]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
Factorized LoadLMP and LoadLMPAs8Bit. Made a bunch of buffers const
[xonotic/darkplaces.git] / r_shadow.c
index ee32a61baf979ef8df0fc9e80ae253c76d5664b1..9575f9c785c8ed8d23a7ff5146ad1661325efdb2 100644 (file)
 
+/*
+Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
+An extrusion of the lit faces, beginning at the original geometry and ending
+further from the light source than the original geometry (presumably at least
+as far as the light's radius, if the light has a radius at all), capped at
+both front and back to avoid any problems (extrusion from dark faces also
+works but has a different set of problems)
+
+This is rendered using Carmack's Reverse technique, in which backfaces behind
+zbuffer (zfail) increment the stencil, and frontfaces behind zbuffer (zfail)
+decrement the stencil, the result is a stencil value of zero where shadows
+did not intersect the visible geometry, suitable as a stencil mask for
+rendering lighting everywhere but shadow.
+
+In our case we use a biased stencil clear of 128 to avoid requiring the
+stencil wrap extension (but probably should support it), and to address
+Creative's patent on this sort of technology we also draw the frontfaces
+first, and backfaces second (decrement, increment).
+
+Patent warning:
+This algorithm may be covered by Creative's patent (US Patent #6384822)
+on Carmack's Reverse paper (which I have not read), however that patent
+seems to be about drawing a stencil shadow from a model in an otherwise
+unshadowed scene, where as realtime lighting technology draws light where
+shadows do not lie.
+
+
+
+Terminology: Stencil Light Volume (sometimes called Light Volumes)
+Similar to a Stencil Shadow Volume, but inverted; rather than containing the
+areas in shadow it contanis the areas in light, this can only be built
+quickly for certain limited cases (such as portal visibility from a point),
+but is quite useful for some effects (sunlight coming from sky polygons is
+one possible example, translucent occluders is another example).
+
+
+
+Terminology: Optimized Stencil Shadow Volume
+A Stencil Shadow Volume that has been processed sufficiently to ensure it has
+no duplicate coverage of areas (no need to shadow an area twice), often this
+greatly improves performance but is an operation too costly to use on moving
+lights (however completely optimal Stencil Light Volumes can be constructed
+in some ideal cases).
+
+
+
+Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
+Per pixel evaluation of lighting equations, at a bare minimum this involves
+DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
+vector and surface normal, using a texture of the surface bumps, called a
+NormalMap) if supported by hardware; in our case there is support for cards
+which are incapable of DOT3, the quality is quite poor however.  Additionally
+it is desirable to have specular evaluation per pixel, per vertex
+normalization of specular halfangle vectors causes noticable distortion but
+is unavoidable on hardware without GL_ARB_fragment_program.
+
+
+
+Terminology: Normalization CubeMap
+A cubemap containing normalized dot3-encoded (vectors of length 1 or less
+encoded as RGB colors) for any possible direction, this technique allows per
+pixel calculation of incidence vector for per pixel lighting purposes, which
+would not otherwise be possible per pixel without GL_ARB_fragment_program.
+
+
+
+Terminology: 2D Attenuation Texturing
+A very crude approximation of light attenuation with distance which results
+in cylindrical light shapes which fade vertically as a streak (some games
+such as Doom3 allow this to be rotated to be less noticable in specific
+cases), the technique is simply modulating lighting by two 2D textures (which
+can be the same) on different axes of projection (XY and Z, typically), this
+is the best technique available without 3D Attenuation Texturing or
+GL_ARB_fragment_program technology.
+
+
+
+Terminology: 3D Attenuation Texturing
+A slightly crude approximation of light attenuation with distance, its flaws
+are limited radius and resolution (performance tradeoffs).
+
+
+
+Terminology: 3D Attenuation-Normalization Texturing
+A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
+vectors shorter the lighting becomes darker, a very effective optimization of
+diffuse lighting if 3D Attenuation Textures are already used.
+
+
+
+Terminology: Light Cubemap Filtering
+A technique for modeling non-uniform light distribution according to
+direction, for example projecting a stained glass window image onto a wall,
+this is done by texturing the lighting with a cubemap.
+
+
+
+Terminology: Light Projection Filtering
+A technique for modeling shadowing of light passing through translucent
+surfaces, allowing stained glass windows and other effects to be done more
+elegantly than possible with Light Cubemap Filtering by applying an occluder
+texture to the lighting combined with a stencil light volume to limit the lit
+area (this allows evaluating multiple translucent occluders in a scene).
+
+
+
+Terminology: Doom3 Lighting
+A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
+CubeMap, 2D Attenuation Texturing, and Light Filtering, as demonstrated by
+the (currently upcoming) game Doom3.
+*/
+
 #include "quakedef.h"
+#include "r_shadow.h"
+#include "cl_collision.h"
+#include "portals.h"
+#include "image.h"
+
+extern void R_Shadow_EditLights_Init(void);
+
+#define SHADOWSTAGE_NONE 0
+#define SHADOWSTAGE_STENCIL 1
+#define SHADOWSTAGE_LIGHT 2
+#define SHADOWSTAGE_STENCILTWOSIDE 3
+
+int r_shadowstage = SHADOWSTAGE_NONE;
 
 mempool_t *r_shadow_mempool;
 
 int maxshadowelements;
 int *shadowelements;
-int maxtrianglefacinglight;
-qbyte *trianglefacinglight;
+
+int maxshadowmark;
+int numshadowmark;
+int *shadowmark;
+int *shadowmarklist;
+int shadowmarkcount;
+
+int maxvertexupdate;
+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_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];
+
+// used only for light filters (cubemaps)
+rtexturepool_t *r_shadow_filters_texturepool;
+
+cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
+cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
+cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
+cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
+cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"};
+cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
+cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
+cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
+cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
+cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
+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_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_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_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"};
+cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "0.04"};
+cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "-0.04"};
+cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
+cvar_t r_editlights = {0, "r_editlights", "0"};
+cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
+cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
+cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
+cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
+cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
+cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
+cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
+
+float r_shadow_attenpower, r_shadow_attenscale;
+
+rtlight_t *r_shadow_compilingrtlight;
+dlight_t *r_shadow_worldlightchain;
+dlight_t *r_shadow_selectedlight;
+dlight_t r_shadow_bufferlight;
+vec3_t r_editlights_cursorlocation;
+
+rtexture_t *lighttextures[5];
+
+extern int con_vislines;
+
+typedef struct cubemapinfo_s
+{
+       char basename[64];
+       rtexture_t *texture;
+}
+cubemapinfo_t;
+
+#define MAX_CUBEMAPS 256
+static int numcubemaps;
+static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
+
+#define SHADERPERMUTATION_SPECULAR (1<<0)
+#define SHADERPERMUTATION_FOG (1<<1)
+#define SHADERPERMUTATION_CUBEFILTER (1<<2)
+#define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
+#define SHADERPERMUTATION_COUNT (1<<4)
+
+GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
+
+void R_Shadow_UncompileWorldLights(void);
+void R_Shadow_ClearWorldLights(void);
+void R_Shadow_SaveWorldLights(void);
+void R_Shadow_LoadWorldLights(void);
+void R_Shadow_LoadLightsFile(void);
+void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
+void R_Shadow_EditLights_Reload_f(void);
+void R_Shadow_ValidateCvars(void);
+static void R_Shadow_MakeTextures(void);
+void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
+
+const char *builtinshader_light_vert =
+"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
+"// written by Forest 'LordHavoc' Hale\n"
+"\n"
+"uniform vec3 LightPosition;\n"
+"\n"
+"varying vec2 TexCoord;\n"
+"varying vec3 CubeVector;\n"
+"varying vec3 LightVector;\n"
+"\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+"uniform vec3 EyePosition;\n"
+"varying vec3 EyeVector;\n"
+"#endif\n"
+"\n"
+"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      // copy the surface texcoord\n"
+"      TexCoord = gl_MultiTexCoord0.st;\n"
+"\n"
+"      // transform vertex position into light attenuation/cubemap space\n"
+"      // (-1 to +1 across the light box)\n"
+"      CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
+"\n"
+"      // transform unnormalized light direction into tangent space\n"
+"      // (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.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.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+"      // transform vertex to camera space, using ftransform to match non-VS\n"
+"      // rendering\n"
+"      gl_Position = ftransform();\n"
+"}\n"
+;
+
+const char *builtinshader_light_frag =
+"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
+"// written by Forest 'LordHavoc' Hale\n"
+"\n"
+"uniform vec3 LightColor;\n"
+"\n"
+"#ifdef USEOFFSETMAPPING\n"
+"uniform float OffsetMapping_Scale;\n"
+"uniform float OffsetMapping_Bias;\n"
+"#endif\n"
+"#ifdef USESPECULAR\n"
+"uniform float SpecularPower;\n"
+"#endif\n"
+"#ifdef USEFOG\n"
+"uniform float FogRangeRecip;\n"
+"#endif\n"
+"uniform float AmbientScale;\n"
+"uniform float DiffuseScale;\n"
+"#ifdef USESPECULAR\n"
+"uniform float SpecularScale;\n"
+"#endif\n"
+"\n"
+"uniform sampler2D Texture_Normal;\n"
+"uniform sampler2D Texture_Color;\n"
+"#ifdef USESPECULAR\n"
+"uniform sampler2D Texture_Gloss;\n"
+"#endif\n"
+"#ifdef USECUBEFILTER\n"
+"uniform samplerCube Texture_Cube;\n"
+"#endif\n"
+"#ifdef USEFOG\n"
+"uniform sampler2D Texture_FogMask;\n"
+"#endif\n"
+"\n"
+"varying vec2 TexCoord;\n"
+"varying vec3 CubeVector;\n"
+"varying vec3 LightVector;\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+"varying vec3 EyeVector;\n"
+"#endif\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      // attenuation\n"
+"      //\n"
+"      // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
+"      // center and sharp falloff at the edge, this is about the most efficient\n"
+"      // we can get away with as far as providing illumination.\n"
+"      //\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 = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
+"\n"
+"#ifdef USEFOG\n"
+"      // apply fog\n"
+"      colorscale *= texture2D(Texture_FogMask, vec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
+"#endif\n"
+"\n"
+"#ifdef USEOFFSETMAPPING\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"
+"#define TexCoord TexCoordOffset\n"
+"#endif\n"
+"\n"
+"      // get the texels - with a blendmap we'd need to blend multiple here\n"
+"      vec3 surfacenormal = -1.0 + 2.0 * vec3(texture2D(Texture_Normal, TexCoord));\n"
+"      vec3 colortexel = vec3(texture2D(Texture_Color, TexCoord));\n"
+"#ifdef USESPECULAR\n"
+"      vec3 glosstexel = vec3(texture2D(Texture_Gloss, TexCoord));\n"
+"#endif\n"
+"\n"
+"      // calculate shading\n"
+"      vec3 diffusenormal = normalize(LightVector);\n"
+"      vec3 color = colortexel * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"#ifdef USESPECULAR\n"
+"      color += glosstexel * (SpecularScale * pow(max(dot(surfacenormal, normalize(diffusenormal + normalize(EyeVector))), 0.0), SpecularPower));\n"
+"#endif\n"
+"\n"
+"#ifdef USECUBEFILTER\n"
+"      // apply light cubemap filter\n"
+"      color *= vec3(textureCube(Texture_Cube, CubeVector));\n"
+"#endif\n"
+"\n"
+"      // calculate fragment color\n"
+"      gl_FragColor = vec4(LightColor * color * colorscale, 1);\n"
+"}\n"
+;
 
 void r_shadow_start(void)
 {
+       int i;
        // allocate vertex processing arrays
-       r_shadow_mempool = Mem_AllocPool("R_Shadow");
+       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();
+       R_Shadow_MakeTextures();
        maxshadowelements = 0;
        shadowelements = NULL;
-       maxtrianglefacinglight = 0;
-       trianglefacinglight = NULL;
+       maxvertexupdate = 0;
+       vertexupdate = NULL;
+       vertexremap = NULL;
+       vertexupdatenum = 0;
+       maxshadowmark = 0;
+       numshadowmark = 0;
+       shadowmark = NULL;
+       shadowmarklist = NULL;
+       shadowmarkcount = 0;
+       r_shadow_buffer_numclusterpvsbytes = 0;
+       r_shadow_buffer_clusterpvs = NULL;
+       r_shadow_buffer_clusterlist = NULL;
+       r_shadow_buffer_numsurfacepvsbytes = 0;
+       r_shadow_buffer_surfacepvs = NULL;
+       r_shadow_buffer_surfacelist = NULL;
+       for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+               r_shadow_program_light[i] = 0;
+       if (gl_support_fragment_shader)
+       {
+               char *vertstring, *fragstring;
+               int vertstrings_count;
+               int fragstrings_count;
+               const char *vertstrings_list[SHADERPERMUTATION_COUNT];
+               const char *fragstrings_list[SHADERPERMUTATION_COUNT];
+               vertstring = FS_LoadFile("glsl/light.vert", tempmempool, false);
+               fragstring = FS_LoadFile("glsl/light.frag", tempmempool, false);
+               for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+               {
+                       vertstrings_count = 0;
+                       fragstrings_count = 0;
+                       if (i & SHADERPERMUTATION_SPECULAR)
+                       {
+                               vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
+                               fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
+                       }
+                       if (i & SHADERPERMUTATION_FOG)
+                       {
+                               vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
+                               fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
+                       }
+                       if (i & SHADERPERMUTATION_CUBEFILTER)
+                       {
+                               vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
+                               fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
+                       }
+                       if (i & SHADERPERMUTATION_OFFSETMAPPING)
+                       {
+                               vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
+                               fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
+                       }
+                       vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
+                       fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
+                       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 & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", "glsl/light");
+                               continue;
+                       }
+                       qglUseProgramObjectARB(r_shadow_program_light[i]);
+                       qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
+                       qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
+                       if (i & SHADERPERMUTATION_SPECULAR)
+                       {
+                               qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
+                       }
+                       if (i & SHADERPERMUTATION_CUBEFILTER)
+                       {
+                               qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
+                       }
+                       if (i & SHADERPERMUTATION_FOG)
+                       {
+                               qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
+                       }
+               }
+               qglUseProgramObjectARB(0);
+               if (fragstring)
+                       Mem_Free(fragstring);
+               if (vertstring)
+                       Mem_Free(vertstring);
+       }
 }
 
 void r_shadow_shutdown(void)
 {
+       int i;
+       R_Shadow_UncompileWorldLights();
+       for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+       {
+               if (r_shadow_program_light[i])
+               {
+                       GL_Backend_FreeProgram(r_shadow_program_light[i]);
+                       r_shadow_program_light[i] = 0;
+               }
+       }
+       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;
+       if (shadowelements)
+               Mem_Free(shadowelements);
        shadowelements = NULL;
-       maxtrianglefacinglight = 0;
-       trianglefacinglight = NULL;
-       Mem_FreePool(&r_shadow_mempool);
+       maxvertexupdate = 0;
+       if (vertexupdate)
+               Mem_Free(vertexupdate);
+       vertexupdate = NULL;
+       if (vertexremap)
+               Mem_Free(vertexremap);
+       vertexremap = NULL;
+       vertexupdatenum = 0;
+       maxshadowmark = 0;
+       numshadowmark = 0;
+       if (shadowmark)
+               Mem_Free(shadowmark);
+       shadowmark = NULL;
+       if (shadowmarklist)
+               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_numsurfacepvsbytes = 0;
+       if (r_shadow_buffer_surfacepvs)
+               Mem_Free(r_shadow_buffer_surfacepvs);
+       r_shadow_buffer_surfacepvs = NULL;
+       if (r_shadow_buffer_surfacelist)
+               Mem_Free(r_shadow_buffer_surfacelist);
+       r_shadow_buffer_surfacelist = NULL;
 }
 
 void r_shadow_newmap(void)
 {
 }
 
+void R_Shadow_Help_f(void)
+{
+       Con_Printf(
+"Documentation on r_shadow system:\n"
+"Settings:\n"
+"r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
+"r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
+"r_shadow_debuglight : render only this light number (-1 = all)\n"
+"r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
+"r_shadow_gloss2intensity : brightness of forced gloss\n"
+"r_shadow_glossintensity : brightness of textured gloss\n"
+"r_shadow_lightattenuationpower : used to generate attenuation texture\n"
+"r_shadow_lightattenuationscale : used to generate attenuation texture\n"
+"r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
+"r_shadow_portallight : use portal visibility for static light precomputation\n"
+"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_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_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"
+"r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
+"r_shadow_scissor : use scissor optimization\n"
+"r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
+"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_visiblevolumes : useful for performance testing; bright = slow!\n"
+"Commands:\n"
+"r_shadow_help : this help\n"
+       );
+}
+
 void R_Shadow_Init(void)
 {
+       Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
+       Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
+       Cvar_RegisterVariable(&r_shadow_cull);
+       Cvar_RegisterVariable(&r_shadow_debuglight);
+       Cvar_RegisterVariable(&r_shadow_gloss);
+       Cvar_RegisterVariable(&r_shadow_gloss2intensity);
+       Cvar_RegisterVariable(&r_shadow_glossintensity);
+       Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
+       Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
+       Cvar_RegisterVariable(&r_shadow_lightintensityscale);
+       Cvar_RegisterVariable(&r_shadow_portallight);
+       Cvar_RegisterVariable(&r_shadow_projectdistance);
+       Cvar_RegisterVariable(&r_shadow_realtime_dlight);
+       Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
+       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_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_visiblevolumes);
+       Cvar_RegisterVariable(&r_shadow_glsl);
+       Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
+       Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
+       Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
+       Cvar_RegisterVariable(&gl_ext_stenciltwoside);
+       if (gamemode == GAME_TENEBRAE)
+       {
+               Cvar_SetValue("r_shadow_gloss", 2);
+               Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
+       }
+       Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
+       R_Shadow_EditLights_Init();
+       r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
+       r_shadow_worldlightchain = NULL;
+       maxshadowelements = 0;
+       shadowelements = NULL;
+       maxvertexupdate = 0;
+       vertexupdate = NULL;
+       vertexremap = NULL;
+       vertexupdatenum = 0;
+       maxshadowmark = 0;
+       numshadowmark = 0;
+       shadowmark = NULL;
+       shadowmarklist = NULL;
+       shadowmarkcount = 0;
+       r_shadow_buffer_numclusterpvsbytes = 0;
+       r_shadow_buffer_clusterpvs = NULL;
+       r_shadow_buffer_clusterlist = 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);
 }
 
-void R_Shadow_Volume(int numverts, int numtris, float *vertex, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance, int visiblevolume)
+matrix4x4_t matrix_attenuationxyz =
 {
-       int i, *e, *n, *out, tris;
-       float *v0, *v1, *v2, temp[3], f;
-       if (projectdistance < 0.1)
        {
-               Con_Printf("R_Shadow_Volume: projectdistance %f\n");
-               return;
+               {0.5, 0.0, 0.0, 0.5},
+               {0.0, 0.5, 0.0, 0.5},
+               {0.0, 0.0, 0.5, 0.5},
+               {0.0, 0.0, 0.0, 1.0}
        }
-// terminology:
-//
-// frontface:
-// a triangle facing the light source
-//
-// backface:
-// a triangle not facing the light source
-//
-// shadow volume:
-// an extrusion of the backfaces, beginning at the original geometry and
-// ending further from the light source than the original geometry
-// (presumably at least as far as the light's radius, if the light has a
-// radius at all), capped at both front and back to avoid any problems
-//
-// description:
-// draws the shadow volumes of the model.
-// requirements:
-// vertex loations must already be in vertex before use.
-// vertex must have capacity for numverts * 2.
-
-       // make sure trianglefacinglight is big enough for this volume
-       if (maxtrianglefacinglight < numtris)
-       {
-               maxtrianglefacinglight = numtris;
-               if (trianglefacinglight)
-                       Mem_Free(trianglefacinglight);
-               trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight);
+};
+
+matrix4x4_t matrix_attenuationz =
+{
+       {
+               {0.0, 0.0, 0.5, 0.5},
+               {0.0, 0.0, 0.0, 0.5},
+               {0.0, 0.0, 0.0, 0.5},
+               {0.0, 0.0, 0.0, 1.0}
        }
+};
 
+int *R_Shadow_ResizeShadowElements(int numtris)
+{
        // make sure shadowelements is big enough for this volume
        if (maxshadowelements < numtris * 24)
        {
@@ -82,211 +667,3469 @@ void R_Shadow_Volume(int numverts, int numtris, float *vertex, int *elements, in
                        Mem_Free(shadowelements);
                shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
        }
+       return shadowelements;
+}
+
+void R_Shadow_EnlargeClusterBuffer(int numclusters)
+{
+       int numclusterpvsbytes = (((numclusters + 7) >> 3) + 255) & ~255;
+       if (r_shadow_buffer_numclusterpvsbytes < numclusterpvsbytes)
+       {
+               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));
+       }
+}
+
+void R_Shadow_EnlargeSurfaceBuffer(int numsurfaces)
+{
+       int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
+       if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
+       {
+               if (r_shadow_buffer_surfacepvs)
+                       Mem_Free(r_shadow_buffer_surfacepvs);
+               if (r_shadow_buffer_surfacelist)
+                       Mem_Free(r_shadow_buffer_surfacelist);
+               r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
+               r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
+               r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
+       }
+}
+
+void R_Shadow_PrepareShadowMark(int numtris)
+{
+       // make sure shadowmark is big enough for this volume
+       if (maxshadowmark < numtris)
+       {
+               maxshadowmark = numtris;
+               if (shadowmark)
+                       Mem_Free(shadowmark);
+               if (shadowmarklist)
+                       Mem_Free(shadowmarklist);
+               shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
+               shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
+               shadowmarkcount = 0;
+       }
+       shadowmarkcount++;
+       // if shadowmarkcount wrapped we clear the array and adjust accordingly
+       if (shadowmarkcount == 0)
+       {
+               shadowmarkcount = 1;
+               memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
+       }
+       numshadowmark = 0;
+}
+
+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;
+       int outtriangles = 0, outvertices = 0;
+       const int *element;
+       const float *vertex;
+
+       if (maxvertexupdate < innumvertices)
+       {
+               maxvertexupdate = innumvertices;
+               if (vertexupdate)
+                       Mem_Free(vertexupdate);
+               if (vertexremap)
+                       Mem_Free(vertexremap);
+               vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+               vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+               vertexupdatenum = 0;
+       }
+       vertexupdatenum++;
+       if (vertexupdatenum == 0)
+       {
+               vertexupdatenum = 1;
+               memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
+               memset(vertexremap, 0, maxvertexupdate * sizeof(int));
+       }
+
+       for (i = 0;i < numshadowmarktris;i++)
+               shadowmark[shadowmarktris[i]] = shadowmarkcount;
+
+       for (i = 0;i < numshadowmarktris;i++)
+       {
+               element = inelement3i + shadowmarktris[i] * 3;
+               // make sure the vertices are created
+               for (j = 0;j < 3;j++)
+               {
+                       if (vertexupdate[element[j]] != vertexupdatenum)
+                       {
+                               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(vertex, projectorigin, direction);
+                               ratio = projectdistance / VectorLength(direction);
+                               VectorCopy(vertex, outvertex3f);
+                               VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
+                               outvertex3f += 6;
+                               outvertices += 2;
+                       }
+               }
+       }
+
+       for (i = 0;i < numshadowmarktris;i++)
+       {
+               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[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;
+               outtriangles += 2;
+               // output the sides (facing outward from this triangle)
+               if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
+               {
+                       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;
+                       outtriangles += 2;
+               }
+               if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
+               {
+                       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;
+                       outtriangles += 2;
+               }
+               if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
+               {
+                       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;
+                       outtriangles += 2;
+               }
+       }
+       if (outnumvertices)
+               *outnumvertices = outvertices;
+       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)
+{
+       int tris, outverts;
+       if (projectdistance < 0.1)
+       {
+               Con_Printf("R_Shadow_Volume: projectdistance %f\n");
+               return;
+       }
+       if (!numverts || !nummarktris)
+               return;
+       // make sure shadowelements is big enough for this volume
+       if (maxshadowelements < nummarktris * 24)
+               R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
+       tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
+       R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
+}
 
-       // make projected vertices
-       // by clever use of elements we'll construct the whole shadow from
-       // the unprojected vertices and these projected vertices
-       for (i = 0, v0 = vertex, v1 = vertex + numverts * 4;i < numverts;i++, v0 += 4, v1 += 4)
-       {
-               VectorSubtract(v0, relativelightorigin, temp);
-#if 0
-               f = lightradius / sqrt(DotProduct(temp,temp));
-               if (f < 1)
-                       f = 1;
-               VectorMA(relativelightorigin, f, temp, v1);
-#else
-               f = projectdistance / sqrt(DotProduct(temp,temp));
-               VectorMA(v0, f, temp, v1);
-#endif
-       }
-
-       // check which triangles are facing the light
-       for (i = 0, e = elements;i < numtris;i++, e += 3)
-       {
-               // calculate triangle facing flag
-               v0 = vertex + e[0] * 4;
-               v1 = vertex + e[1] * 4;
-               v2 = vertex + e[2] * 4;
-               // we do not need to normalize the surface normal because both sides
-               // of the comparison use it, therefore they are both multiplied the
-               // same amount...  furthermore the subtract can be done on the
-               // vectors, saving a little bit of math in the dotproducts
-#if 1
-               // fast version
-               // subtracts v1 from v0 and v2, combined into a crossproduct,
-               // combined with a dotproduct of the light location relative to the
-               // first point of the triangle (any point works, since the triangle
-               // is obviously flat), and finally a comparison to determine if the
-               // light is infront of the triangle (the goal of this statement)
-               trianglefacinglight[i] =
-                  (relativelightorigin[0] - v0[0]) * ((v0[1] - v1[1]) * (v2[2] - v1[2]) - (v0[2] - v1[2]) * (v2[1] - v1[1]))
-                + (relativelightorigin[1] - v0[1]) * ((v0[2] - v1[2]) * (v2[0] - v1[0]) - (v0[0] - v1[0]) * (v2[2] - v1[2]))
-                + (relativelightorigin[2] - v0[2]) * ((v0[0] - v1[0]) * (v2[1] - v1[1]) - (v0[1] - v1[1]) * (v2[0] - v1[0])) > 0;
-#else
-               // readable version
-               {
-               float dir0[3], dir1[3];
-
-               // calculate two mostly perpendicular edge directions
-               VectorSubtract(v0, v1, dir0);
-               VectorSubtract(v2, v1, dir1);
-
-               // we have two edge directions, we can calculate a third vector from
-               // them, which is the direction of the surface normal (it's magnitude
-               // is not 1 however)
-               CrossProduct(dir0, dir1, temp);
-
-               // this is entirely unnecessary, but kept for clarity
-               //VectorNormalize(temp);
-
-               // compare distance of light along normal, with distance of any point
-               // of the triangle along the same normal (the triangle is planar,
-               // I.E. flat, so all points give the same answer)
-               // the normal is not normalized because it is used on both sides of
-               // the comparison, so it's magnitude does not matter
-               trianglefacinglight[i] = DotProduct(relativelightorigin, temp) >= DotProduct(v0, temp);
-#endif
-       }
-
-       // output triangle elements
-       out = shadowelements;
-       tris = 0;
-
-       // check each backface for bordering frontfaces,
-       // and cast shadow polygons from those edges,
-       // also create front and back caps for shadow volume
-       for (i = 0, e = elements, n = neighbors;i < numtris;i++, e += 3, n += 3)
-       {
-               if (!trianglefacinglight[i])
-               {
-                       // triangle is backface and therefore casts shadow,
-                       // output front and back caps for shadow volume
-#if 1
-                       // front cap (with flipped winding order)
-                       out[0] = e[0];
-                       out[1] = e[2];
-                       out[2] = e[1];
-                       // rear cap
-                       out[3] = e[0] + numverts;
-                       out[4] = e[1] + numverts;
-                       out[5] = e[2] + numverts;
-                       out += 6;
-                       tris += 2;
-#else
-                       // rear cap
-                       out[0] = e[0] + numverts;
-                       out[1] = e[1] + numverts;
-                       out[2] = e[2] + numverts;
-                       out += 3;
-                       tris += 1;
-#endif
-                       // check the edges
-                       if (n[0] < 0 || trianglefacinglight[n[0]])
-                       {
-                               out[0] = e[0];
-                               out[1] = e[1];
-                               out[2] = e[1] + numverts;
-                               out[3] = e[0];
-                               out[4] = e[1] + numverts;
-                               out[5] = e[0] + numverts;
-                               out += 6;
-                               tris += 2;
-                       }
-                       if (n[1] < 0 || trianglefacinglight[n[1]])
-                       {
-                               out[0] = e[1];
-                               out[1] = e[2];
-                               out[2] = e[2] + numverts;
-                               out[3] = e[1];
-                               out[4] = e[2] + numverts;
-                               out[5] = e[1] + numverts;
-                               out += 6;
-                               tris += 2;
-                       }
-                       if (n[2] < 0 || trianglefacinglight[n[2]])
-                       {
-                               out[0] = e[2];
-                               out[1] = e[0];
-                               out[2] = e[0] + numverts;
-                               out[3] = e[2];
-                               out[4] = e[0] + numverts;
-                               out[5] = e[2] + numverts;
-                               out += 6;
-                               tris += 2;
-                       }
-               }
-       }
-       // draw the volume
-       if (visiblevolume)
-       {
-               //qglDisable(GL_CULL_FACE);
-               R_Mesh_Draw(numverts * 2, tris, shadowelements);
-               //qglEnable(GL_CULL_FACE);
+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;
+       const float *v[3];
+       if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
+               return;
+       tend = firsttriangle + numtris;
+       if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
+        && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
+        && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
+       {
+               // surface box entirely inside light box, no box cull
+               for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
+                       if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
+                               shadowmarklist[numshadowmark++] = t;
        }
        else
        {
-               qglColorMask(0,0,0,0);
-               qglDepthMask(0);
-               qglEnable(GL_STENCIL_TEST);
+               // surface box not entirely inside light box, cull each triangle
+               for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
+               {
+                       v[0] = invertex3f + e[0] * 3;
+                       v[1] = invertex3f + e[1] * 3;
+                       v[2] = invertex3f + e[2] * 3;
+                       if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
+                        && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
+                        && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
+                        && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
+                        && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
+                        && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
+                        && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                               shadowmarklist[numshadowmark++] = t;
+               }
+       }
+}
 
+void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
+{
+       rmeshstate_t m;
+       if (r_shadow_compilingrtlight)
+       {
+               // if we're compiling an rtlight, capture the mesh
+               Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
+               return;
+       }
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = vertex3f;
+       R_Mesh_State(&m);
+       GL_LockArrays(0, numvertices);
+       if (r_shadowstage == SHADOWSTAGE_STENCIL)
+       {
                // increment stencil if backface is behind depthbuffer
                qglCullFace(GL_BACK); // quake is backwards, this culls front faces
                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
-               R_Mesh_Draw(numverts * 2, tris, shadowelements);
-               // decrement stencil if frontface is infront of depthbuffer
+               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(numverts * 2, tris, shadowelements);
-
-               // restore to normal quake rendering
-               qglDisable(GL_STENCIL_TEST);
-               qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-               qglDepthMask(1);
-               qglColorMask(1,1,1,1);
        }
+       R_Mesh_Draw(0, numvertices, numtriangles, element3i);
+       c_rt_shadowmeshes++;
+       c_rt_shadowtris += numtriangles;
+       GL_LockArrays(0, 0);
 }
 
-void R_Shadow_VertexLight(int numverts, float *vertex, float *normals, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor)
+static void R_Shadow_MakeTextures(void)
 {
-       int i;
-       float *n, *v, *c, f, dist, temp[3];
-       // calculate vertex colors
-       for (i = 0, v = vertex, c = varray_color, n = normals;i < numverts;i++, v += 4, c += 4, n += 3)
+       int x, y, z, d, side;
+       float v[3], s, t, 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);
+       }
+       for (y = 0;y < ATTEN2DSIZE;y++)
+       {
+               for (x = 0;x < ATTEN2DSIZE;x++)
+               {
+                       v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
+                       v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
+                       v[2] = 0;
+                       intensity = 1.0f - sqrt(DotProduct(v, v));
+                       if (intensity > 0)
+                               intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
+                       d = bound(0, intensity, 255);
+                       data[(y*ATTEN2DSIZE+x)*4+0] = d;
+                       data[(y*ATTEN2DSIZE+x)*4+1] = d;
+                       data[(y*ATTEN2DSIZE+x)*4+2] = d;
+                       data[(y*ATTEN2DSIZE+x)*4+3] = d;
+               }
+       }
+       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
+       if (r_shadow_texture3d.integer)
        {
-               VectorSubtract(relativelightorigin, v, temp);
-               c[0] = 0;
-               c[1] = 0;
-               c[2] = 0;
-               c[3] = 1;
-               f = DotProduct(n, temp);
-               if (f > 0)
+               for (z = 0;z < ATTEN3DSIZE;z++)
                {
-                       dist = DotProduct(temp, temp);
-                       if (dist < lightradius2)
+                       for (y = 0;y < ATTEN3DSIZE;y++)
                        {
-                               f = ((1.0f / (dist + lightdistbias)) - lightsubtract) * (f / sqrt(dist));
-                               c[0] = f * lightcolor[0];
-                               c[1] = f * lightcolor[1];
-                               c[2] = f * lightcolor[2];
+                               for (x = 0;x < ATTEN3DSIZE;x++)
+                               {
+                                       v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
+                                       v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
+                                       v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
+                                       intensity = 1.0f - sqrt(DotProduct(v, v));
+                                       if (intensity > 0)
+                                               intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
+                                       d = bound(0, intensity, 255);
+                                       data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
+                                       data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
+                                       data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
+                                       data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
+                               }
                        }
                }
+               r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
        }
+       Mem_Free(data);
 }
 
-void R_Shadow_RenderLightThroughStencil(int numverts, int numtris, int *elements, vec3_t relativelightorigin, float *normals)
+void R_Shadow_ValidateCvars(void)
 {
-       // only draw light where this geometry was already rendered AND the
-       // stencil is 0 (non-zero means shadow)
-       qglDepthFunc(GL_EQUAL);
+       if (r_shadow_texture3d.integer && !gl_texture3d)
+               Cvar_SetValueQuick(&r_shadow_texture3d, 0);
+       if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
+               Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
+}
+
+void R_Shadow_Stage_Begin(void)
+{
+       rmeshstate_t m;
+
+       R_Shadow_ValidateCvars();
+
+       if (!r_shadow_attenuation2dtexture
+        || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
+        || r_shadow_lightattenuationpower.value != r_shadow_attenpower
+        || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
+               R_Shadow_MakeTextures();
+
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       R_Mesh_State(&m);
+       GL_Color(0, 0, 0, 1);
+       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+       qglEnable(GL_CULL_FACE);
+       GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
+       r_shadowstage = SHADOWSTAGE_NONE;
+}
+
+void R_Shadow_Stage_ShadowVolumes(void)
+{
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       R_Mesh_State(&m);
+       GL_Color(1, 1, 1, 1);
+       GL_ColorMask(0, 0, 0, 0);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
+       //if (r_shadow_shadow_polygonoffset.value != 0)
+       //{
+       //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
+       //      qglEnable(GL_POLYGON_OFFSET_FILL);
+       //}
+       //else
+       //      qglDisable(GL_POLYGON_OFFSET_FILL);
+       qglDepthFunc(GL_LESS);
+       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglEnable(GL_STENCIL_TEST);
-       qglStencilFunc(GL_EQUAL, 0, 0xFF);
-       R_Mesh_Draw(numverts, numtris, elements);
-       qglDisable(GL_STENCIL_TEST);
+       qglStencilFunc(GL_ALWAYS, 128, ~0);
+       if (gl_ext_stenciltwoside.integer)
+       {
+               r_shadowstage = SHADOWSTAGE_STENCILTWOSIDE;
+               qglDisable(GL_CULL_FACE);
+               qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+               qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
+               qglStencilMask(~0);
+               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+               qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
+               qglStencilMask(~0);
+               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+       }
+       else
+       {
+               r_shadowstage = SHADOWSTAGE_STENCIL;
+               qglEnable(GL_CULL_FACE);
+               qglStencilMask(~0);
+               // 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)
+{
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       R_Mesh_State(&m);
+       GL_BlendFunc(GL_ONE, GL_ONE);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       qglPolygonOffset(0, 0);
+       //qglDisable(GL_POLYGON_OFFSET_FILL);
+       GL_Color(1, 1, 1, 1);
+       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+       qglDepthFunc(GL_EQUAL);
+       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+       qglEnable(GL_CULL_FACE);
+       if (shadowtest)
+               qglEnable(GL_STENCIL_TEST);
+       else
+               qglDisable(GL_STENCIL_TEST);
+       if (gl_support_stenciltwoside)
+               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+       qglStencilMask(~0);
+       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+       // only draw light where this geometry was already rendered AND the
+       // stencil is 128 (values other than this mean shadow)
+       qglStencilFunc(GL_EQUAL, 128, ~0);
+       r_shadowstage = SHADOWSTAGE_LIGHT;
+       c_rt_lights++;
+}
+
+void R_Shadow_Stage_End(void)
+{
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       R_Mesh_State(&m);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       qglPolygonOffset(0, 0);
+       //qglDisable(GL_POLYGON_OFFSET_FILL);
+       GL_Color(1, 1, 1, 1);
+       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+       GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
        qglDepthFunc(GL_LEQUAL);
+       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+       qglDisable(GL_STENCIL_TEST);
+       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+       if (gl_support_stenciltwoside)
+               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+       qglStencilMask(~0);
+       qglStencilFunc(GL_ALWAYS, 128, ~0);
+       r_shadowstage = SHADOWSTAGE_NONE;
 }
 
-void R_Shadow_ClearStencil(void)
+int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
 {
-       qglClearStencil(0);
-       qglClear(GL_STENCIL_BUFFER_BIT);
+       int i, ix1, iy1, ix2, iy2;
+       float x1, y1, x2, y2, x, y, f;
+       vec3_t smins, smaxs;
+       vec4_t v, v2;
+       if (!r_shadow_scissor.integer)
+               return false;
+       // if view is inside the box, just say yes it's visible
+       if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
+       {
+               GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
+               return false;
+       }
+       for (i = 0;i < 3;i++)
+       {
+               if (r_viewforward[i] >= 0)
+               {
+                       v[i] = mins[i];
+                       v2[i] = maxs[i];
+               }
+               else
+               {
+                       v[i] = maxs[i];
+                       v2[i] = mins[i];
+               }
+       }
+       f = DotProduct(r_viewforward, r_vieworigin) + 1;
+       if (DotProduct(r_viewforward, v2) <= f)
+       {
+               // entirely behind nearclip plane
+               return true;
+       }
+       if (DotProduct(r_viewforward, v) >= f)
+       {
+               // entirely infront of nearclip plane
+               x1 = y1 = x2 = y2 = 0;
+               for (i = 0;i < 8;i++)
+               {
+                       v[0] = (i & 1) ? mins[0] : maxs[0];
+                       v[1] = (i & 2) ? mins[1] : maxs[1];
+                       v[2] = (i & 4) ? mins[2] : maxs[2];
+                       v[3] = 1.0f;
+                       GL_TransformToScreen(v, v2);
+                       //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
+                       x = v2[0];
+                       y = v2[1];
+                       if (i)
+                       {
+                               if (x1 > x) x1 = x;
+                               if (x2 < x) x2 = x;
+                               if (y1 > y) y1 = y;
+                               if (y2 < y) y2 = y;
+                       }
+                       else
+                       {
+                               x1 = x2 = x;
+                               y1 = y2 = y;
+                       }
+               }
+       }
+       else
+       {
+               // clipped by nearclip plane
+               // this is nasty and crude...
+               // create viewspace bbox
+               for (i = 0;i < 8;i++)
+               {
+                       v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_vieworigin[0];
+                       v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_vieworigin[1];
+                       v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_vieworigin[2];
+                       v2[0] = -DotProduct(v, r_viewleft);
+                       v2[1] = DotProduct(v, r_viewup);
+                       v2[2] = DotProduct(v, r_viewforward);
+                       if (i)
+                       {
+                               if (smins[0] > v2[0]) smins[0] = v2[0];
+                               if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
+                               if (smins[1] > v2[1]) smins[1] = v2[1];
+                               if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
+                               if (smins[2] > v2[2]) smins[2] = v2[2];
+                               if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
+                       }
+                       else
+                       {
+                               smins[0] = smaxs[0] = v2[0];
+                               smins[1] = smaxs[1] = v2[1];
+                               smins[2] = smaxs[2] = v2[2];
+                       }
+               }
+               // now we have a bbox in viewspace
+               // clip it to the view plane
+               if (smins[2] < 1)
+                       smins[2] = 1;
+               // return true if that culled the box
+               if (smins[2] >= smaxs[2])
+                       return true;
+               // ok some of it is infront of the view, transform each corner back to
+               // worldspace and then to screenspace and make screen rect
+               // initialize these variables just to avoid compiler warnings
+               x1 = y1 = x2 = y2 = 0;
+               for (i = 0;i < 8;i++)
+               {
+                       v2[0] = (i & 1) ? smins[0] : smaxs[0];
+                       v2[1] = (i & 2) ? smins[1] : smaxs[1];
+                       v2[2] = (i & 4) ? smins[2] : smaxs[2];
+                       v[0] = v2[0] * -r_viewleft[0] + v2[1] * r_viewup[0] + v2[2] * r_viewforward[0] + r_vieworigin[0];
+                       v[1] = v2[0] * -r_viewleft[1] + v2[1] * r_viewup[1] + v2[2] * r_viewforward[1] + r_vieworigin[1];
+                       v[2] = v2[0] * -r_viewleft[2] + v2[1] * r_viewup[2] + v2[2] * r_viewforward[2] + r_vieworigin[2];
+                       v[3] = 1.0f;
+                       GL_TransformToScreen(v, v2);
+                       //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
+                       x = v2[0];
+                       y = v2[1];
+                       if (i)
+                       {
+                               if (x1 > x) x1 = x;
+                               if (x2 < x) x2 = x;
+                               if (y1 > y) y1 = y;
+                               if (y2 < y) y2 = y;
+                       }
+                       else
+                       {
+                               x1 = x2 = x;
+                               y1 = y2 = y;
+                       }
+               }
+               /*
+               // this code doesn't handle boxes with any points behind view properly
+               x1 = 1000;x2 = -1000;
+               y1 = 1000;y2 = -1000;
+               for (i = 0;i < 8;i++)
+               {
+                       v[0] = (i & 1) ? mins[0] : maxs[0];
+                       v[1] = (i & 2) ? mins[1] : maxs[1];
+                       v[2] = (i & 4) ? mins[2] : maxs[2];
+                       v[3] = 1.0f;
+                       GL_TransformToScreen(v, v2);
+                       //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
+                       if (v2[2] > 0)
+                       {
+                               x = v2[0];
+                               y = v2[1];
+
+                               if (x1 > x) x1 = x;
+                               if (x2 < x) x2 = x;
+                               if (y1 > y) y1 = y;
+                               if (y2 < y) y2 = y;
+                       }
+               }
+               */
+       }
+       ix1 = x1 - 1.0f;
+       iy1 = y1 - 1.0f;
+       ix2 = x2 + 1.0f;
+       iy2 = y2 + 1.0f;
+       //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
+       if (ix1 < r_view_x) ix1 = r_view_x;
+       if (iy1 < r_view_y) iy1 = r_view_y;
+       if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
+       if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
+       if (ix2 <= ix1 || iy2 <= iy1)
+               return true;
+       // set up the scissor rectangle
+       GL_Scissor(ix1, vid.realheight - iy2, ix2 - ix1, iy2 - iy1);
+       //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
+       //qglEnable(GL_SCISSOR_TEST);
+       c_rt_scissored++;
+       return false;
 }
+
+static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
+{
+       float *color4f = varray_color4f;
+       float dist, dot, intensity, v[3], n[3];
+       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+       {
+               Matrix4x4_Transform(m, vertex3f, v);
+               if ((dist = DotProduct(v, v)) < 1)
+               {
+                       Matrix4x4_Transform3x3(m, normal3f, n);
+                       if ((dot = DotProduct(n, v)) > 0)
+                       {
+                               dist = sqrt(dist);
+                               intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+                               intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
+                               VectorScale(lightcolor, intensity, color4f);
+                               color4f[3] = 1;
+                       }
+                       else
+                       {
+                               VectorClear(color4f);
+                               color4f[3] = 1;
+                       }
+               }
+               else
+               {
+                       VectorClear(color4f);
+                       color4f[3] = 1;
+               }
+       }
+}
+
+static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
+{
+       float *color4f = varray_color4f;
+       float dist, dot, intensity, v[3], n[3];
+       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+       {
+               Matrix4x4_Transform(m, vertex3f, v);
+               if ((dist = fabs(v[2])) < 1)
+               {
+                       Matrix4x4_Transform3x3(m, normal3f, n);
+                       if ((dot = DotProduct(n, v)) > 0)
+                       {
+                               intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+                               intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
+                               VectorScale(lightcolor, intensity, color4f);
+                               color4f[3] = 1;
+                       }
+                       else
+                       {
+                               VectorClear(color4f);
+                               color4f[3] = 1;
+                       }
+               }
+               else
+               {
+                       VectorClear(color4f);
+                       color4f[3] = 1;
+               }
+       }
+}
+
+static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
+{
+       float *color4f = varray_color4f;
+       float dot, intensity, v[3], n[3];
+       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+       {
+               Matrix4x4_Transform(m, vertex3f, v);
+               Matrix4x4_Transform3x3(m, normal3f, n);
+               if ((dot = DotProduct(n, v)) > 0)
+               {
+                       intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+                       VectorScale(lightcolor, intensity, color4f);
+                       color4f[3] = 1;
+               }
+               else
+               {
+                       VectorClear(color4f);
+                       color4f[3] = 1;
+               }
+       }
+}
+
+static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor, const matrix4x4_t *m)
+{
+       float *color4f = varray_color4f;
+       float dist, intensity, v[3];
+       for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+       {
+               Matrix4x4_Transform(m, vertex3f, v);
+               if ((dist = DotProduct(v, v)) < 1)
+               {
+                       dist = sqrt(dist);
+                       intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
+                       VectorScale(lightcolor, intensity, color4f);
+                       color4f[3] = 1;
+               }
+               else
+               {
+                       VectorClear(color4f);
+                       color4f[3] = 1;
+               }
+       }
+}
+
+static void R_Shadow_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor, const matrix4x4_t *m)
+{
+       float *color4f = varray_color4f;
+       float dist, intensity, v[3];
+       for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+       {
+               Matrix4x4_Transform(m, vertex3f, v);
+               if ((dist = fabs(v[2])) < 1)
+               {
+                       intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
+                       VectorScale(lightcolor, intensity, color4f);
+                       color4f[3] = 1;
+               }
+               else
+               {
+                       VectorClear(color4f);
+                       color4f[3] = 1;
+               }
+       }
+}
+
+// TODO: use glTexGen instead of feeding vertices to texcoordpointer?
+#define USETEXMATRIX
+
+#ifndef USETEXMATRIX
+// this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
+// if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
+static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
+{
+       do
+       {
+               tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
+               tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
+               tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
+               vertex3f += 3;
+               tc3f += 3;
+       }
+       while (--numverts);
+}
+
+static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
+{
+       do
+       {
+               tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
+               tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
+               vertex3f += 3;
+               tc2f += 2;
+       }
+       while (--numverts);
+}
+#endif
+
+static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
+{
+       int i;
+       float lightdir[3];
+       for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
+       {
+               VectorSubtract(vertex3f, relativelightorigin, lightdir);
+               // the cubemap normalizes this for us
+               out3f[0] = DotProduct(svector3f, lightdir);
+               out3f[1] = DotProduct(tvector3f, lightdir);
+               out3f[2] = DotProduct(normal3f, lightdir);
+       }
+}
+
+static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
+{
+       int i;
+       float lightdir[3], eyedir[3], halfdir[3];
+       for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
+       {
+               VectorSubtract(vertex3f, relativelightorigin, lightdir);
+               VectorNormalizeFast(lightdir);
+               VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
+               VectorNormalizeFast(eyedir);
+               VectorAdd(lightdir, eyedir, halfdir);
+               // the cubemap normalizes this for us
+               out3f[0] = DotProduct(svector3f, halfdir);
+               out3f[1] = DotProduct(tvector3f, halfdir);
+               out3f[2] = DotProduct(normal3f, halfdir);
+       }
+}
+
+void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale)
+{
+       int renders;
+       float color[3], color2[3], colorscale;
+       rmeshstate_t m;
+       // FIXME: support EF_NODEPTHTEST
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       if (!bumptexture)
+               bumptexture = r_texture_blanknormalmap;
+       specularscale *= r_shadow_glossintensity.value;
+       if (!glosstexture)
+       {
+               if (r_shadow_gloss.integer >= 2)
+               {
+                       glosstexture = r_texture_white;
+                       specularscale *= r_shadow_gloss2intensity.value;
+               }
+               else
+               {
+                       glosstexture = r_texture_black;
+                       specularscale = 0;
+               }
+       }
+       if (r_shadow_gloss.integer < 1)
+               specularscale = 0;
+       if (!lightcubemap)
+               lightcubemap = r_shadow_blankwhitecubetexture;
+       if (ambientscale + diffusescale + specularscale < 0.01)
+               return;
+       if (r_shadow_glsl.integer && r_shadow_program_light[0])
+       {
+               unsigned int perm, prog;
+               // GLSL shader path (GFFX5200, Radeon 9500)
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = vertex3f;
+               m.pointer_texcoord[0] = texcoord2f;
+               m.pointer_texcoord3f[1] = svector3f;
+               m.pointer_texcoord3f[2] = tvector3f;
+               m.pointer_texcoord3f[3] = normal3f;
+               m.tex[0] = R_GetTexture(bumptexture);
+               m.tex[1] = R_GetTexture(basetexture);
+               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_texture_white);
+               m.texmatrix[3] = *matrix_modeltolight;
+               R_Mesh_State(&m);
+               GL_BlendFunc(GL_ONE, GL_ONE);
+               GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+               CHECKGLERROR
+               perm = 0;
+               // only add a feature to the permutation if that permutation exists
+               // (otherwise it might end up not using a shader at all, which looks
+               // worse than using less features)
+               if (specularscale && r_shadow_program_light[perm | SHADERPERMUTATION_SPECULAR])
+                       perm |= SHADERPERMUTATION_SPECULAR;
+               //if (fog && r_shadow_program_light[perm | SHADERPERMUTATION_FOG])
+               //      perm |= SHADERPERMUTATION_FOG;
+               if (lightcubemap && r_shadow_program_light[perm | SHADERPERMUTATION_CUBEFILTER])
+                       perm |= SHADERPERMUTATION_CUBEFILTER;
+               if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[perm | SHADERPERMUTATION_OFFSETMAPPING])
+                       perm |= SHADERPERMUTATION_OFFSETMAPPING;
+               prog = r_shadow_program_light[perm];
+               qglUseProgramObjectARB(prog);CHECKGLERROR
+               // TODO: support fog (after renderer is converted to texture fog)
+               if (perm & SHADERPERMUTATION_FOG)
+               {
+                       qglUniform1fARB(qglGetUniformLocationARB(prog, "FogRangeRecip"), 0);CHECKGLERROR
+               }
+               qglUniform1fARB(qglGetUniformLocationARB(prog, "AmbientScale"), ambientscale);CHECKGLERROR
+               qglUniform1fARB(qglGetUniformLocationARB(prog, "DiffuseScale"), diffusescale);CHECKGLERROR
+               if (perm & SHADERPERMUTATION_SPECULAR)
+               {
+                       qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularPower"), 8);CHECKGLERROR
+                       qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularScale"), specularscale);CHECKGLERROR
+               }
+               qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolor[0], lightcolor[1], lightcolor[2]);CHECKGLERROR
+               qglUniform3fARB(qglGetUniformLocationARB(prog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
+               if (perm & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
+               {
+                       qglUniform3fARB(qglGetUniformLocationARB(prog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
+               }
+               if (perm & SHADERPERMUTATION_OFFSETMAPPING)
+               {
+                       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(0, numverts, numtriangles, elements);
+               c_rt_lightmeshes++;
+               c_rt_lighttris += numtriangles;
+               GL_LockArrays(0, 0);
+               qglUseProgramObjectARB(0);
+               // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering
+               qglBegin(GL_TRIANGLES);
+               qglEnd();
+               CHECKGLERROR
+       }
+       else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
+       {
+               if (!bumptexture)
+                       bumptexture = r_texture_blanknormalmap;
+               if (!glosstexture)
+                       glosstexture = r_texture_white;
+               if (ambientscale)
+               {
+                       GL_Color(1,1,1,1);
+                       colorscale = ambientscale;
+                       // colorscale accounts for how much we multiply the brightness
+                       // during combine.
+                       //
+                       // mult is how many times the final pass of the lighting will be
+                       // performed to get more brightness than otherwise possible.
+                       //
+                       // Limit mult to 64 for sanity sake.
+                       if (r_shadow_texture3d.integer && lightcubemap && r_textureunits.integer >= 4)
+                       {
+                               // 3 3D combine path (Geforce3, Radeon 8500)
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[0] = vertex3f;
+                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                               m.tex[1] = R_GetTexture(basetexture);
+                               m.pointer_texcoord[1] = texcoord2f;
+                               m.texcubemap[2] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[2] = vertex3f;
+                               m.texmatrix[2] = *matrix_modeltolight;
+#else
+                               m.pointer_texcoord3f[2] = varray_texcoord3f[2];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltolight);
+#endif
+                               GL_BlendFunc(GL_ONE, GL_ONE);
+                       }
+                       else if (r_shadow_texture3d.integer && !lightcubemap && r_textureunits.integer >= 2)
+                       {
+                               // 2 3D combine path (Geforce3, original Radeon)
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[0] = vertex3f;
+                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                               m.tex[1] = R_GetTexture(basetexture);
+                               m.pointer_texcoord[1] = texcoord2f;
+                               GL_BlendFunc(GL_ONE, GL_ONE);
+                       }
+                       else if (r_textureunits.integer >= 4 && lightcubemap)
+                       {
+                               // 4 2D combine path (Geforce3, Radeon 8500)
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[0] = vertex3f;
+                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord[0] = varray_texcoord2f[0];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.texmatrix[1] = *matrix_modeltoattenuationz;
+#else
+                               m.pointer_texcoord[1] = varray_texcoord2f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+#endif
+                               m.tex[2] = R_GetTexture(basetexture);
+                               m.pointer_texcoord[2] = texcoord2f;
+                               if (lightcubemap)
+                               {
+                                       m.texcubemap[3] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[3] = vertex3f;
+                                       m.texmatrix[3] = *matrix_modeltolight;
+#else
+                                       m.pointer_texcoord3f[3] = varray_texcoord3f[3];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3], numverts, vertex3f, matrix_modeltolight);
+#endif
+                               }
+                               GL_BlendFunc(GL_ONE, GL_ONE);
+                       }
+                       else if (r_textureunits.integer >= 3 && !lightcubemap)
+                       {
+                               // 3 2D combine path (Geforce3, original Radeon)
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[0] = vertex3f;
+                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord[0] = varray_texcoord2f[0];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.texmatrix[1] = *matrix_modeltoattenuationz;
+#else
+                               m.pointer_texcoord[1] = varray_texcoord2f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+#endif
+                               m.tex[2] = R_GetTexture(basetexture);
+                               m.pointer_texcoord[2] = texcoord2f;
+                               GL_BlendFunc(GL_ONE, GL_ONE);
+                       }
+                       else
+                       {
+                               // 2/2/2 2D combine path (any dot3 card)
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[0] = vertex3f;
+                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord[0] = varray_texcoord2f[0];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.texmatrix[1] = *matrix_modeltoattenuationz;
+#else
+                               m.pointer_texcoord[1] = varray_texcoord2f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+#endif
+                               R_Mesh_State(&m);
+                               GL_ColorMask(0,0,0,1);
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               GL_LockArrays(0, numverts);
+                               R_Mesh_Draw(0, numverts, numtriangles, elements);
+                               GL_LockArrays(0, 0);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(basetexture);
+                               m.pointer_texcoord[0] = texcoord2f;
+                               if (lightcubemap)
+                               {
+                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.texmatrix[1] = *matrix_modeltolight;
+#else
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+                               }
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       }
+                       // this final code is shared
+                       R_Mesh_State(&m);
+                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+                       VectorScale(lightcolor, colorscale, color2);
+                       GL_LockArrays(0, numverts);
+                       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(0, numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+                       GL_LockArrays(0, 0);
+               }
+               if (diffusescale)
+               {
+                       GL_Color(1,1,1,1);
+                       colorscale = diffusescale;
+                       // colorscale accounts for how much we multiply the brightness
+                       // during combine.
+                       //
+                       // mult is how many times the final pass of the lighting will be
+                       // performed to get more brightness than otherwise possible.
+                       //
+                       // Limit mult to 64 for sanity sake.
+                       if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
+                       {
+                               // 3/2 3D combine path (Geforce3, Radeon 8500)
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               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.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                               m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[2] = vertex3f;
+                               m.texmatrix[2] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord3f[2] = varray_texcoord3f[2];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                               R_Mesh_State(&m);
+                               GL_ColorMask(0,0,0,1);
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               GL_LockArrays(0, numverts);
+                               R_Mesh_Draw(0, numverts, numtriangles, elements);
+                               GL_LockArrays(0, 0);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(basetexture);
+                               m.pointer_texcoord[0] = texcoord2f;
+                               if (lightcubemap)
+                               {
+                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.texmatrix[1] = *matrix_modeltolight;
+#else
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+                               }
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       }
+                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
+                       {
+                               // 1/2/2 3D combine path (original Radeon)
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[0] = vertex3f;
+                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                               R_Mesh_State(&m);
+                               GL_ColorMask(0,0,0,1);
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               GL_LockArrays(0, numverts);
+                               R_Mesh_Draw(0, numverts, numtriangles, elements);
+                               GL_LockArrays(0, 0);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               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.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                               R_Mesh_State(&m);
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+                               GL_LockArrays(0, numverts);
+                               R_Mesh_Draw(0, numverts, numtriangles, elements);
+                               GL_LockArrays(0, 0);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(basetexture);
+                               m.pointer_texcoord[0] = texcoord2f;
+                               if (lightcubemap)
+                               {
+                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.texmatrix[1] = *matrix_modeltolight;
+#else
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+                               }
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       }
+                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
+                       {
+                               // 2/2 3D combine path (original Radeon)
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               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.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                               R_Mesh_State(&m);
+                               GL_ColorMask(0,0,0,1);
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               GL_LockArrays(0, numverts);
+                               R_Mesh_Draw(0, numverts, numtriangles, elements);
+                               GL_LockArrays(0, 0);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(basetexture);
+                               m.pointer_texcoord[0] = texcoord2f;
+                               m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.texmatrix[1] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       }
+                       else if (r_textureunits.integer >= 4)
+                       {
+                               // 4/2 2D combine path (Geforce3, Radeon 8500)
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               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.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                               m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[2] = vertex3f;
+                               m.texmatrix[2] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord[2] = varray_texcoord2f[2];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                               m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[3] = vertex3f;
+                               m.texmatrix[3] = *matrix_modeltoattenuationz;
+#else
+                               m.pointer_texcoord[3] = varray_texcoord2f[3];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
+#endif
+                               R_Mesh_State(&m);
+                               GL_ColorMask(0,0,0,1);
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               GL_LockArrays(0, numverts);
+                               R_Mesh_Draw(0, numverts, numtriangles, elements);
+                               GL_LockArrays(0, 0);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(basetexture);
+                               m.pointer_texcoord[0] = texcoord2f;
+                               if (lightcubemap)
+                               {
+                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.texmatrix[1] = *matrix_modeltolight;
+#else
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+                               }
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       }
+                       else
+                       {
+                               // 2/2/2 2D combine path (any dot3 card)
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[0] = vertex3f;
+                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord[0] = varray_texcoord2f[0];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.texmatrix[1] = *matrix_modeltoattenuationz;
+#else
+                               m.pointer_texcoord[1] = varray_texcoord2f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+#endif
+                               R_Mesh_State(&m);
+                               GL_ColorMask(0,0,0,1);
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               GL_LockArrays(0, numverts);
+                               R_Mesh_Draw(0, numverts, numtriangles, elements);
+                               GL_LockArrays(0, 0);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               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.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                               R_Mesh_State(&m);
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+                               GL_LockArrays(0, numverts);
+                               R_Mesh_Draw(0, numverts, numtriangles, elements);
+                               GL_LockArrays(0, 0);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(basetexture);
+                               m.pointer_texcoord[0] = texcoord2f;
+                               if (lightcubemap)
+                               {
+                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.texmatrix[1] = *matrix_modeltolight;
+#else
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+                               }
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       }
+                       // this final code is shared
+                       R_Mesh_State(&m);
+                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+                       VectorScale(lightcolor, colorscale, color2);
+                       GL_LockArrays(0, numverts);
+                       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(0, numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+                       GL_LockArrays(0, 0);
+               }
+               if (specularscale && glosstexture != r_texture_black)
+               {
+                       // FIXME: detect blendsquare!
+                       //if (gl_support_blendsquare)
+                       {
+                               colorscale = specularscale;
+                               GL_Color(1,1,1,1);
+                               if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+                               {
+                                       // 2/0/0/1/2 3D combine blendsquare path
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex[0] = R_GetTexture(bumptexture);
+                                       m.pointer_texcoord[0] = texcoord2f;
+                                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                                       R_Mesh_State(&m);
+                                       GL_ColorMask(0,0,0,1);
+                                       // this squares the result
+                                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+                                       GL_LockArrays(0, numverts);
+                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
+                                       GL_LockArrays(0, 0);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       R_Mesh_State(&m);
+                                       GL_LockArrays(0, numverts);
+                                       // square alpha in framebuffer a few times to make it shiny
+                                       GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+                                       // these comments are a test run through this math for intensity 0.5
+                                       // 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(0, numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                                       GL_LockArrays(0, 0);
+
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[0] = vertex3f;
+                                       m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+                                       m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                                       R_Mesh_State(&m);
+                                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+                                       GL_LockArrays(0, numverts);
+                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
+                                       GL_LockArrays(0, 0);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex[0] = R_GetTexture(glosstexture);
+                                       m.pointer_texcoord[0] = texcoord2f;
+                                       if (lightcubemap)
+                                       {
+                                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+                                               m.pointer_texcoord3f[1] = vertex3f;
+                                               m.texmatrix[1] = *matrix_modeltolight;
+#else
+                                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+                                       }
+                                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                               }
+                               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+                               {
+                                       // 2/0/0/2 3D combine blendsquare path
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex[0] = R_GetTexture(bumptexture);
+                                       m.pointer_texcoord[0] = texcoord2f;
+                                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                                       R_Mesh_State(&m);
+                                       GL_ColorMask(0,0,0,1);
+                                       // this squares the result
+                                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+                                       GL_LockArrays(0, numverts);
+                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
+                                       GL_LockArrays(0, 0);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       R_Mesh_State(&m);
+                                       GL_LockArrays(0, numverts);
+                                       // square alpha in framebuffer a few times to make it shiny
+                                       GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+                                       // these comments are a test run through this math for intensity 0.5
+                                       // 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(0, numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                                       GL_LockArrays(0, 0);
+
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex[0] = R_GetTexture(glosstexture);
+                                       m.pointer_texcoord[0] = texcoord2f;
+                                       m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.texmatrix[1] = *matrix_modeltoattenuationxyz;
+#else
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                               }
+                               else
+                               {
+                                       // 2/0/0/2/2 2D combine blendsquare path
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex[0] = R_GetTexture(bumptexture);
+                                       m.pointer_texcoord[0] = texcoord2f;
+                                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                                       R_Mesh_State(&m);
+                                       GL_ColorMask(0,0,0,1);
+                                       // this squares the result
+                                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+                                       GL_LockArrays(0, numverts);
+                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
+                                       GL_LockArrays(0, 0);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       R_Mesh_State(&m);
+                                       GL_LockArrays(0, numverts);
+                                       // square alpha in framebuffer a few times to make it shiny
+                                       GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+                                       // these comments are a test run through this math for intensity 0.5
+                                       // 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(0, numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                                       GL_LockArrays(0, 0);
+
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[0] = vertex3f;
+                                       m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+                                       m.pointer_texcoord[0] = varray_texcoord2f[0];
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.texmatrix[1] = *matrix_modeltoattenuationz;
+#else
+                                       m.pointer_texcoord[1] = varray_texcoord2f[1];
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+#endif
+                                       R_Mesh_State(&m);
+                                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+                                       GL_LockArrays(0, numverts);
+                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
+                                       GL_LockArrays(0, 0);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex[0] = R_GetTexture(glosstexture);
+                                       m.pointer_texcoord[0] = texcoord2f;
+                                       if (lightcubemap)
+                                       {
+                                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+                                               m.pointer_texcoord3f[1] = vertex3f;
+                                               m.texmatrix[1] = *matrix_modeltolight;
+#else
+                                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+                                       }
+                                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                               }
+                               R_Mesh_State(&m);
+                               GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+                               VectorScale(lightcolor, colorscale, color2);
+                               GL_LockArrays(0, numverts);
+                               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(0, numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                               }
+                               GL_LockArrays(0, 0);
+                       }
+               }
+       }
+       else
+       {
+               if (ambientscale)
+               {
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+                       VectorScale(lightcolor, ambientscale, color2);
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       if (r_textureunits.integer >= 2)
+                       {
+                               // voodoo2
+                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.texmatrix[1] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord[1] = varray_texcoord2f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                               if (r_textureunits.integer >= 3)
+                               {
+                                       // Geforce3/Radeon class but not using dot3
+                                       m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[2] = vertex3f;
+                                       m.texmatrix[2] = *matrix_modeltoattenuationz;
+#else
+                                       m.pointer_texcoord[2] = varray_texcoord2f[2];
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationz);
+#endif
+                               }
+                       }
+                       if (r_textureunits.integer >= 3)
+                               m.pointer_color = NULL;
+                       else
+                               m.pointer_color = varray_color4f;
+                       R_Mesh_State(&m);
+                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
+                               if (r_textureunits.integer >= 3)
+                                       GL_Color(color[0], color[1], color[2], 1);
+                               else if (r_textureunits.integer >= 2)
+                                       R_Shadow_VertexNoShadingWithZAttenuation(numverts, vertex3f, color, matrix_modeltolight);
+                               else
+                                       R_Shadow_VertexNoShadingWithXYZAttenuation(numverts, vertex3f, color, matrix_modeltolight);
+                               GL_LockArrays(0, numverts);
+                               R_Mesh_Draw(0, numverts, numtriangles, elements);
+                               GL_LockArrays(0, 0);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+               }
+               if (diffusescale)
+               {
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+                       VectorScale(lightcolor, diffusescale, color2);
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
+                       m.pointer_color = varray_color4f;
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       if (r_textureunits.integer >= 2)
+                       {
+                               // voodoo2
+                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.texmatrix[1] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord[1] = varray_texcoord2f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                               if (r_textureunits.integer >= 3)
+                               {
+                                       // Geforce3/Radeon class but not using dot3
+                                       m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[2] = vertex3f;
+                                       m.texmatrix[2] = *matrix_modeltoattenuationz;
+#else
+                                       m.pointer_texcoord[2] = varray_texcoord2f[2];
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationz);
+#endif
+                               }
+                       }
+                       R_Mesh_State(&m);
+                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
+                               if (r_textureunits.integer >= 3)
+                                       R_Shadow_VertexShading(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+                               else if (r_textureunits.integer >= 2)
+                                       R_Shadow_VertexShadingWithZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+                               else
+                                       R_Shadow_VertexShadingWithXYZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+                               GL_LockArrays(0, numverts);
+                               R_Mesh_Draw(0, numverts, numtriangles, elements);
+                               GL_LockArrays(0, 0);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+               }
+       }
+}
+
+void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
+{
+       int j, k;
+       float scale;
+       R_RTLight_Uncompile(rtlight);
+       memset(rtlight, 0, sizeof(*rtlight));
+
+       VectorCopy(light->origin, rtlight->shadoworigin);
+       VectorCopy(light->color, rtlight->color);
+       rtlight->radius = light->radius;
+       //rtlight->cullradius = rtlight->radius;
+       //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
+       rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
+       rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
+       rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
+       rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
+       rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
+       rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
+       rtlight->cubemapname[0] = 0;
+       if (light->cubemapname[0])
+               strcpy(rtlight->cubemapname, light->cubemapname);
+       else if (light->cubemapnum > 0)
+               sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
+       rtlight->shadow = light->shadow;
+       rtlight->corona = light->corona;
+       rtlight->style = light->style;
+       rtlight->isstatic = isstatic;
+       rtlight->coronasizescale = light->coronasizescale;
+       rtlight->ambientscale = light->ambientscale;
+       rtlight->diffusescale = light->diffusescale;
+       rtlight->specularscale = light->specularscale;
+       rtlight->flags = light->flags;
+       Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
+       // ConcatScale won't work here because this needs to scale rotate and
+       // translate, not just rotate
+       scale = 1.0f / rtlight->radius;
+       for (k = 0;k < 3;k++)
+               for (j = 0;j < 4;j++)
+                       rtlight->matrix_worldtolight.m[k][j] *= scale;
+       Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &rtlight->matrix_worldtolight);
+       Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationz, &matrix_attenuationz, &rtlight->matrix_worldtolight);
+
+       rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
+       rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
+       VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
+       rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
+}
+
+// compiles rtlight geometry
+// (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
+void R_RTLight_Compile(rtlight_t *rtlight)
+{
+       int shadowmeshes, shadowtris, lightmeshes, lighttris, numclusters, numsurfaces;
+       entity_render_t *ent = r_refdef.worldentity;
+       model_t *model = r_refdef.worldmodel;
+
+       // compile the light
+       rtlight->compiled = true;
+       rtlight->static_numclusters = 0;
+       rtlight->static_numclusterpvsbytes = 0;
+       rtlight->static_clusterlist = NULL;
+       rtlight->static_clusterpvs = 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;
+       rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
+       rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
+       rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
+
+       if (model && model->GetLightInfo)
+       {
+               // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering
+               r_shadow_compilingrtlight = rtlight;
+               R_Shadow_EnlargeClusterBuffer(model->brush.num_pvsclusters);
+               R_Shadow_EnlargeSurfaceBuffer(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);
+               }
+               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, rtlight->cullmins, rtlight->cullmaxs);
+                       rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
+               }
+               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);
+                       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
+               r_shadow_compilingrtlight = NULL;
+       }
+
+
+       // use smallest available cullradius - box radius or light radius
+       //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
+       //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
+
+       shadowmeshes = 0;
+       shadowtris = 0;
+       if (rtlight->static_meshchain_shadow)
+       {
+               shadowmesh_t *mesh;
+               for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
+               {
+                       shadowmeshes++;
+                       shadowtris += mesh->numtriangles;
+               }
+       }
+
+       lightmeshes = 0;
+       lighttris = 0;
+       if (rtlight->static_meshchain_light)
+       {
+               shadowmesh_t *mesh;
+               for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
+               {
+                       lightmeshes++;
+                       lighttris += mesh->numtriangles;
+               }
+       }
+
+       Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes), %i light triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes, lighttris, lightmeshes);
+}
+
+void R_RTLight_Uncompile(rtlight_t *rtlight)
+{
+       if (rtlight->compiled)
+       {
+               if (rtlight->static_meshchain_shadow)
+                       Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
+               rtlight->static_meshchain_shadow = NULL;
+               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;
+               rtlight->compiled = false;
+       }
+}
+
+void R_Shadow_UncompileWorldLights(void)
+{
+       dlight_t *light;
+       for (light = r_shadow_worldlightchain;light;light = light->next)
+               R_RTLight_Uncompile(&light->rtlight);
+}
+
+void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
+{
+       int i, shadow, usestencil;
+       entity_render_t *ent;
+       float f;
+       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;
+       vec3_t cullmins, cullmaxs, relativelightmins, relativelightmaxs;
+       shadowmesh_t *mesh;
+       rmeshstate_t m;
+
+       // skip lights that don't light (corona only lights)
+       if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < 0.01)
+               return;
+
+       f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
+       VectorScale(rtlight->color, f, lightcolor);
+       if (VectorLength2(lightcolor) < 0.01)
+               return;
+       /*
+       if (rtlight->selected)
+       {
+               f = 2 + sin(realtime * M_PI * 4.0);
+               VectorScale(lightcolor, f, lightcolor);
+       }
+       */
+
+       // 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)
+               R_RTLight_Compile(rtlight);
+       if (rtlight->cubemapname[0])
+               cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname);
+       else
+               cubemaptexture = NULL;
+
+       cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
+       cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
+       cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
+       cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
+       cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
+       cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
+       if (rtlight->style >= 0 && d_lightstylevalue[rtlight->style] <= 0)
+               return;
+       numclusters = 0;
+       clusterlist = NULL;
+       clusterpvs = NULL;
+       numsurfaces = 0;
+       surfacelist = NULL;
+       if (rtlight->compiled && r_shadow_staticworldlights.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;
+               VectorCopy(rtlight->cullmins, cullmins);
+               VectorCopy(rtlight->cullmaxs, cullmaxs);
+       }
+       else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
+       {
+               // dynamic light, world available and can receive realtime lighting
+               // if the light box is offscreen, skip it right away
+               if (R_CullBox(cullmins, cullmaxs))
+                       return;
+               // calculate lit surfaces and clusters
+               R_Shadow_EnlargeClusterBuffer(r_refdef.worldmodel->brush.num_pvsclusters);
+               R_Shadow_EnlargeSurfaceBuffer(r_refdef.worldmodel->nummodelsurfaces);
+               r_refdef.worldmodel->GetLightInfo(&cl_entities[0].render, 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;
+               surfacelist = r_shadow_buffer_surfacelist;
+       }
+       // if the reduced cluster bounds are offscreen, skip it
+       if (R_CullBox(cullmins, cullmaxs))
+               return;
+       // check if light is illuminating any visible clusters
+       if (numclusters)
+       {
+               for (i = 0;i < numclusters;i++)
+                       if (CHECKPVSBIT(r_pvsbits, clusterlist[i]))
+                               break;
+               if (i == numclusters)
+                       return;
+       }
+       // set up a scissor rectangle for this light
+       if (R_Shadow_ScissorForBBox(cullmins, cullmaxs))
+               return;
+
+       shadow = rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows);
+       usestencil = false;
+
+       if (shadow && (gl_stencil || visiblevolumes))
+       {
+               if (!visiblevolumes)
+               {
+                       R_Shadow_Stage_ShadowVolumes();
+                       usestencil = true;
+               }
+               ent = &cl_entities[0].render;
+               if (r_shadow_staticworldlights.integer && rtlight->compiled)
+               {
+                       memset(&m, 0, sizeof(m));
+                       R_Mesh_Matrix(&ent->matrix);
+                       for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
+                       {
+                               m.pointer_vertex = mesh->vertex3f;
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, mesh->numverts);
+                               if (r_shadowstage == SHADOWSTAGE_STENCIL)
+                               {
+                                       // increment stencil if backface is behind depthbuffer
+                                       qglCullFace(GL_BACK); // quake is backwards, this culls front faces
+                                       qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+                                       R_Mesh_Draw(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(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
+                               c_rtcached_shadowmeshes++;
+                               c_rtcached_shadowtris += mesh->numtriangles;
+                               GL_LockArrays(0, 0);
+                       }
+               }
+               else if (numsurfaces)
+               {
+                       Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
+                       ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
+               }
+               if (r_drawentities.integer)
+               {
+                       for (i = 0;i < r_refdef.numentities;i++)
+                       {
+                               ent = r_refdef.entities[i];
+                               // rough checks
+                               if (r_shadow_cull.integer)
+                               {
+                                       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))
+                                               continue;
+                               }
+                               if (!(ent->flags & RENDER_SHADOW) || !ent->model || !ent->model->DrawShadowVolume)
+                                       continue;
+                               Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
+                               // light emitting entities should not cast their own shadow
+                               if (VectorLength2(relativelightorigin) < 0.1)
+                                       continue;
+                               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);
+                       }
+               }
+       }
+
+       if (!visiblevolumes)
+       {
+               R_Shadow_Stage_Light(usestencil);
+
+               ent = &cl_entities[0].render;
+               if (ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT))
+               {
+                       lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
+                       lightcolor2[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
+                       lightcolor2[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
+                       Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
+                       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
+                       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)
+                       {
+                               R_Mesh_Matrix(&ent->matrix);
+                               for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
+                                       R_Shadow_RenderLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale);
+                       }
+                       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);
+               }
+               if (r_drawentities.integer)
+               {
+                       for (i = 0;i < r_refdef.numentities;i++)
+                       {
+                               ent = r_refdef.entities[i];
+                               // can't draw transparent entity lighting here because
+                               // transparent meshes are deferred for later
+                               if (ent->visframe == r_framecount && BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) && ent->model && ent->model->DrawLight && (ent->flags & (RENDER_LIGHT | RENDER_TRANSPARENT)) == RENDER_LIGHT)
+                               {
+                                       lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
+                                       lightcolor2[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
+                                       lightcolor2[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
+                                       Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
+                                       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
+                                       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);
+                               }
+                       }
+               }
+       }
+}
+
+void R_ShadowVolumeLighting(int visiblevolumes)
+{
+       int lnum, flag;
+       dlight_t *light;
+       rmeshstate_t m;
+
+       if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
+               R_Shadow_EditLights_Reload_f();
+
+       if (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);
+       }
+       else
+               R_Shadow_Stage_Begin();
+       flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+       if (r_shadow_debuglight.integer >= 0)
+       {
+               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);
+       }
+       else
+               for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
+                       if (light->flags & flag)
+                               R_DrawRTLight(&light->rtlight, visiblevolumes);
+       if (r_rtdlight)
+               for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
+                       R_DrawRTLight(&light->rtlight, visiblevolumes);
+
+       if (visiblevolumes)
+       {
+               qglEnable(GL_CULL_FACE);
+               GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
+       }
+       else
+               R_Shadow_Stage_End();
+}
+
+//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
+typedef struct suffixinfo_s
+{
+       char *suffix;
+       qboolean flipx, flipy, flipdiagonal;
+}
+suffixinfo_t;
+static suffixinfo_t suffix[3][6] =
+{
+       {
+               {"px",   false, false, false},
+               {"nx",   false, false, false},
+               {"py",   false, false, false},
+               {"ny",   false, false, false},
+               {"pz",   false, false, false},
+               {"nz",   false, false, false}
+       },
+       {
+               {"posx", false, false, false},
+               {"negx", false, false, false},
+               {"posy", false, false, false},
+               {"negy", false, false, false},
+               {"posz", false, false, false},
+               {"negz", false, false, false}
+       },
+       {
+               {"rt",    true, false,  true},
+               {"lf",   false,  true,  true},
+               {"ft",    true,  true, false},
+               {"bk",   false, false, false},
+               {"up",    true, false,  true},
+               {"dn",    true, false,  true}
+       }
+};
+
+static int componentorder[4] = {0, 1, 2, 3};
+
+rtexture_t *R_Shadow_LoadCubemap(const char *basename)
+{
+       int i, j, cubemapsize;
+       qbyte *cubemappixels, *image_rgba;
+       rtexture_t *cubemaptexture;
+       char name[256];
+       // must start 0 so the first loadimagepixels has no requested width/height
+       cubemapsize = 0;
+       cubemappixels = NULL;
+       cubemaptexture = NULL;
+       // keep trying different suffix groups (posx, px, rt) until one loads
+       for (j = 0;j < 3 && !cubemappixels;j++)
+       {
+               // load the 6 images in the suffix group
+               for (i = 0;i < 6;i++)
+               {
+                       // generate an image name based on the base and and suffix
+                       dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
+                       // load it
+                       if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
+                       {
+                               // an image loaded, make sure width and height are equal
+                               if (image_width == image_height)
+                               {
+                                       // if this is the first image to load successfully, allocate the cubemap memory
+                                       if (!cubemappixels && image_width >= 1)
+                                       {
+                                               cubemapsize = image_width;
+                                               // note this clears to black, so unavailable sides are black
+                                               cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
+                                       }
+                                       // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
+                                       if (cubemappixels)
+                                               Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
+                               }
+                               else
+                                       Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
+                               // free the image
+                               Mem_Free(image_rgba);
+                       }
+               }
+       }
+       // if a cubemap loaded, upload it
+       if (cubemappixels)
+       {
+               if (!r_shadow_filters_texturepool)
+                       r_shadow_filters_texturepool = R_AllocTexturePool();
+               cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+               Mem_Free(cubemappixels);
+       }
+       else
+       {
+               Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
+               for (j = 0;j < 3;j++)
+                       for (i = 0;i < 6;i++)
+                               Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
+               Con_Print(" and was unable to find any of them.\n");
+       }
+       return cubemaptexture;
+}
+
+rtexture_t *R_Shadow_Cubemap(const char *basename)
+{
+       int i;
+       for (i = 0;i < numcubemaps;i++)
+               if (!strcasecmp(cubemaps[i].basename, basename))
+                       return cubemaps[i].texture;
+       if (i >= MAX_CUBEMAPS)
+               return NULL;
+       numcubemaps++;
+       strcpy(cubemaps[i].basename, basename);
+       cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
+       return cubemaps[i].texture;
+}
+
+void R_Shadow_FreeCubemaps(void)
+{
+       numcubemaps = 0;
+       R_FreeTexturePool(&r_shadow_filters_texturepool);
+}
+
+dlight_t *R_Shadow_NewWorldLight(void)
+{
+       dlight_t *light;
+       light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
+       light->next = r_shadow_worldlightchain;
+       r_shadow_worldlightchain = light;
+       return light;
+}
+
+void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
+{
+       VectorCopy(origin, light->origin);
+       light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
+       light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
+       light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
+       light->color[0] = max(color[0], 0);
+       light->color[1] = max(color[1], 0);
+       light->color[2] = max(color[2], 0);
+       light->radius = max(radius, 0);
+       light->style = style;
+       if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
+       {
+               Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
+               light->style = 0;
+       }
+       light->shadow = shadowenable;
+       light->corona = corona;
+       if (!cubemapname)
+               cubemapname = "";
+       strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
+       light->coronasizescale = coronasizescale;
+       light->ambientscale = ambientscale;
+       light->diffusescale = diffusescale;
+       light->specularscale = specularscale;
+       light->flags = flags;
+       Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
+
+       R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
+}
+
+void R_Shadow_FreeWorldLight(dlight_t *light)
+{
+       dlight_t **lightpointer;
+       R_RTLight_Uncompile(&light->rtlight);
+       for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
+       if (*lightpointer != light)
+               Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
+       *lightpointer = light->next;
+       Mem_Free(light);
+}
+
+void R_Shadow_ClearWorldLights(void)
+{
+       while (r_shadow_worldlightchain)
+               R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
+       r_shadow_selectedlight = NULL;
+       R_Shadow_FreeCubemaps();
+}
+
+void R_Shadow_SelectLight(dlight_t *light)
+{
+       if (r_shadow_selectedlight)
+               r_shadow_selectedlight->selected = false;
+       r_shadow_selectedlight = light;
+       if (r_shadow_selectedlight)
+               r_shadow_selectedlight->selected = true;
+}
+
+void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
+{
+       float scale = r_editlights_cursorgrid.value * 0.5f;
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
+}
+
+void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
+{
+       float intensity;
+       const dlight_t *light;
+       light = calldata1;
+       intensity = 0.5;
+       if (light->selected)
+               intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
+       if (!light->shadow)
+               intensity *= 0.5f;
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
+}
+
+void R_Shadow_DrawLightSprites(void)
+{
+       int i;
+       cachepic_t *pic;
+       dlight_t *light;
+
+       for (i = 0;i < 5;i++)
+       {
+               lighttextures[i] = NULL;
+               if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1))))
+                       lighttextures[i] = pic->tex;
+       }
+
+       for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
+               R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, i % 5);
+       R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
+}
+
+void R_Shadow_SelectLightInView(void)
+{
+       float bestrating, rating, temp[3];
+       dlight_t *best, *light;
+       best = NULL;
+       bestrating = 0;
+       for (light = r_shadow_worldlightchain;light;light = light->next)
+       {
+               VectorSubtract(light->origin, r_vieworigin, temp);
+               rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
+               if (rating >= 0.95)
+               {
+                       rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
+                       if (bestrating < rating && CL_TraceLine(light->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1.0f)
+                       {
+                               bestrating = rating;
+                               best = light;
+                       }
+               }
+       }
+       R_Shadow_SelectLight(best);
+}
+
+void R_Shadow_LoadWorldLights(void)
+{
+       int n, a, style, shadow, flags;
+       char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
+       float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
+       if (r_refdef.worldmodel == NULL)
+       {
+               Con_Print("No map loaded.\n");
+               return;
+       }
+       FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
+       strlcat (name, ".rtlights", sizeof (name));
+       lightsstring = FS_LoadFile(name, tempmempool, false);
+       if (lightsstring)
+       {
+               s = lightsstring;
+               n = 0;
+               while (*s)
+               {
+                       t = s;
+                       /*
+                       shadow = true;
+                       for (;COM_Parse(t, true) && strcmp(
+                       if (COM_Parse(t, true))
+                       {
+                               if (com_token[0] == '!')
+                               {
+                                       shadow = false;
+                                       origin[0] = atof(com_token+1);
+                               }
+                               else
+                                       origin[0] = atof(com_token);
+                               if (Com_Parse(t
+                       }
+                       */
+                       t = s;
+                       while (*s && *s != '\n' && *s != '\r')
+                               s++;
+                       if (!*s)
+                               break;
+                       tempchar = *s;
+                       shadow = true;
+                       // check for modifier flags
+                       if (*t == '!')
+                       {
+                               shadow = false;
+                               t++;
+                       }
+                       *s = 0;
+                       a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
+                       *s = tempchar;
+                       if (a < 18)
+                               flags = LIGHTFLAG_REALTIMEMODE;
+                       if (a < 17)
+                               specularscale = 1;
+                       if (a < 16)
+                               diffusescale = 1;
+                       if (a < 15)
+                               ambientscale = 0;
+                       if (a < 14)
+                               coronasizescale = 0.25f;
+                       if (a < 13)
+                               VectorClear(angles);
+                       if (a < 10)
+                               corona = 0;
+                       if (a < 9 || !strcmp(cubemapname, "\"\""))
+                               cubemapname[0] = 0;
+                       // remove quotes on cubemapname
+                       if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
+                       {
+                               cubemapname[strlen(cubemapname)-1] = 0;
+                               strcpy(cubemapname, cubemapname + 1);
+                       }
+                       if (a < 8)
+                       {
+                               Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
+                               break;
+                       }
+                       VectorScale(color, r_editlights_rtlightscolorscale.value, color);
+                       radius *= r_editlights_rtlightssizescale.value;
+                       R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
+                       if (*s == '\r')
+                               s++;
+                       if (*s == '\n')
+                               s++;
+                       n++;
+               }
+               if (*s)
+                       Con_Printf("invalid rtlights file \"%s\"\n", name);
+               Mem_Free(lightsstring);
+       }
+}
+
+void R_Shadow_SaveWorldLights(void)
+{
+       dlight_t *light;
+       int bufchars, bufmaxchars;
+       char *buf, *oldbuf;
+       char name[MAX_QPATH];
+       char line[1024];
+       if (!r_shadow_worldlightchain)
+               return;
+       if (r_refdef.worldmodel == NULL)
+       {
+               Con_Print("No map loaded.\n");
+               return;
+       }
+       FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
+       strlcat (name, ".rtlights", sizeof (name));
+       bufchars = bufmaxchars = 0;
+       buf = NULL;
+       for (light = r_shadow_worldlightchain;light;light = light->next)
+       {
+               if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
+                       sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
+               else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
+                       sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
+               else
+                       sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style);
+               if (bufchars + (int) strlen(line) > bufmaxchars)
+               {
+                       bufmaxchars = bufchars + strlen(line) + 2048;
+                       oldbuf = buf;
+                       buf = Mem_Alloc(r_shadow_mempool, bufmaxchars);
+                       if (oldbuf)
+                       {
+                               if (bufchars)
+                                       memcpy(buf, oldbuf, bufchars);
+                               Mem_Free(oldbuf);
+                       }
+               }
+               if (strlen(line))
+               {
+                       memcpy(buf + bufchars, line, strlen(line));
+                       bufchars += strlen(line);
+               }
+       }
+       if (bufchars)
+               FS_WriteFile(name, buf, bufchars);
+       if (buf)
+               Mem_Free(buf);
+}
+
+void R_Shadow_LoadLightsFile(void)
+{
+       int n, a, style;
+       char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
+       float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
+       if (r_refdef.worldmodel == NULL)
+       {
+               Con_Print("No map loaded.\n");
+               return;
+       }
+       FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
+       strlcat (name, ".lights", sizeof (name));
+       lightsstring = FS_LoadFile(name, tempmempool, false);
+       if (lightsstring)
+       {
+               s = lightsstring;
+               n = 0;
+               while (*s)
+               {
+                       t = s;
+                       while (*s && *s != '\n' && *s != '\r')
+                               s++;
+                       if (!*s)
+                               break;
+                       tempchar = *s;
+                       *s = 0;
+                       a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style);
+                       *s = tempchar;
+                       if (a < 14)
+                       {
+                               Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1);
+                               break;
+                       }
+                       radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
+                       radius = bound(15, radius, 4096);
+                       VectorScale(color, (2.0f / (8388608.0f)), color);
+                       R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
+                       if (*s == '\r')
+                               s++;
+                       if (*s == '\n')
+                               s++;
+                       n++;
+               }
+               if (*s)
+                       Con_Printf("invalid lights file \"%s\"\n", name);
+               Mem_Free(lightsstring);
+       }
+}
+
+// tyrlite/hmap2 light types in the delay field
+typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
+
+void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
+{
+       int entnum, style, islight, skin, pflags, effects, type, n;
+       char *entfiledata;
+       const char *data;
+       float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
+       char key[256], value[1024];
+
+       if (r_refdef.worldmodel == NULL)
+       {
+               Con_Print("No map loaded.\n");
+               return;
+       }
+       // try to load a .ent file first
+       FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
+       strlcat (key, ".ent", sizeof (key));
+       data = entfiledata = FS_LoadFile(key, tempmempool, true);
+       // and if that is not found, fall back to the bsp file entity string
+       if (!data)
+               data = r_refdef.worldmodel->brush.entities;
+       if (!data)
+               return;
+       for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
+       {
+               type = LIGHTTYPE_MINUSX;
+               origin[0] = origin[1] = origin[2] = 0;
+               originhack[0] = originhack[1] = originhack[2] = 0;
+               angles[0] = angles[1] = angles[2] = 0;
+               color[0] = color[1] = color[2] = 1;
+               light[0] = light[1] = light[2] = 1;light[3] = 300;
+               overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
+               fadescale = 1;
+               lightscale = 1;
+               style = 0;
+               skin = 0;
+               pflags = 0;
+               effects = 0;
+               islight = false;
+               while (1)
+               {
+                       if (!COM_ParseToken(&data, false))
+                               break; // error
+                       if (com_token[0] == '}')
+                               break; // end of entity
+                       if (com_token[0] == '_')
+                               strcpy(key, com_token + 1);
+                       else
+                               strcpy(key, com_token);
+                       while (key[strlen(key)-1] == ' ') // remove trailing spaces
+                               key[strlen(key)-1] = 0;
+                       if (!COM_ParseToken(&data, false))
+                               break; // error
+                       strcpy(value, com_token);
+
+                       // now that we have the key pair worked out...
+                       if (!strcmp("light", key))
+                       {
+                               n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
+                               if (n == 1)
+                               {
+                                       // quake
+                                       light[0] = vec[0] * (1.0f / 256.0f);
+                                       light[1] = vec[0] * (1.0f / 256.0f);
+                                       light[2] = vec[0] * (1.0f / 256.0f);
+                                       light[3] = vec[0];
+                               }
+                               else if (n == 4)
+                               {
+                                       // halflife
+                                       light[0] = vec[0] * (1.0f / 255.0f);
+                                       light[1] = vec[1] * (1.0f / 255.0f);
+                                       light[2] = vec[2] * (1.0f / 255.0f);
+                                       light[3] = vec[3];
+                               }
+                       }
+                       else if (!strcmp("delay", key))
+                               type = atoi(value);
+                       else if (!strcmp("origin", key))
+                               sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
+                       else if (!strcmp("angle", key))
+                               angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
+                       else if (!strcmp("angles", key))
+                               sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
+                       else if (!strcmp("color", key))
+                               sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
+                       else if (!strcmp("wait", key))
+                               fadescale = atof(value);
+                       else if (!strcmp("classname", key))
+                       {
+                               if (!strncmp(value, "light", 5))
+                               {
+                                       islight = true;
+                                       if (!strcmp(value, "light_fluoro"))
+                                       {
+                                               originhack[0] = 0;
+                                               originhack[1] = 0;
+                                               originhack[2] = 0;
+                                               overridecolor[0] = 1;
+                                               overridecolor[1] = 1;
+                                               overridecolor[2] = 1;
+                                       }
+                                       if (!strcmp(value, "light_fluorospark"))
+                                       {
+                                               originhack[0] = 0;
+                                               originhack[1] = 0;
+                                               originhack[2] = 0;
+                                               overridecolor[0] = 1;
+                                               overridecolor[1] = 1;
+                                               overridecolor[2] = 1;
+                                       }
+                                       if (!strcmp(value, "light_globe"))
+                                       {
+                                               originhack[0] = 0;
+                                               originhack[1] = 0;
+                                               originhack[2] = 0;
+                                               overridecolor[0] = 1;
+                                               overridecolor[1] = 0.8;
+                                               overridecolor[2] = 0.4;
+                                       }
+                                       if (!strcmp(value, "light_flame_large_yellow"))
+                                       {
+                                               originhack[0] = 0;
+                                               originhack[1] = 0;
+                                               originhack[2] = 48;
+                                               overridecolor[0] = 1;
+                                               overridecolor[1] = 0.5;
+                                               overridecolor[2] = 0.1;
+                                       }
+                                       if (!strcmp(value, "light_flame_small_yellow"))
+                                       {
+                                               originhack[0] = 0;
+                                               originhack[1] = 0;
+                                               originhack[2] = 40;
+                                               overridecolor[0] = 1;
+                                               overridecolor[1] = 0.5;
+                                               overridecolor[2] = 0.1;
+                                       }
+                                       if (!strcmp(value, "light_torch_small_white"))
+                                       {
+                                               originhack[0] = 0;
+                                               originhack[1] = 0;
+                                               originhack[2] = 40;
+                                               overridecolor[0] = 1;
+                                               overridecolor[1] = 0.5;
+                                               overridecolor[2] = 0.1;
+                                       }
+                                       if (!strcmp(value, "light_torch_small_walltorch"))
+                                       {
+                                               originhack[0] = 0;
+                                               originhack[1] = 0;
+                                               originhack[2] = 40;
+                                               overridecolor[0] = 1;
+                                               overridecolor[1] = 0.5;
+                                               overridecolor[2] = 0.1;
+                                       }
+                               }
+                       }
+                       else if (!strcmp("style", key))
+                               style = atoi(value);
+                       else if (r_refdef.worldmodel->type == mod_brushq3)
+                       {
+                               if (!strcmp("scale", key))
+                                       lightscale = atof(value);
+                               if (!strcmp("fade", key))
+                                       fadescale = atof(value);
+                       }
+                       else if (!strcmp("skin", key))
+                               skin = (int)atof(value);
+                       else if (!strcmp("pflags", key))
+                               pflags = (int)atof(value);
+                       else if (!strcmp("effects", key))
+                               effects = (int)atof(value);
+               }
+               if (!islight)
+                       continue;
+               if (lightscale <= 0)
+                       lightscale = 1;
+               if (fadescale <= 0)
+                       fadescale = 1;
+               if (color[0] == color[1] && color[0] == color[2])
+               {
+                       color[0] *= overridecolor[0];
+                       color[1] *= overridecolor[1];
+                       color[2] *= overridecolor[2];
+               }
+               radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
+               color[0] = color[0] * light[0];
+               color[1] = color[1] * light[1];
+               color[2] = color[2] * light[2];
+               switch (type)
+               {
+               case LIGHTTYPE_MINUSX:
+                       break;
+               case LIGHTTYPE_RECIPX:
+                       radius *= 2;
+                       VectorScale(color, (1.0f / 16.0f), color);
+                       break;
+               case LIGHTTYPE_RECIPXX:
+                       radius *= 2;
+                       VectorScale(color, (1.0f / 16.0f), color);
+                       break;
+               default:
+               case LIGHTTYPE_NONE:
+                       break;
+               case LIGHTTYPE_SUN:
+                       break;
+               case LIGHTTYPE_MINUSXX:
+                       break;
+               }
+               VectorAdd(origin, originhack, origin);
+               if (radius >= 1)
+                       R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
+       }
+       if (entfiledata)
+               Mem_Free(entfiledata);
+}
+
+
+void R_Shadow_SetCursorLocationForView(void)
+{
+       vec_t dist, push, frac;
+       vec3_t dest, endpos, normal;
+       VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
+       frac = CL_TraceLine(r_vieworigin, dest, endpos, normal, true, NULL, SUPERCONTENTS_SOLID);
+       if (frac < 1)
+       {
+               dist = frac * r_editlights_cursordistance.value;
+               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);
+       }
+       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;
+       r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
+}
+
+void R_Shadow_UpdateWorldLightSelection(void)
+{
+       if (r_editlights.integer)
+       {
+               R_Shadow_SetCursorLocationForView();
+               R_Shadow_SelectLightInView();
+               R_Shadow_DrawLightSprites();
+       }
+       else
+               R_Shadow_SelectLight(NULL);
+}
+
+void R_Shadow_EditLights_Clear_f(void)
+{
+       R_Shadow_ClearWorldLights();
+}
+
+void R_Shadow_EditLights_Reload_f(void)
+{
+       if (!r_refdef.worldmodel)
+               return;
+       strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
+       R_Shadow_ClearWorldLights();
+       R_Shadow_LoadWorldLights();
+       if (r_shadow_worldlightchain == NULL)
+       {
+               R_Shadow_LoadLightsFile();
+               if (r_shadow_worldlightchain == NULL)
+                       R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
+       }
+}
+
+void R_Shadow_EditLights_Save_f(void)
+{
+       if (!r_refdef.worldmodel)
+               return;
+       R_Shadow_SaveWorldLights();
+}
+
+void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
+{
+       R_Shadow_ClearWorldLights();
+       R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
+}
+
+void R_Shadow_EditLights_ImportLightsFile_f(void)
+{
+       R_Shadow_ClearWorldLights();
+       R_Shadow_LoadLightsFile();
+}
+
+void R_Shadow_EditLights_Spawn_f(void)
+{
+       vec3_t color;
+       if (!r_editlights.integer)
+       {
+               Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (Cmd_Argc() != 1)
+       {
+               Con_Print("r_editlights_spawn does not take parameters\n");
+               return;
+       }
+       color[0] = color[1] = color[2] = 1;
+       R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
+}
+
+void R_Shadow_EditLights_Edit_f(void)
+{
+       vec3_t origin, angles, color;
+       vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
+       int style, shadows, flags, normalmode, realtimemode;
+       char cubemapname[1024];
+       if (!r_editlights.integer)
+       {
+               Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (!r_shadow_selectedlight)
+       {
+               Con_Print("No selected light.\n");
+               return;
+       }
+       VectorCopy(r_shadow_selectedlight->origin, origin);
+       VectorCopy(r_shadow_selectedlight->angles, angles);
+       VectorCopy(r_shadow_selectedlight->color, color);
+       radius = r_shadow_selectedlight->radius;
+       style = r_shadow_selectedlight->style;
+       if (r_shadow_selectedlight->cubemapname)
+               strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
+       else
+               cubemapname[0] = 0;
+       shadows = r_shadow_selectedlight->shadow;
+       corona = r_shadow_selectedlight->corona;
+       coronasizescale = r_shadow_selectedlight->coronasizescale;
+       ambientscale = r_shadow_selectedlight->ambientscale;
+       diffusescale = r_shadow_selectedlight->diffusescale;
+       specularscale = r_shadow_selectedlight->specularscale;
+       flags = r_shadow_selectedlight->flags;
+       normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
+       realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
+       if (!strcmp(Cmd_Argv(1), "origin"))
+       {
+               if (Cmd_Argc() != 5)
+               {
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+                       return;
+               }
+               origin[0] = atof(Cmd_Argv(2));
+               origin[1] = atof(Cmd_Argv(3));
+               origin[2] = atof(Cmd_Argv(4));
+       }
+       else if (!strcmp(Cmd_Argv(1), "originx"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               origin[0] = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "originy"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               origin[1] = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "originz"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               origin[2] = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "move"))
+       {
+               if (Cmd_Argc() != 5)
+               {
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+                       return;
+               }
+               origin[0] += atof(Cmd_Argv(2));
+               origin[1] += atof(Cmd_Argv(3));
+               origin[2] += atof(Cmd_Argv(4));
+       }
+       else if (!strcmp(Cmd_Argv(1), "movex"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               origin[0] += atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "movey"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               origin[1] += atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "movez"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               origin[2] += atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "angles"))
+       {
+               if (Cmd_Argc() != 5)
+               {
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+                       return;
+               }
+               angles[0] = atof(Cmd_Argv(2));
+               angles[1] = atof(Cmd_Argv(3));
+               angles[2] = atof(Cmd_Argv(4));
+       }
+       else if (!strcmp(Cmd_Argv(1), "anglesx"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               angles[0] = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "anglesy"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               angles[1] = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "anglesz"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               angles[2] = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "color"))
+       {
+               if (Cmd_Argc() != 5)
+               {
+                       Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
+                       return;
+               }
+               color[0] = atof(Cmd_Argv(2));
+               color[1] = atof(Cmd_Argv(3));
+               color[2] = atof(Cmd_Argv(4));
+       }
+       else if (!strcmp(Cmd_Argv(1), "radius"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               radius = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "style"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               style = atoi(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "cubemap"))
+       {
+               if (Cmd_Argc() > 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               if (Cmd_Argc() == 3)
+                       strcpy(cubemapname, Cmd_Argv(2));
+               else
+                       cubemapname[0] = 0;
+       }
+       else if (!strcmp(Cmd_Argv(1), "shadows"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "corona"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               corona = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "coronasize"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               coronasizescale = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "ambient"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               ambientscale = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "diffuse"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               diffusescale = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "specular"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               specularscale = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "normalmode"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "realtimemode"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
+       }
+       else
+       {
+               Con_Print("usage: r_editlights_edit [property] [value]\n");
+               Con_Print("Selected light's properties:\n");
+               Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
+               Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
+               Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
+               Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
+               Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
+               Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
+               Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
+               Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
+               Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
+               Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
+               Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
+               Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
+               Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
+               Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
+               return;
+       }
+       flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
+       R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
+}
+
+void R_Shadow_EditLights_EditAll_f(void)
+{
+       dlight_t *light;
+
+       if (!r_editlights.integer)
+       {
+               Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
+               return;
+       }
+
+       for (light = r_shadow_worldlightchain;light;light = light->next)
+       {
+               R_Shadow_SelectLight(light);
+               R_Shadow_EditLights_Edit_f();
+       }
+}
+
+void R_Shadow_EditLights_DrawSelectedLightProperties(void)
+{
+       int lightnumber, lightcount;
+       dlight_t *light;
+       float x, y;
+       char temp[256];
+       if (!r_editlights.integer)
+               return;
+       x = 0;
+       y = con_vislines;
+       lightnumber = -1;
+       lightcount = 0;
+       for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
+               if (light == r_shadow_selectedlight)
+                       lightnumber = lightcount;
+       sprintf(temp, "Cursor  %f %f %f  Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       if (r_shadow_selectedlight == NULL)
+               return;
+       sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Radius       : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Corona       : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Ambient      : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Specular     : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+}
+
+void R_Shadow_EditLights_ToggleShadow_f(void)
+{
+       if (!r_editlights.integer)
+       {
+               Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (!r_shadow_selectedlight)
+       {
+               Con_Print("No selected light.\n");
+               return;
+       }
+       R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
+}
+
+void R_Shadow_EditLights_ToggleCorona_f(void)
+{
+       if (!r_editlights.integer)
+       {
+               Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (!r_shadow_selectedlight)
+       {
+               Con_Print("No selected light.\n");
+               return;
+       }
+       R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
+}
+
+void R_Shadow_EditLights_Remove_f(void)
+{
+       if (!r_editlights.integer)
+       {
+               Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (!r_shadow_selectedlight)
+       {
+               Con_Print("No selected light.\n");
+               return;
+       }
+       R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+       r_shadow_selectedlight = NULL;
+}
+
+void R_Shadow_EditLights_Help_f(void)
+{
+       Con_Print(
+"Documentation on r_editlights system:\n"
+"Settings:\n"
+"r_editlights : enable/disable editing mode\n"
+"r_editlights_cursordistance : maximum distance of cursor from eye\n"
+"r_editlights_cursorpushback : push back cursor this far from surface\n"
+"r_editlights_cursorpushoff : push cursor off surface this far\n"
+"r_editlights_cursorgrid : snap cursor to grid of this size\n"
+"r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
+"r_editlights_rtlightssizescale : imported rtlight size scaling\n"
+"r_editlights_rtlightscolorscale : imported rtlight color scaling\n"
+"Commands:\n"
+"r_editlights_help : this help\n"
+"r_editlights_clear : remove all lights\n"
+"r_editlights_reload : reload .rtlights, .lights file, or entities\n"
+"r_editlights_save : save to .rtlights file\n"
+"r_editlights_spawn : create a light with default settings\n"
+"r_editlights_edit command : edit selected light - more documentation below\n"
+"r_editlights_remove : remove selected light\n"
+"r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
+"r_editlights_importlightentitiesfrommap : reload light entities\n"
+"r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
+"Edit commands:\n"
+"origin x y z : set light location\n"
+"originx x: set x component of light location\n"
+"originy y: set y component of light location\n"
+"originz z: set z component of light location\n"
+"move x y z : adjust light location\n"
+"movex x: adjust x component of light location\n"
+"movey y: adjust y component of light location\n"
+"movez z: adjust z component of light location\n"
+"angles x y z : set light angles\n"
+"anglesx x: set x component of light angles\n"
+"anglesy y: set y component of light angles\n"
+"anglesz z: set z component of light angles\n"
+"color r g b : set color of light (can be brighter than 1 1 1)\n"
+"radius radius : set radius (size) of light\n"
+"style style : set lightstyle of light (flickering patterns, switches, etc)\n"
+"cubemap basename : set filter cubemap of light (not yet supported)\n"
+"shadows 1/0 : turn on/off shadows\n"
+"corona n : set corona intensity\n"
+"coronasize n : set corona size (0-1)\n"
+"ambient n : set ambient intensity (0-1)\n"
+"diffuse n : set diffuse intensity (0-1)\n"
+"specular n : set specular intensity (0-1)\n"
+"normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
+"realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
+"<nothing> : print light properties to console\n"
+       );
+}
+
+void R_Shadow_EditLights_CopyInfo_f(void)
+{
+       if (!r_editlights.integer)
+       {
+               Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (!r_shadow_selectedlight)
+       {
+               Con_Print("No selected light.\n");
+               return;
+       }
+       VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
+       VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
+       r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
+       r_shadow_bufferlight.style = r_shadow_selectedlight->style;
+       if (r_shadow_selectedlight->cubemapname)
+               strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
+       else
+               r_shadow_bufferlight.cubemapname[0] = 0;
+       r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
+       r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
+       r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
+       r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
+       r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
+       r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
+       r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
+}
+
+void R_Shadow_EditLights_PasteInfo_f(void)
+{
+       if (!r_editlights.integer)
+       {
+               Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (!r_shadow_selectedlight)
+       {
+               Con_Print("No selected light.\n");
+               return;
+       }
+       R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
+}
+
+void R_Shadow_EditLights_Init(void)
+{
+       Cvar_RegisterVariable(&r_editlights);
+       Cvar_RegisterVariable(&r_editlights_cursordistance);
+       Cvar_RegisterVariable(&r_editlights_cursorpushback);
+       Cvar_RegisterVariable(&r_editlights_cursorpushoff);
+       Cvar_RegisterVariable(&r_editlights_cursorgrid);
+       Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
+       Cvar_RegisterVariable(&r_editlights_rtlightssizescale);
+       Cvar_RegisterVariable(&r_editlights_rtlightscolorscale);
+       Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f);
+       Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
+       Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
+       Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
+       Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
+       Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
+       Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f);
+       Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
+       Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
+       Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
+       Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
+       Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
+       Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f);
+       Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f);
+}
+