]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
added a firstvertex parameter to R_Mesh_DrawMesh
[xonotic/darkplaces.git] / r_shadow.c
index 10829c40863e3cb7b31f6f6409d546ee672b29a5..9575f9c785c8ed8d23a7ff5146ad1661325efdb2 100644 (file)
@@ -154,11 +154,7 @@ rtexturepool_t *r_shadow_texturepool;
 rtexture_t *r_shadow_normalcubetexture;
 rtexture_t *r_shadow_attenuation2dtexture;
 rtexture_t *r_shadow_attenuation3dtexture;
-rtexture_t *r_shadow_blankbumptexture;
-rtexture_t *r_shadow_blankglosstexture;
-rtexture_t *r_shadow_blankwhitetexture;
 rtexture_t *r_shadow_blankwhitecubetexture;
-rtexture_t *r_shadow_blankblacktexture;
 
 // lights are reloaded when this changes
 char r_shadow_mapname[MAX_QPATH];
@@ -277,15 +273,15 @@ const char *builtinshader_light_vert =
 "      // (we use unnormalized to ensure that it interpolates correctly and then\n"
 "      //  normalize it per pixel)\n"
 "      vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
-"      LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
-"      LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
+"      LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
+"      LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
 "      LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
 "\n"
 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
 "      // transform unnormalized eye direction into tangent space\n"
 "      vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
-"      EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
-"      EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
+"      EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
+"      EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
 "      EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
 "#endif\n"
 "\n"
@@ -346,7 +342,7 @@ const char *builtinshader_light_frag =
 "      //\n"
 "      // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
 "      // provide significant illumination, large = slow = pain.\n"
-"      float colorscale = clamp(1.0 - dot(CubeVector, CubeVector), 0.0, 1.0);\n"
+"      float colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
 "\n"
 "#ifdef USEFOG\n"
 "      // apply fog\n"
@@ -354,11 +350,11 @@ const char *builtinshader_light_frag =
 "#endif\n"
 "\n"
 "#ifdef USEOFFSETMAPPING\n"
-"      vec2 OffsetVector = normalize(EyeVector).xy * vec2(-1, 1);\n"
+"      // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
+"      vec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
 "      vec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
 "      TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
 "      TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
-"      TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
 "#define TexCoord TexCoordOffset\n"
 "#endif\n"
 "\n"
@@ -371,9 +367,9 @@ const char *builtinshader_light_frag =
 "\n"
 "      // calculate shading\n"
 "      vec3 diffusenormal = normalize(LightVector);\n"
-"      vec3 color = colortexel * (AmbientScale + DiffuseScale * clamp(dot(surfacenormal, diffusenormal), 0.0, 1.0));\n"
+"      vec3 color = colortexel * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
 "#ifdef USESPECULAR\n"
-"      color += glosstexel * (SpecularScale * pow(clamp(dot(surfacenormal, normalize(diffusenormal + normalize(EyeVector))), 0.0, 1.0), SpecularPower));\n"
+"      color += glosstexel * (SpecularScale * pow(max(dot(surfacenormal, normalize(diffusenormal + normalize(EyeVector))), 0.0), SpecularPower));\n"
 "#endif\n"
 "\n"
 "#ifdef USECUBEFILTER\n"
@@ -394,11 +390,7 @@ void r_shadow_start(void)
        r_shadow_normalcubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
-       r_shadow_blankbumptexture = NULL;
-       r_shadow_blankglosstexture = NULL;
-       r_shadow_blankwhitetexture = NULL;
        r_shadow_blankwhitecubetexture = NULL;
-       r_shadow_blankblacktexture = NULL;
        r_shadow_texturepool = NULL;
        r_shadow_filters_texturepool = NULL;
        R_Shadow_ValidateCvars();
@@ -460,7 +452,7 @@ void r_shadow_start(void)
                        r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
                        if (!r_shadow_program_light[i])
                        {
-                               Con_Printf("permutation %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 1 ? "fog" : "", i & 1 ? "cubefilter" : "", i & 1 ? "offsetmapping" : "");
+                               Con_Printf("permutation %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", "glsl/light");
                                continue;
                        }
                        qglUseProgramObjectARB(r_shadow_program_light[i]);
@@ -503,11 +495,7 @@ void r_shadow_shutdown(void)
        r_shadow_normalcubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
-       r_shadow_blankbumptexture = NULL;
-       r_shadow_blankglosstexture = NULL;
-       r_shadow_blankwhitetexture = NULL;
        r_shadow_blankwhitecubetexture = NULL;
-       r_shadow_blankblacktexture = NULL;
        R_FreeTexturePool(&r_shadow_texturepool);
        R_FreeTexturePool(&r_shadow_filters_texturepool);
        maxshadowelements = 0;
@@ -738,10 +726,10 @@ void R_Shadow_PrepareShadowMark(int numtris)
 
 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
 {
-       int i, j, tris = 0, vr[3], t, outvertices = 0;
-       float f, temp[3];
-       const int *e, *n;
-       const float *v;
+       int i, j;
+       int outtriangles = 0, outvertices = 0;
+       const int *element;
+       const float *vertex;
 
        if (maxvertexupdate < innumvertices)
        {
@@ -767,22 +755,22 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *
 
        for (i = 0;i < numshadowmarktris;i++)
        {
-               t = shadowmarktris[i];
-               e = inelement3i + t * 3;
+               element = inelement3i + shadowmarktris[i] * 3;
                // make sure the vertices are created
                for (j = 0;j < 3;j++)
                {
-                       if (vertexupdate[e[j]] != vertexupdatenum)
+                       if (vertexupdate[element[j]] != vertexupdatenum)
                        {
-                               vertexupdate[e[j]] = vertexupdatenum;
-                               vertexremap[e[j]] = outvertices;
-                               v = invertex3f + e[j] * 3;
+                               float ratio, direction[3];
+                               vertexupdate[element[j]] = vertexupdatenum;
+                               vertexremap[element[j]] = outvertices;
+                               vertex = invertex3f + element[j] * 3;
                                // project one copy of the vertex to the sphere radius of the light
                                // (FIXME: would projecting it to the light box be better?)
-                               VectorSubtract(v, projectorigin, temp);
-                               f = projectdistance / VectorLength(temp);
-                               VectorCopy(v, outvertex3f);
-                               VectorMA(projectorigin, f, temp, (outvertex3f + 3));
+                               VectorSubtract(vertex, projectorigin, direction);
+                               ratio = projectdistance / VectorLength(direction);
+                               VectorCopy(vertex, outvertex3f);
+                               VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
                                outvertex3f += 6;
                                outvertices += 2;
                        }
@@ -791,62 +779,70 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *
 
        for (i = 0;i < numshadowmarktris;i++)
        {
-               t = shadowmarktris[i];
-               e = inelement3i + t * 3;
-               n = inneighbor3i + t * 3;
+               int remappedelement[3];
+               int markindex;
+               const int *neighbortriangle;
+
+               markindex = shadowmarktris[i] * 3;
+               element = inelement3i + markindex;
+               neighbortriangle = inneighbor3i + markindex;
                // output the front and back triangles
-               outelement3i[0] = vertexremap[e[0]];
-               outelement3i[1] = vertexremap[e[1]];
-               outelement3i[2] = vertexremap[e[2]];
-               outelement3i[3] = vertexremap[e[2]] + 1;
-               outelement3i[4] = vertexremap[e[1]] + 1;
-               outelement3i[5] = vertexremap[e[0]] + 1;
+               outelement3i[0] = vertexremap[element[0]];
+               outelement3i[1] = vertexremap[element[1]];
+               outelement3i[2] = vertexremap[element[2]];
+               outelement3i[3] = vertexremap[element[2]] + 1;
+               outelement3i[4] = vertexremap[element[1]] + 1;
+               outelement3i[5] = vertexremap[element[0]] + 1;
+
                outelement3i += 6;
-               tris += 2;
+               outtriangles += 2;
                // output the sides (facing outward from this triangle)
-               if (shadowmark[n[0]] != shadowmarkcount)
+               if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
                {
-                       vr[0] = vertexremap[e[0]];
-                       vr[1] = vertexremap[e[1]];
-                       outelement3i[0] = vr[1];
-                       outelement3i[1] = vr[0];
-                       outelement3i[2] = vr[0] + 1;
-                       outelement3i[3] = vr[1];
-                       outelement3i[4] = vr[0] + 1;
-                       outelement3i[5] = vr[1] + 1;
+                       remappedelement[0] = vertexremap[element[0]];
+                       remappedelement[1] = vertexremap[element[1]];
+                       outelement3i[0] = remappedelement[1];
+                       outelement3i[1] = remappedelement[0];
+                       outelement3i[2] = remappedelement[0] + 1;
+                       outelement3i[3] = remappedelement[1];
+                       outelement3i[4] = remappedelement[0] + 1;
+                       outelement3i[5] = remappedelement[1] + 1;
+
                        outelement3i += 6;
-                       tris += 2;
+                       outtriangles += 2;
                }
-               if (shadowmark[n[1]] != shadowmarkcount)
+               if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
                {
-                       vr[1] = vertexremap[e[1]];
-                       vr[2] = vertexremap[e[2]];
-                       outelement3i[0] = vr[2];
-                       outelement3i[1] = vr[1];
-                       outelement3i[2] = vr[1] + 1;
-                       outelement3i[3] = vr[2];
-                       outelement3i[4] = vr[1] + 1;
-                       outelement3i[5] = vr[2] + 1;
+                       remappedelement[1] = vertexremap[element[1]];
+                       remappedelement[2] = vertexremap[element[2]];
+                       outelement3i[0] = remappedelement[2];
+                       outelement3i[1] = remappedelement[1];
+                       outelement3i[2] = remappedelement[1] + 1;
+                       outelement3i[3] = remappedelement[2];
+                       outelement3i[4] = remappedelement[1] + 1;
+                       outelement3i[5] = remappedelement[2] + 1;
+
                        outelement3i += 6;
-                       tris += 2;
+                       outtriangles += 2;
                }
-               if (shadowmark[n[2]] != shadowmarkcount)
+               if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
                {
-                       vr[0] = vertexremap[e[0]];
-                       vr[2] = vertexremap[e[2]];
-                       outelement3i[0] = vr[0];
-                       outelement3i[1] = vr[2];
-                       outelement3i[2] = vr[2] + 1;
-                       outelement3i[3] = vr[0];
-                       outelement3i[4] = vr[2] + 1;
-                       outelement3i[5] = vr[0] + 1;
+                       remappedelement[0] = vertexremap[element[0]];
+                       remappedelement[2] = vertexremap[element[2]];
+                       outelement3i[0] = remappedelement[0];
+                       outelement3i[1] = remappedelement[2];
+                       outelement3i[2] = remappedelement[2] + 1;
+                       outelement3i[3] = remappedelement[0];
+                       outelement3i[4] = remappedelement[2] + 1;
+                       outelement3i[5] = remappedelement[0] + 1;
+
                        outelement3i += 6;
-                       tris += 2;
+                       outtriangles += 2;
                }
        }
        if (outnumvertices)
                *outnumvertices = outvertices;
-       return tris;
+       return outtriangles;
 }
 
 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
@@ -866,7 +862,7 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
        R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
 }
 
-void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, vec3_t lightmins, vec3_t lightmaxs, vec3_t surfacemins, vec3_t surfacemaxs)
+void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
 {
        int t, tend;
        const int *e;
@@ -921,14 +917,14 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte
                // increment stencil if backface is behind depthbuffer
                qglCullFace(GL_BACK); // quake is backwards, this culls front faces
                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
-               R_Mesh_Draw(numvertices, numtriangles, element3i);
+               R_Mesh_Draw(0, numvertices, numtriangles, element3i);
                c_rt_shadowmeshes++;
                c_rt_shadowtris += numtriangles;
                // decrement stencil if frontface is behind depthbuffer
                qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
        }
-       R_Mesh_Draw(numvertices, numtriangles, element3i);
+       R_Mesh_Draw(0, numvertices, numtriangles, element3i);
        c_rt_shadowmeshes++;
        c_rt_shadowtris += numtriangles;
        GL_LockArrays(0, 0);
@@ -947,26 +943,6 @@ static void R_Shadow_MakeTextures(void)
 #define ATTEN2DSIZE 64
 #define ATTEN3DSIZE 32
        data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)));
-       data[0] = 128; // normal X
-       data[1] = 128; // normal Y
-       data[2] = 255; // normal Z
-       data[3] = 128; // height
-       r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-       data[0] = 255;
-       data[1] = 255;
-       data[2] = 255;
-       data[3] = 255;
-       r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-       data[0] = 255;
-       data[1] = 255;
-       data[2] = 255;
-       data[3] = 255;
-       r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-       data[0] = 0;
-       data[1] = 0;
-       data[2] = 0;
-       data[3] = 255;
-       r_shadow_blankblacktexture = R_LoadTexture2D(r_shadow_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
        r_shadow_blankwhitecubetexture = NULL;
        r_shadow_normalcubetexture = NULL;
        if (gl_texturecubemap)
@@ -1585,18 +1561,18 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
        GL_DepthMask(false);
        GL_DepthTest(true);
        if (!bumptexture)
-               bumptexture = r_shadow_blankbumptexture;
+               bumptexture = r_texture_blanknormalmap;
        specularscale *= r_shadow_glossintensity.value;
        if (!glosstexture)
        {
                if (r_shadow_gloss.integer >= 2)
                {
-                       glosstexture = r_shadow_blankglosstexture;
+                       glosstexture = r_texture_white;
                        specularscale *= r_shadow_gloss2intensity.value;
                }
                else
                {
-                       glosstexture = r_shadow_blankblacktexture;
+                       glosstexture = r_texture_black;
                        specularscale = 0;
                }
        }
@@ -1621,7 +1597,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                m.tex[2] = R_GetTexture(glosstexture);
                m.texcubemap[3] = R_GetTexture(lightcubemap);
                // TODO: support fog (after renderer is converted to texture fog)
-               m.tex[4] = R_GetTexture(r_shadow_blankwhitetexture);
+               m.tex[4] = R_GetTexture(r_texture_white);
                m.texmatrix[3] = *matrix_modeltolight;
                R_Mesh_State(&m);
                GL_BlendFunc(GL_ONE, GL_ONE);
@@ -1661,13 +1637,12 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                }
                if (perm & SHADERPERMUTATION_OFFSETMAPPING)
                {
-                       // these are * 0.25 because the offsetmapping shader does the process 4 times
-                       qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value * 0.25);CHECKGLERROR
-                       qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value * 0.25);CHECKGLERROR
+                       qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
+                       qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
                }
                CHECKGLERROR
                GL_LockArrays(0, numverts);
-               R_Mesh_Draw(numverts, numtriangles, elements);
+               R_Mesh_Draw(0, numverts, numtriangles, elements);
                c_rt_lightmeshes++;
                c_rt_lighttris += numtriangles;
                GL_LockArrays(0, 0);
@@ -1680,9 +1655,9 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
        else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
        {
                if (!bumptexture)
-                       bumptexture = r_shadow_blankbumptexture;
+                       bumptexture = r_texture_blanknormalmap;
                if (!glosstexture)
-                       glosstexture = r_shadow_blankglosstexture;
+                       glosstexture = r_texture_white;
                if (ambientscale)
                {
                        GL_Color(1,1,1,1);
@@ -1822,7 +1797,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                GL_ColorMask(0,0,0,1);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
                                GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               R_Mesh_Draw(0, numverts, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -1852,7 +1827,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
                                GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               R_Mesh_Draw(0, numverts, numtriangles, elements);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
                        }
@@ -1893,7 +1868,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                GL_ColorMask(0,0,0,1);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
                                GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               R_Mesh_Draw(0, numverts, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -1932,7 +1907,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                GL_ColorMask(0,0,0,1);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
                                GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               R_Mesh_Draw(0, numverts, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -1949,7 +1924,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                R_Mesh_State(&m);
                                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                                GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               R_Mesh_Draw(0, numverts, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -1987,7 +1962,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                GL_ColorMask(0,0,0,1);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
                                GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               R_Mesh_Draw(0, numverts, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -2038,7 +2013,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                GL_ColorMask(0,0,0,1);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
                                GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               R_Mesh_Draw(0, numverts, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -2085,7 +2060,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                GL_ColorMask(0,0,0,1);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
                                GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               R_Mesh_Draw(0, numverts, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -2102,7 +2077,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                R_Mesh_State(&m);
                                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                                GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               R_Mesh_Draw(0, numverts, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -2132,13 +2107,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
                                GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               R_Mesh_Draw(0, numverts, numtriangles, elements);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
                        }
                        GL_LockArrays(0, 0);
                }
-               if (specularscale && glosstexture != r_shadow_blankblacktexture)
+               if (specularscale && glosstexture != r_texture_black)
                {
                        // FIXME: detect blendsquare!
                        //if (gl_support_blendsquare)
@@ -2161,7 +2136,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        // this squares the result
                                        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
                                        GL_LockArrays(0, numverts);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
                                        GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
@@ -2176,10 +2151,10 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
                                        // 0.25 * 0.25 = 0.0625 (this is another pass)
                                        // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
                                        GL_LockArrays(0, 0);
@@ -2197,7 +2172,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        R_Mesh_State(&m);
                                        GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                                        GL_LockArrays(0, numverts);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
                                        GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
@@ -2235,7 +2210,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        // this squares the result
                                        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
                                        GL_LockArrays(0, numverts);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
                                        GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
@@ -2250,10 +2225,10 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
                                        // 0.25 * 0.25 = 0.0625 (this is another pass)
                                        // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
                                        GL_LockArrays(0, 0);
@@ -2288,7 +2263,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        // this squares the result
                                        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
                                        GL_LockArrays(0, numverts);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
                                        GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
@@ -2303,10 +2278,10 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
                                        // 0.25 * 0.25 = 0.0625 (this is another pass)
                                        // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
                                        GL_LockArrays(0, 0);
@@ -2332,7 +2307,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        R_Mesh_State(&m);
                                        GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                                        GL_LockArrays(0, numverts);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
                                        GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
@@ -2361,7 +2336,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                                {
                                        GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
                                }
@@ -2420,7 +2395,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                else
                                        R_Shadow_VertexNoShadingWithXYZAttenuation(numverts, vertex3f, color, matrix_modeltolight);
                                GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               R_Mesh_Draw(0, numverts, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -2472,7 +2447,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                else
                                        R_Shadow_VertexShadingWithXYZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight);
                                GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               R_Mesh_Draw(0, numverts, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -2534,8 +2509,8 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i
 void R_RTLight_Compile(rtlight_t *rtlight)
 {
        int shadowmeshes, shadowtris, lightmeshes, lighttris, numclusters, numsurfaces;
-       entity_render_t *ent = &cl_entities[0].render;
-       model_t *model = ent->model;
+       entity_render_t *ent = r_refdef.worldentity;
+       model_t *model = r_refdef.worldmodel;
 
        // compile the light
        rtlight->compiled = true;
@@ -2569,7 +2544,7 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                if (model->DrawShadowVolume && rtlight->shadow)
                {
                        rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
-                       model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+                       model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist, rtlight->cullmins, rtlight->cullmaxs);
                        rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
                }
                if (model->DrawLight)
@@ -2654,7 +2629,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
        int numclusters, numsurfaces;
        int *clusterlist, *surfacelist;
        qbyte *clusterpvs;
-       vec3_t cullmins, cullmaxs;
+       vec3_t cullmins, cullmaxs, relativelightmins, relativelightmaxs;
        shadowmesh_t *mesh;
        rmeshstate_t m;
 
@@ -2762,14 +2737,14 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                                        // increment stencil if backface is behind depthbuffer
                                        qglCullFace(GL_BACK); // quake is backwards, this culls front faces
                                        qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
-                                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+                                       R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
                                        c_rtcached_shadowmeshes++;
                                        c_rtcached_shadowtris += mesh->numtriangles;
                                        // decrement stencil if frontface is behind depthbuffer
                                        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
                                        qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
                                }
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+                               R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
                                c_rtcached_shadowmeshes++;
                                c_rtcached_shadowtris += mesh->numtriangles;
                                GL_LockArrays(0, 0);
@@ -2778,7 +2753,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                else if (numsurfaces)
                {
                        Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
-                       ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, numsurfaces, surfacelist);
+                       ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
                }
                if (r_drawentities.integer)
                {
@@ -2799,7 +2774,13 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                                // light emitting entities should not cast their own shadow
                                if (VectorLength2(relativelightorigin) < 0.1)
                                        continue;
-                               ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->nummodelsurfaces, ent->model->surfacelist);
+                               relativelightmins[0] = relativelightorigin[0] - rtlight->radius;
+                               relativelightmins[1] = relativelightorigin[1] - rtlight->radius;
+                               relativelightmins[2] = relativelightorigin[2] - rtlight->radius;
+                               relativelightmaxs[0] = relativelightorigin[0] + rtlight->radius;
+                               relativelightmaxs[1] = relativelightorigin[1] + rtlight->radius;
+                               relativelightmaxs[2] = relativelightorigin[2] + rtlight->radius;
+                               ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativelightmins, relativelightmaxs);
                        }
                }
        }
@@ -2952,7 +2933,7 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename)
                for (i = 0;i < 6;i++)
                {
                        // generate an image name based on the base and and suffix
-                       snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
+                       dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
                        // load it
                        if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
                        {
@@ -3045,7 +3026,7 @@ void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, ve
        light->corona = corona;
        if (!cubemapname)
                cubemapname = "";
-       strlcpy(light->cubemapname, cubemapname, strlen(light->cubemapname));
+       strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
        light->coronasizescale = coronasizescale;
        light->ambientscale = ambientscale;
        light->diffusescale = diffusescale;