow_SelectLightInView(void)
                if (rating >= 0.95)
                {
                        rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
-                       if (bestrating < rating && CL_TraceLine(light->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1.0f)
+                       if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
                        {
                                bestrating = rating;
                                best = light;
@@ -3567,19 +3641,20 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
 
 void R_Shadow_SetCursorLocationForView(void)
 {
-       vec_t dist, push, frac;
-       vec3_t dest, endpos, normal;
+       vec_t dist, push;
+       vec3_t dest, endpos;
+       trace_t trace;
        VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
-       frac = CL_TraceLine(r_vieworigin, dest, endpos, normal, true, NULL, SUPERCONTENTS_SOLID);
-       if (frac < 1)
+       trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
+       if (trace.fraction < 1)
        {
-               dist = frac * r_editlights_cursordistance.value;
+               dist = trace.fraction * r_editlights_cursordistance.value;
                push = r_editlights_cursorpushback.value;
                if (push > dist)
                        push = dist;
                push = -push;
-               VectorMA(endpos, push, r_viewforward, endpos);
-               VectorMA(endpos, r_editlights_cursorpushoff.value, normal, endpos);
+               VectorMA(trace.endpos, push, r_viewforward, endpos);
+               VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
        }
        r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
        r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;