]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
improved support for q3map2 lights (added fade and scale keys supported by rtcw and...
[xonotic/darkplaces.git] / r_shadow.c
index f18b15581733b6ed365777805bf91ebf00f93aa4..9a9071a853434108c9eb4a4b62446d692ca98fd5 100644 (file)
@@ -1,5 +1,130 @@
 
+/*
+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"
+
+extern void R_Shadow_EditLights_Init(void);
+
+#define SHADOWSTAGE_NONE 0
+#define SHADOWSTAGE_STENCIL 1
+#define SHADOWSTAGE_LIGHT 2
+#define SHADOWSTAGE_ERASESTENCIL 3
+
+int r_shadowstage = SHADOWSTAGE_NONE;
+int r_shadow_reloadlights = false;
 
 mempool_t *r_shadow_mempool;
 
@@ -7,6 +132,51 @@ int maxshadowelements;
 int *shadowelements;
 int maxtrianglefacinglight;
 qbyte *trianglefacinglight;
+int *trianglefacinglightlist;
+
+int maxvertexupdate;
+int *vertexupdate;
+int *vertexremap;
+int vertexupdatenum;
+
+rtexturepool_t *r_shadow_texturepool;
+rtexture_t *r_shadow_normalcubetexture;
+rtexture_t *r_shadow_attenuation2dtexture;
+rtexture_t *r_shadow_attenuation3dtexture;
+rtexture_t *r_shadow_blankbumptexture;
+rtexture_t *r_shadow_blankglosstexture;
+rtexture_t *r_shadow_blankwhitetexture;
+
+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_realtime_world = {0, "r_shadow_realtime_world", "0"};
+cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "0"};
+cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
+cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
+cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
+cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
+cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
+cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
+cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
+cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
+cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "0"};
+cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
+cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "10000"};
+cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
+cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
+cvar_t r_shadow_shadows = {CVAR_SAVE, "r_shadow_shadows", "1"};
+cvar_t r_shadow_showtris = {0, "r_shadow_showtris", "0"};
+
+int c_rt_lights, c_rt_clears, c_rt_scissored;
+int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
+int c_rtcached_shadowmeshes, c_rtcached_shadowtris;
+
+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_start(void)
 {
@@ -14,61 +184,128 @@ void r_shadow_start(void)
        r_shadow_mempool = Mem_AllocPool("R_Shadow");
        maxshadowelements = 0;
        shadowelements = NULL;
+       maxvertexupdate = 0;
+       vertexupdate = NULL;
+       vertexremap = NULL;
+       vertexupdatenum = 0;
        maxtrianglefacinglight = 0;
        trianglefacinglight = NULL;
+       trianglefacinglightlist = NULL;
+       r_shadow_normalcubetexture = NULL;
+       r_shadow_attenuation2dtexture = NULL;
+       r_shadow_attenuation3dtexture = NULL;
+       r_shadow_blankbumptexture = NULL;
+       r_shadow_blankglosstexture = NULL;
+       r_shadow_blankwhitetexture = NULL;
+       r_shadow_texturepool = NULL;
+       R_Shadow_ClearWorldLights();
+       r_shadow_reloadlights = true;
 }
 
 void r_shadow_shutdown(void)
 {
+       R_Shadow_ClearWorldLights();
+       r_shadow_reloadlights = true;
+       r_shadow_normalcubetexture = NULL;
+       r_shadow_attenuation2dtexture = NULL;
+       r_shadow_attenuation3dtexture = NULL;
+       r_shadow_blankbumptexture = NULL;
+       r_shadow_blankglosstexture = NULL;
+       r_shadow_blankwhitetexture = NULL;
+       R_FreeTexturePool(&r_shadow_texturepool);
        maxshadowelements = 0;
        shadowelements = NULL;
+       maxvertexupdate = 0;
+       vertexupdate = NULL;
+       vertexremap = NULL;
+       vertexupdatenum = 0;
        maxtrianglefacinglight = 0;
        trianglefacinglight = NULL;
+       trianglefacinglightlist = NULL;
        Mem_FreePool(&r_shadow_mempool);
 }
 
 void r_shadow_newmap(void)
 {
+       R_Shadow_ClearWorldLights();
+       r_shadow_reloadlights = true;
+}
+
+void R_Shadow_Help_f(void)
+{
+       Con_Printf(
+"Documentation on r_shadow system:\n"
+"Settings:\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_realtime_world : use realtime world light rendering\n"
+"r_shadow_realtime_dlight : use high quality dlight rendering\n"
+"r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
+"r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
+"r_shadow_glossintensity : brightness of textured gloss\n"
+"r_shadow_gloss2intensity : brightness of forced gloss\n"
+"r_shadow_debuglight : render only this light number (-1 = all)\n"
+"r_shadow_scissor : use scissor optimization\n"
+"r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
+"r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
+"r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
+"r_shadow_portallight : use portal visibility for static light precomputation\n"
+"r_shadow_projectdistance : shadow volume projection distance\n"
+"r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
+"r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
+"r_shadow_shadows : dlight shadows (world always has shadows)\n"
+"Commands:\n"
+"r_shadow_help : this help\n"
+       );
 }
 
 void R_Shadow_Init(void)
 {
+       Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
+       Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
+       Cvar_RegisterVariable(&r_shadow_lightintensityscale);
+       Cvar_RegisterVariable(&r_shadow_realtime_world);
+       Cvar_RegisterVariable(&r_shadow_realtime_dlight);
+       Cvar_RegisterVariable(&r_shadow_visiblevolumes);
+       Cvar_RegisterVariable(&r_shadow_gloss);
+       Cvar_RegisterVariable(&r_shadow_glossintensity);
+       Cvar_RegisterVariable(&r_shadow_gloss2intensity);
+       Cvar_RegisterVariable(&r_shadow_debuglight);
+       Cvar_RegisterVariable(&r_shadow_scissor);
+       Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
+       Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
+       Cvar_RegisterVariable(&r_shadow_polygonoffset);
+       Cvar_RegisterVariable(&r_shadow_portallight);
+       Cvar_RegisterVariable(&r_shadow_projectdistance);
+       Cvar_RegisterVariable(&r_shadow_texture3d);
+       Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
+       Cvar_RegisterVariable(&r_shadow_shadows);
+       Cvar_RegisterVariable(&r_shadow_showtris);
+       Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
+       R_Shadow_EditLights_Init();
        R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
 }
 
-void R_ShadowVolume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float projectdistance)
-{
-       int i, *e, *n, *out, tris;
-       float *v0, *v1, *v2, dir0[3], dir1[3], temp[3], f;
-// 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 varray_vertex before use.
-// varray_vertex must have capacity for numverts * 2.
-
+void R_Shadow_ResizeTriangleFacingLight(int numtris)
+{
        // make sure trianglefacinglight is big enough for this volume
+       // ameks ru ertaignelaficgnilhg tsib gie ongu hof rhtsiv lomu e
+       // m4k3 5ur3 7r14ng13f4c1n5115h7 15 b15 3n0u5h f0r 7h15 v01um3
        if (maxtrianglefacinglight < numtris)
        {
                maxtrianglefacinglight = numtris;
                if (trianglefacinglight)
                        Mem_Free(trianglefacinglight);
+               if (trianglefacinglightlist)
+                       Mem_Free(trianglefacinglightlist);
                trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight);
+               trianglefacinglightlist = Mem_Alloc(r_shadow_mempool, sizeof(int) * maxtrianglefacinglight);
        }
+}
 
+int *R_Shadow_ResizeShadowElements(int numtris)
+{
        // make sure shadowelements is big enough for this volume
        if (maxshadowelements < numtris * 24)
        {
@@ -77,92 +314,2467 @@ void R_ShadowVolume(int numverts, int numtris, int *elements, int *neighbors, ve
                        Mem_Free(shadowelements);
                shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
        }
+       return shadowelements;
+}
+
+/*
+// readable version of some code found below
+//if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+int PointInfrontOfTriangle(const float *p, const float *a, const float *b, const float *c)
+{
+       float dir0[3], dir1[3], normal[3];
+
+       // calculate two mostly perpendicular edge directions
+       VectorSubtract(a, b, dir0);
+       VectorSubtract(c, b, dir1);
+
+       // we have two edge directions, we can calculate a third vector from
+       // them, which is the direction of the surface normal (it's magnitude
+       // is not 1 however)
+       CrossProduct(dir0, dir1, normal);
+
+       // compare distance of light along normal, with distance of any point
+       // of the triangle along the same normal (the triangle is planar,
+       // I.E. flat, so all points give the same answer)
+       return DotProduct(p, normal) > DotProduct(a, normal);
+}
+int checkcastshadowfromedge(int t, int i)
+{
+       int *te;
+       float *v[3];
+       if (t >= trianglerange_start && t < trianglerange_end)
+       {
+               if (t < i && !trianglefacinglight[t])
+                       return true;
+               else
+                       return false;
+       }
+       else
+       {
+               if (t < 0)
+                       return true;
+               else
+               {
+                       te = inelement3i + t * 3;
+                       v[0] = invertex3f + te[0] * 3;
+                       v[1] = invertex3f + te[1] * 3;
+                       v[2] = invertex3f + te[2] * 3;
+                       if (!PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+                               return true;
+                       else
+                               return false;
+               }
+       }
+}
+*/
+
+int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, int trianglerange_end, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *relativelightorigin, float projectdistance)
+{
+       int i, j, tris = 0, numfacing = 0, vr[3], t, outvertices = 0;
+       const float *v[3];
+       const int *e, *n, *te;
+       float f, temp[3];
+
+       // make sure trianglefacinglight is big enough for this volume
+       if (maxtrianglefacinglight < trianglerange_end)
+               R_Shadow_ResizeTriangleFacingLight(trianglerange_end);
+
+       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++;
 
-       // 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 = varray_vertex, v1 = varray_vertex + numverts * 4;i < numverts;i++, v0 += 4, v1 += 4)
-       {
-               VectorSubtract(v0, relativelightorigin, temp);
-               f = projectdistance / sqrt(DotProduct(temp,temp));
-               VectorMA(v0, f, temp, v1);
-       }
-
-       // check which triangles are facing the light
-       for (i = 0, e = elements;i < numtris;i++, e += 3)
-       {
-               // calculate surface plane
-               v0 = varray_vertex + e[0] * 4;
-               v1 = varray_vertex + e[1] * 4;
-               v2 = varray_vertex + e[2] * 4;
-               VectorSubtract(v0, v1, dir0);
-               VectorSubtract(v2, v1, dir1);
-               CrossProduct(dir0, dir1, temp);
-               // 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...
-               trianglefacinglight[i] = DotProduct(relativelightorigin, temp) >= DotProduct(v0, temp);
-       }
-
-       // 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
-                       // 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;
-                       // check the edges
-                       if (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;
+       if (r_shadow_singlepassvolumegeneration.integer)
+       {
+               // one pass approach (identify lit/dark faces and generate sides while doing so)
+               for (i = trianglerange_start, e = inelement3i + i * 3, n = inneighbor3i + i * 3;i < trianglerange_end;i++, e += 3, n += 3)
+               {
+                       // calculate triangle facing flag
+                       v[0] = invertex3f + e[0] * 3;
+                       v[1] = invertex3f + e[1] * 3;
+                       v[2] = invertex3f + e[2] * 3;
+                       if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))
+                       {
+                               // make sure the vertices are created
+                               for (j = 0;j < 3;j++)
+                               {
+                                       if (vertexupdate[e[j]] != vertexupdatenum)
+                                       {
+                                               vertexupdate[e[j]] = vertexupdatenum;
+                                               vertexremap[e[j]] = outvertices;
+                                               VectorCopy(v[j], outvertex3f);
+                                               VectorSubtract(v[j], relativelightorigin, temp);
+                                               f = projectdistance / VectorLength(temp);
+                                               VectorMA(relativelightorigin, f, temp, (outvertex3f + 3));
+                                               outvertex3f += 6;
+                                               outvertices += 2;
+                                       }
+                               }
+                               // output the front and back triangles
+                               vr[0] = vertexremap[e[0]];
+                               vr[1] = vertexremap[e[1]];
+                               vr[2] = vertexremap[e[2]];
+                               outelement3i[0] = vr[0];
+                               outelement3i[1] = vr[1];
+                               outelement3i[2] = vr[2];
+                               outelement3i[3] = vr[2] + 1;
+                               outelement3i[4] = vr[1] + 1;
+                               outelement3i[5] = vr[0] + 1;
+                               outelement3i += 6;
+                               tris += 2;
+                               // output the sides (facing outward from this triangle)
+                               t = n[0];
+                               if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+                               {
+                                       outelement3i[0] = vr[1];
+                                       outelement3i[1] = vr[0];
+                                       outelement3i[2] = vr[0] + 1;
+                                       outelement3i[3] = vr[1];
+                                       outelement3i[4] = vr[0] + 1;
+                                       outelement3i[5] = vr[1] + 1;
+                                       outelement3i += 6;
+                                       tris += 2;
+                               }
+                               t = n[1];
+                               if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+                               {
+                                       outelement3i[0] = vr[2];
+                                       outelement3i[1] = vr[1];
+                                       outelement3i[2] = vr[1] + 1;
+                                       outelement3i[3] = vr[2];
+                                       outelement3i[4] = vr[1] + 1;
+                                       outelement3i[5] = vr[2] + 1;
+                                       outelement3i += 6;
+                                       tris += 2;
+                               }
+                               t = n[2];
+                               if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+                               {
+                                       outelement3i[0] = vr[0];
+                                       outelement3i[1] = vr[2];
+                                       outelement3i[2] = vr[2] + 1;
+                                       outelement3i[3] = vr[0];
+                                       outelement3i[4] = vr[2] + 1;
+                                       outelement3i[5] = vr[0] + 1;
+                                       outelement3i += 6;
+                                       tris += 2;
+                               }
+                       }
+                       else
+                       {
+                               // this triangle is not facing the light
+                               // output the sides (facing inward to this triangle)
+                               t = n[0];
+                               if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
+                               {
+                                       vr[0] = vertexremap[e[0]];
+                                       vr[1] = vertexremap[e[1]];
+                                       outelement3i[0] = vr[1];
+                                       outelement3i[1] = vr[0] + 1;
+                                       outelement3i[2] = vr[0];
+                                       outelement3i[3] = vr[1];
+                                       outelement3i[4] = vr[1] + 1;
+                                       outelement3i[5] = vr[0] + 1;
+                                       outelement3i += 6;
+                                       tris += 2;
+                               }
+                               t = n[1];
+                               if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
+                               {
+                                       vr[1] = vertexremap[e[1]];
+                                       vr[2] = vertexremap[e[2]];
+                                       outelement3i[0] = vr[2];
+                                       outelement3i[1] = vr[1] + 1;
+                                       outelement3i[2] = vr[1];
+                                       outelement3i[3] = vr[2];
+                                       outelement3i[4] = vr[2] + 1;
+                                       outelement3i[5] = vr[1] + 1;
+                                       outelement3i += 6;
+                                       tris += 2;
+                               }
+                               t = n[2];
+                               if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
+                               {
+                                       vr[0] = vertexremap[e[0]];
+                                       vr[2] = vertexremap[e[2]];
+                                       outelement3i[0] = vr[0];
+                                       outelement3i[1] = vr[2] + 1;
+                                       outelement3i[2] = vr[2];
+                                       outelement3i[3] = vr[0];
+                                       outelement3i[4] = vr[0] + 1;
+                                       outelement3i[5] = vr[2] + 1;
+                                       outelement3i += 6;
+                                       tris += 2;
+                               }
+                       }
+               }
+       }
+       else
+       {
+               // two pass approach (identify lit/dark faces and then generate sides)
+               for (i = trianglerange_start, e = inelement3i + i * 3, numfacing = 0;i < trianglerange_end;i++, e += 3)
+               {
+                       // calculate triangle facing flag
+                       v[0] = invertex3f + e[0] * 3;
+                       v[1] = invertex3f + e[1] * 3;
+                       v[2] = invertex3f + e[2] * 3;
+                       if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))
+                       {
+                               trianglefacinglightlist[numfacing++] = i;
+                               // make sure the vertices are created
+                               for (j = 0;j < 3;j++)
+                               {
+                                       if (vertexupdate[e[j]] != vertexupdatenum)
+                                       {
+                                               vertexupdate[e[j]] = vertexupdatenum;
+                                               vertexremap[e[j]] = outvertices;
+                                               VectorSubtract(v[j], relativelightorigin, temp);
+                                               f = projectdistance / VectorLength(temp);
+                                               VectorCopy(v[j], outvertex3f);
+                                               VectorMA(relativelightorigin, f, temp, (outvertex3f + 3));
+                                               outvertex3f += 6;
+                                               outvertices += 2;
+                                       }
+                               }
+                               // output the front and back triangles
+                               outelement3i[0] = vertexremap[e[0]];
+                               outelement3i[1] = vertexremap[e[1]];
+                               outelement3i[2] = vertexremap[e[2]];
+                               outelement3i[3] = vertexremap[e[2]] + 1;
+                               outelement3i[4] = vertexremap[e[1]] + 1;
+                               outelement3i[5] = vertexremap[e[0]] + 1;
+                               outelement3i += 6;
+                               tris += 2;
+                       }
+               }
+               for (i = 0;i < numfacing;i++)
+               {
+                       t = trianglefacinglightlist[i];
+                       e = inelement3i + t * 3;
+                       n = inneighbor3i + t * 3;
+                       // output the sides (facing outward from this triangle)
+                       t = n[0];
+                       if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+                       {
+                               vr[0] = vertexremap[e[0]];
+                               vr[1] = vertexremap[e[1]];
+                               outelement3i[0] = vr[1];
+                               outelement3i[1] = vr[0];
+                               outelement3i[2] = vr[0] + 1;
+                               outelement3i[3] = vr[1];
+                               outelement3i[4] = vr[0] + 1;
+                               outelement3i[5] = vr[1] + 1;
+                               outelement3i += 6;
                                tris += 2;
                        }
-                       if (trianglefacinglight[n[1]])
+                       t = n[1];
+                       if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
                        {
-                               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;
+                               vr[1] = vertexremap[e[1]];
+                               vr[2] = vertexremap[e[2]];
+                               outelement3i[0] = vr[2];
+                               outelement3i[1] = vr[1];
+                               outelement3i[2] = vr[1] + 1;
+                               outelement3i[3] = vr[2];
+                               outelement3i[4] = vr[1] + 1;
+                               outelement3i[5] = vr[2] + 1;
+                               outelement3i += 6;
                                tris += 2;
                        }
-                       if (trianglefacinglight[n[2]])
+                       t = n[2];
+                       if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
                        {
-                               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;
+                               vr[0] = vertexremap[e[0]];
+                               vr[2] = vertexremap[e[2]];
+                               outelement3i[0] = vr[0];
+                               outelement3i[1] = vr[2];
+                               outelement3i[2] = vr[2] + 1;
+                               outelement3i[3] = vr[0];
+                               outelement3i[4] = vr[2] + 1;
+                               outelement3i[5] = vr[0] + 1;
+                               outelement3i += 6;
                                tris += 2;
                        }
                }
        }
-       // draw the volume
-       R_Mesh_Draw(numverts * 2, tris, shadowelements);
+       if (outnumvertices)
+               *outnumvertices = outvertices;
+       return tris;
+}
+
+float varray_vertex3f2[65536*3];
+
+void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance)
+{
+       int tris, outverts;
+       if (projectdistance < 0.1)
+       {
+               Con_Printf("R_Shadow_Volume: projectdistance %f\n");
+               return;
+       }
+       if (!numverts)
+               return;
+
+       // make sure shadowelements is big enough for this volume
+       if (maxshadowelements < numtris * 24)
+               R_Shadow_ResizeShadowElements(numtris);
+
+       // check which triangles are facing the light, and then output
+       // triangle elements and vertices...  by clever use of elements we
+       // can construct the whole shadow from the unprojected vertices and
+       // the projected vertices
+       if ((tris = R_Shadow_ConstructShadowVolume(numverts, 0, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, relativelightorigin, r_shadow_projectdistance.value/*projectdistance*/)))
+       {
+               GL_VertexPointer(varray_vertex3f2);
+               if (r_shadowstage == SHADOWSTAGE_STENCIL)
+               {
+                       // 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(outverts, tris, shadowelements);
+                       c_rt_shadowmeshes++;
+                       c_rt_shadowtris += numtris;
+                       // 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(outverts, tris, shadowelements);
+               c_rt_shadowmeshes++;
+               c_rt_shadowtris += numtris;
+       }
+}
+
+void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
+{
+       shadowmesh_t *mesh;
+       if (r_shadowstage == SHADOWSTAGE_STENCIL)
+       {
+               // decrement stencil if frontface is behind depthbuffer
+               qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+               for (mesh = firstmesh;mesh;mesh = mesh->next)
+               {
+                       GL_VertexPointer(mesh->vertex3f);
+                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+                       c_rtcached_shadowmeshes++;
+                       c_rtcached_shadowtris += mesh->numtriangles;
+               }
+               // increment stencil if backface is behind depthbuffer
+               qglCullFace(GL_BACK); // quake is backwards, this culls front faces
+               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+       }
+       for (mesh = firstmesh;mesh;mesh = mesh->next)
+       {
+               GL_VertexPointer(mesh->vertex3f);
+               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+               c_rtcached_shadowmeshes++;
+               c_rtcached_shadowtris += mesh->numtriangles;
+       }
+}
+
+float r_shadow_attenpower, r_shadow_attenscale;
+static void R_Shadow_MakeTextures(void)
+{
+       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)));
+       data[0] = 128;
+       data[1] = 128;
+       data[2] = 255;
+       data[3] = 255;
+       r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       data[0] = 255;
+       data[1] = 255;
+       data[2] = 255;
+       data[3] = 255;
+       r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       data[0] = 255;
+       data[1] = 255;
+       data[2] = 255;
+       data[3] = 255;
+       r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       if (gl_texturecubemap)
+       {
+               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);
+       }
+       else
+               r_shadow_normalcubetexture = 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)
+       {
+               for (z = 0;z < ATTEN3DSIZE;z++)
+               {
+                       for (y = 0;y < ATTEN3DSIZE;y++)
+                       {
+                               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_Stage_Begin(void)
+{
+       rmeshstate_t m;
+
+       if (r_shadow_texture3d.integer && !gl_texture3d)
+               Cvar_SetValueQuick(&r_shadow_texture3d, 0);
+
+       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_Texture(&m);
+       GL_Color(0, 0, 0, 1);
+       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+       qglDisable(GL_SCISSOR_TEST);
+       r_shadowstage = SHADOWSTAGE_NONE;
+
+       c_rt_lights = c_rt_clears = c_rt_scissored = 0;
+       c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0;
+       c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
+}
+
+void R_Shadow_LoadWorldLightsIfNeeded(void)
+{
+       if (r_shadow_reloadlights && cl.worldmodel)
+       {
+               R_Shadow_ClearWorldLights();
+               r_shadow_reloadlights = false;
+               R_Shadow_LoadWorldLights();
+               if (r_shadow_worldlightchain == NULL)
+               {
+                       R_Shadow_LoadLightsFile();
+                       if (r_shadow_worldlightchain == NULL)
+                               R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
+               }
+       }
+}
+
+void R_Shadow_Stage_ShadowVolumes(void)
+{
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       R_Mesh_State_Texture(&m);
+       GL_Color(1, 1, 1, 1);
+       qglColorMask(0, 0, 0, 0);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       if (r_shadow_polygonoffset.value != 0)
+       {
+               qglPolygonOffset(1.0f, r_shadow_polygonoffset.value);
+               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);
+       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+       qglStencilFunc(GL_ALWAYS, 128, 0xFF);
+       r_shadowstage = SHADOWSTAGE_STENCIL;
+       qglClear(GL_STENCIL_BUFFER_BIT);
+       c_rt_clears++;
+       // LordHavoc note: many shadow volumes reside entirely inside the world
+       // (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_LightWithoutShadows(void)
+{
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       R_Mesh_State_Texture(&m);
+       GL_BlendFunc(GL_ONE, GL_ONE);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       qglDisable(GL_POLYGON_OFFSET_FILL);
+       GL_Color(1, 1, 1, 1);
+       qglColorMask(1, 1, 1, 1);
+       qglDepthFunc(GL_EQUAL);
+       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+       qglDisable(GL_STENCIL_TEST);
+       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+       qglStencilFunc(GL_EQUAL, 128, 0xFF);
+       r_shadowstage = SHADOWSTAGE_LIGHT;
+       c_rt_lights++;
+}
+
+void R_Shadow_Stage_LightWithShadows(void)
+{
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       R_Mesh_State_Texture(&m);
+       GL_BlendFunc(GL_ONE, GL_ONE);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       qglDisable(GL_POLYGON_OFFSET_FILL);
+       GL_Color(1, 1, 1, 1);
+       qglColorMask(1, 1, 1, 1);
+       qglDepthFunc(GL_EQUAL);
+       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+       qglEnable(GL_STENCIL_TEST);
+       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+       // only draw light where this geometry was already rendered AND the
+       // stencil is 128 (values other than this mean shadow)
+       qglStencilFunc(GL_EQUAL, 128, 0xFF);
+       r_shadowstage = SHADOWSTAGE_LIGHT;
+       c_rt_lights++;
+}
+
+void R_Shadow_Stage_End(void)
+{
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       R_Mesh_State_Texture(&m);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       qglDisable(GL_POLYGON_OFFSET_FILL);
+       GL_Color(1, 1, 1, 1);
+       qglColorMask(1, 1, 1, 1);
+       qglDisable(GL_SCISSOR_TEST);
+       qglDepthFunc(GL_LEQUAL);
+       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+       qglDisable(GL_STENCIL_TEST);
+       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+       qglStencilFunc(GL_ALWAYS, 128, 0xFF);
+       r_shadowstage = SHADOWSTAGE_NONE;
+}
+
+int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
+{
+       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
+       // LordHavoc: for some odd reason scissor seems broken without stencil
+       // (?!?  seems like a driver bug) so abort if gl_stencil is false
+       if (!gl_stencil || BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
+       {
+               qglDisable(GL_SCISSOR_TEST);
+               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_refdef.x) ix1 = r_refdef.x;
+       if (iy1 < r_refdef.y) iy1 = r_refdef.y;
+       if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width;
+       if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height;
+       if (ix2 <= ix1 || iy2 <= iy1)
+               return true;
+       // set up the scissor rectangle
+       qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
+       qglEnable(GL_SCISSOR_TEST);
+       c_rt_scissored++;
+       return false;
+}
+
+void R_Shadow_VertexLighting(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 = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
+                               VectorScale(lightcolor, intensity, color4f);
+                               color4f[3] = 1;
+                       }
+                       else
+                       {
+                               VectorClear(color4f);
+                               color4f[3] = 1;
+                       }
+               }
+               else
+               {
+                       VectorClear(color4f);
+                       color4f[3] = 1;
+               }
+       }
+}
+
+void R_Shadow_VertexLightingWithXYAttenuationTexture(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 = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
+                               VectorScale(lightcolor, intensity, color4f);
+                               color4f[3] = 1;
+                       }
+                       else
+                       {
+                               VectorClear(color4f);
+                               color4f[3] = 1;
+                       }
+               }
+               else
+               {
+                       VectorClear(color4f);
+                       color4f[3] = 1;
+               }
+       }
+}
+
+// FIXME: this should be done in a vertex program when possible
+// FIXME: if vertex program not available, this would really benefit from 3DNow! or SSE
+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);
+}
+
+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);
+}
+
+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);
+       }
+}
+
+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_DiffuseLighting(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, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+{
+       int renders;
+       float color[3], color2[3];
+       rmeshstate_t m;
+       GL_VertexPointer(vertex3f);
+       if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
+       {
+               if (!bumptexture)
+                       bumptexture = r_shadow_blankbumptexture;
+               GL_Color(1,1,1,1);
+               // 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.tex[0] = R_GetTexture(bumptexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                       m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       m.pointer_texcoord[2] = varray_texcoord3f[2];
+                       R_Mesh_State_Texture(&m);
+                       qglColorMask(0,0,0,1);
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       R_Mesh_State_Texture(&m);
+                       qglColorMask(1,1,1,0);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       if (lightcubemap)
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
+                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+               }
+               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.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+                       m.pointer_texcoord[0] = varray_texcoord3f[0];
+                       R_Mesh_State_Texture(&m);
+                       qglColorMask(0,0,0,1);
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       R_Mesh_State_Texture(&m);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       R_Mesh_State_Texture(&m);
+                       qglColorMask(1,1,1,0);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       if (lightcubemap)
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
+                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+               }
+               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
+               {
+                       // 2/2 3D combine path (original Radeon)
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       R_Mesh_State_Texture(&m);
+                       qglColorMask(0,0,0,1);
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       R_Mesh_State_Texture(&m);
+                       qglColorMask(1,1,1,0);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
+                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+               }
+               else if (r_textureunits.integer >= 4)
+               {
+                       // 4/2 2D combine path (Geforce3, Radeon 8500)
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       m.pointer_texcoord[2] = varray_texcoord2f[2];
+                       m.pointer_texcoord[3] = varray_texcoord2f[3];
+                       R_Mesh_State_Texture(&m);
+                       qglColorMask(0,0,0,1);
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       R_Mesh_State_Texture(&m);
+                       qglColorMask(1,1,1,0);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       if (lightcubemap)
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
+                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+               }
+               else
+               {
+                       // 2/2/2 2D combine path (any dot3 card)
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       m.pointer_texcoord[0] = varray_texcoord2f[0];
+                       m.pointer_texcoord[1] = varray_texcoord2f[1];
+                       R_Mesh_State_Texture(&m);
+                       qglColorMask(0,0,0,1);
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       R_Mesh_State_Texture(&m);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       R_Mesh_State_Texture(&m);
+                       qglColorMask(1,1,1,0);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       if (lightcubemap)
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
+                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+               }
+       }
+       else
+       {
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               GL_DepthTest(true);
+               GL_ColorPointer(varray_color4f);
+               VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
+               memset(&m, 0, sizeof(m));
+               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);
+                       m.pointer_texcoord[1] = varray_texcoord2f[1];
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+               }
+               R_Mesh_State_Texture(&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 >= 2)
+                               R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
+                       else
+                               R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+               }
+       }
+}
+
+void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+{
+       int renders;
+       float color[3], color2[3], colorscale;
+       rmeshstate_t m;
+       if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil)
+               return;
+       if (!glosstexture)
+               glosstexture = r_shadow_blankglosstexture;
+       if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
+       {
+               colorscale = r_shadow_glossintensity.value;
+               if (!bumptexture)
+                       bumptexture = r_shadow_blankbumptexture;
+               if (glosstexture == r_shadow_blankglosstexture)
+                       colorscale *= r_shadow_gloss2intensity.value;
+               GL_VertexPointer(vertex3f);
+               GL_Color(1,1,1,1);
+               if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+               {
+                       // 2/0/0/1/2 3D combine blendsquare path
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       R_Mesh_State_Texture(&m);
+                       qglColorMask(0,0,0,1);
+                       // this squares the result
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       memset(&m, 0, sizeof(m));
+                       R_Mesh_State_Texture(&m);
+                       // 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(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       memset(&m, 0, sizeof(m));
+                       m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+                       m.pointer_texcoord[0] = varray_texcoord3f[0];
+                       R_Mesh_State_Texture(&m);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(glosstexture);
+                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       R_Mesh_State_Texture(&m);
+                       qglColorMask(1,1,1,0);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       if (lightcubemap)
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                       VectorScale(lightcolor, colorscale, color2);
+                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+               }
+               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.tex[0] = R_GetTexture(bumptexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       R_Mesh_State_Texture(&m);
+                       qglColorMask(0,0,0,1);
+                       // this squares the result
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       memset(&m, 0, sizeof(m));
+                       R_Mesh_State_Texture(&m);
+                       // 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(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(glosstexture);
+                       m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       R_Mesh_State_Texture(&m);
+                       qglColorMask(1,1,1,0);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                       VectorScale(lightcolor, colorscale, color2);
+                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+               }
+               else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+               {
+                       // 2/0/0/2/2 2D combine blendsquare path
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       R_Mesh_State_Texture(&m);
+                       qglColorMask(0,0,0,1);
+                       // this squares the result
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       memset(&m, 0, sizeof(m));
+                       R_Mesh_State_Texture(&m);
+                       // 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(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       m.pointer_texcoord[0] = varray_texcoord2f[0];
+                       m.pointer_texcoord[1] = varray_texcoord2f[1];
+                       R_Mesh_State_Texture(&m);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(glosstexture);
+                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       R_Mesh_State_Texture(&m);
+                       qglColorMask(1,1,1,0);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       if (lightcubemap)
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                       VectorScale(lightcolor, colorscale, color2);
+                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+               }
+       }
+}
+
+void R_Shadow_DrawStaticWorldLight_Shadow(worldlight_t *light, matrix4x4_t *matrix)
+{
+       R_Mesh_Matrix(matrix);
+       if (r_shadow_showtris.integer)
+       {
+               shadowmesh_t *mesh;
+               rmeshstate_t m;
+               int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
+               int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
+               qglDisable(GL_DEPTH_TEST);
+               qglDisable(GL_STENCIL_TEST);
+               //qglDisable(GL_CULL_FACE);
+               qglColorMask(1,1,1,1);
+               memset(&m, 0, sizeof(m));
+               R_Mesh_State_Texture(&m);
+               GL_Color(0,0.1,0,1);
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               for (mesh = light->meshchain_shadow;mesh;mesh = mesh->next)
+               {
+                       GL_VertexPointer(mesh->vertex3f);
+                       R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
+               }
+               //qglEnable(GL_CULL_FACE);
+               if (depthenabled)
+                       qglEnable(GL_DEPTH_TEST);
+               if (stencilenabled)
+               {
+                       qglEnable(GL_STENCIL_TEST);
+                       qglColorMask(0,0,0,0);
+               }
+       }
+       R_Shadow_RenderShadowMeshVolume(light->meshchain_shadow);
+}
+
+void R_Shadow_DrawStaticWorldLight_Light(worldlight_t *light, matrix4x4_t *matrix, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
+{
+       shadowmesh_t *mesh;
+       R_Mesh_Matrix(matrix);
+       if (r_shadow_showtris.integer)
+       {
+               rmeshstate_t m;
+               int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
+               int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
+               qglDisable(GL_DEPTH_TEST);
+               qglDisable(GL_STENCIL_TEST);
+               //qglDisable(GL_CULL_FACE);
+               memset(&m, 0, sizeof(m));
+               R_Mesh_State_Texture(&m);
+               GL_Color(0.2,0,0,1);
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               for (mesh = light->meshchain_light;mesh;mesh = mesh->next)
+               {
+                       GL_VertexPointer(mesh->vertex3f);
+                       R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
+               }
+               //qglEnable(GL_CULL_FACE);
+               if (depthenabled)
+                       qglEnable(GL_DEPTH_TEST);
+               if (stencilenabled)
+                       qglEnable(GL_STENCIL_TEST);
+       }
+       for (mesh = light->meshchain_light;mesh;mesh = mesh->next)
+       {
+               R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, NULL);
+               R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, NULL);
+       }
+}
+
+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"};
+worldlight_t *r_shadow_worldlightchain;
+worldlight_t *r_shadow_selectedlight;
+vec3_t r_editlights_cursorlocation;
+
+static int lightpvsbytes;
+static qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8];
+
+void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname, int castshadow)
+{
+       int i, j, k, l, maxverts = 256, tris;
+       float *vertex3f = NULL, mins[3], maxs[3];
+       worldlight_t *e;
+       shadowmesh_t *mesh, *castmesh = NULL;
+
+       if (radius < 15 || DotProduct(color, color) < 0.03)
+       {
+               Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
+               return;
+       }
+
+       e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t));
+       VectorCopy(origin, e->origin);
+       VectorCopy(color, e->light);
+       e->lightradius = radius;
+       e->style = style;
+       if (e->style < 0 || e->style >= MAX_LIGHTSTYLES)
+       {
+               Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", e->style, MAX_LIGHTSTYLES);
+               e->style = 0;
+       }
+       e->castshadows = castshadow;
+
+       e->cullradius = e->lightradius;
+       for (k = 0;k < 3;k++)
+       {
+               mins[k] = e->origin[k] - e->lightradius;
+               maxs[k] = e->origin[k] + e->lightradius;
+       }
+
+       e->next = r_shadow_worldlightchain;
+       r_shadow_worldlightchain = e;
+       if (cubemapname && cubemapname[0])
+       {
+               e->cubemapname = Mem_Alloc(r_shadow_mempool, strlen(cubemapname) + 1);
+               strcpy(e->cubemapname, cubemapname);
+               // FIXME: add cubemap loading (and don't load a cubemap twice)
+       }
+       // FIXME: rewrite this to store ALL geometry into a cache in the light
+       if (e->castshadows)
+               castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+       e->meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
+       if (cl.worldmodel)
+       {
+               if (cl.worldmodel->brushq3.num_leafs)
+               {
+                       q3mleaf_t *leaf;
+                       q3mface_t *face;
+                       lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightpvs, sizeof(lightpvs));
+                       VectorCopy(e->origin, e->mins);
+                       VectorCopy(e->origin, e->maxs);
+                       for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++)
+                               face->lighttemp_castshadow = false;
+                       for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++)
+                       {
+                               if ((leaf->clusterindex < 0 || lightpvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7))) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+                               {
+                                       for (k = 0;k < 3;k++)
+                                       {
+                                               if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
+                                               if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
+                                       }
+                                       for (j = 0;j < leaf->numleaffaces;j++)
+                                       {
+                                               face = leaf->firstleafface[j];
+                                               if (BoxesOverlap(face->mins, face->maxs, mins, maxs))
+                                                       face->lighttemp_castshadow = true;
+                                       }
+                               }
+                       }
+
+                       // add surfaces to shadow casting mesh and light mesh
+                       for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++)
+                       {
+                               if (face->lighttemp_castshadow)
+                               {
+                                       face->lighttemp_castshadow = false;
+                                       if (!(face->texture->surfaceflags & (Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY)))
+                                       {
+                                               if (e->castshadows)
+                                                       if (!(face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT))
+                                                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, face->data_vertex3f, NULL, NULL, NULL, NULL, face->num_triangles, face->data_element3i);
+                                               if (!(face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
+                                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_light, face->texture->skin.base, face->texture->skin.gloss, face->texture->skin.nmap, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, face->num_triangles, face->data_element3i);
+                                       }
+                               }
+                       }
+               }
+               else if (cl.worldmodel->brushq1.numleafs)
+               {
+                       mleaf_t *leaf;
+                       msurface_t *surf;
+                       VectorCopy(e->origin, e->mins);
+                       VectorCopy(e->origin, e->maxs);
+                       i = CL_PointQ1Contents(e->origin);
+
+                       for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
+                               surf->lighttemp_castshadow = false;
+
+                       if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY)
+                       {
+                               qbyte *byteleafpvs;
+                               qbyte *bytesurfacepvs;
+
+                               byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numleafs);
+                               bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numsurfaces);
+
+                               Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, mins, maxs, e->mins, e->maxs);
+
+                               for (i = 0, leaf = cl.worldmodel->brushq1.leafs;i < cl.worldmodel->brushq1.numleafs;i++, leaf++)
+                               {
+                                       if (byteleafpvs[i] && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+                                       {
+                                               for (k = 0;k < 3;k++)
+                                               {
+                                                       if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
+                                                       if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
+                                               }
+                                       }
+                               }
+
+                               for (i = 0, surf = cl.worldmodel->brushq1.surfaces;i < cl.worldmodel->brushq1.numsurfaces;i++, surf++)
+                                       if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
+                                               surf->lighttemp_castshadow = true;
+
+                               Mem_Free(byteleafpvs);
+                               Mem_Free(bytesurfacepvs);
+                       }
+                       else
+                       {
+                               lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightpvs, sizeof(lightpvs));
+                               for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.visleafs;i++, leaf++)
+                               {
+                                       if (lightpvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+                                       {
+                                               for (k = 0;k < 3;k++)
+                                               {
+                                                       if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
+                                                       if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
+                                               }
+                                               for (j = 0;j < leaf->nummarksurfaces;j++)
+                                               {
+                                                       surf = cl.worldmodel->brushq1.surfaces + leaf->firstmarksurface[j];
+                                                       if (!surf->lighttemp_castshadow && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
+                                                               surf->lighttemp_castshadow = true;
+                                               }
+                                       }
+                               }
+                       }
+
+                       // add surfaces to shadow casting mesh and light mesh
+                       for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
+                       {
+                               if (surf->lighttemp_castshadow)
+                               {
+                                       surf->lighttemp_castshadow = false;
+                                       if (e->castshadows && (surf->flags & SURF_SHADOWCAST))
+                                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, surf->mesh.data_vertex3f, NULL, NULL, NULL, NULL, surf->mesh.num_triangles, surf->mesh.data_element3i);
+                                       if (!(surf->flags & SURF_DRAWSKY))
+                                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_light, surf->texinfo->texture->skin.base, surf->texinfo->texture->skin.gloss, surf->texinfo->texture->skin.nmap, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, surf->mesh.num_triangles, surf->mesh.data_element3i);
+                               }
+                       }
+               }
+       }
+
+       // limit box to light bounds (in case it grew larger)
+       for (k = 0;k < 3;k++)
+       {
+               if (e->mins[k] < e->origin[k] - e->lightradius) e->mins[k] = e->origin[k] - e->lightradius;
+               if (e->maxs[k] > e->origin[k] + e->lightradius) e->maxs[k] = e->origin[k] + e->lightradius;
+       }
+       e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin);
+
+       // cast shadow volume from castmesh
+       castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh, false, true);
+       if (castmesh)
+       {
+               maxverts = 0;
+               for (mesh = castmesh;mesh;mesh = mesh->next)
+               {
+                       R_Shadow_ResizeShadowElements(mesh->numtriangles);
+                       maxverts = max(maxverts, mesh->numverts * 2);
+               }
+
+               if (maxverts > 0)
+               {
+                       vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
+                       // now that we have the buffers big enough, construct and add
+                       // the shadow volume mesh
+                       if (e->castshadows)
+                               e->meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+                       for (mesh = castmesh;mesh;mesh = mesh->next)
+                       {
+                               Mod_BuildTriangleNeighbors(mesh->neighbor3i, mesh->element3i, mesh->numtriangles);
+                               if ((tris = R_Shadow_ConstructShadowVolume(castmesh->numverts, 0, castmesh->numtriangles, castmesh->element3i, castmesh->neighbor3i, castmesh->vertex3f, NULL, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value)))
+                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
+                       }
+                       Mem_Free(vertex3f);
+                       vertex3f = NULL;
+               }
+               // we're done with castmesh now
+               Mod_ShadowMesh_Free(castmesh);
+       }
+
+       e->meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, e->meshchain_shadow, false, false);
+       e->meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, e->meshchain_light, true, false);
+
+       k = 0;
+       if (e->meshchain_shadow)
+               for (mesh = e->meshchain_shadow;mesh;mesh = mesh->next)
+                       k += mesh->numtriangles;
+       l = 0;
+       if (e->meshchain_light)
+               for (mesh = e->meshchain_light;mesh;mesh = mesh->next)
+                       l += mesh->numtriangles;
+       Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles, %i light triangles\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], k, l);
+}
+
+void R_Shadow_FreeWorldLight(worldlight_t *light)
+{
+       worldlight_t **lightpointer;
+       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;
+       if (light->cubemapname)
+               Mem_Free(light->cubemapname);
+       if (light->meshchain_shadow)
+               Mod_ShadowMesh_Free(light->meshchain_shadow);
+       if (light->meshchain_light)
+               Mod_ShadowMesh_Free(light->meshchain_light);
+       Mem_Free(light);
+}
+
+void R_Shadow_ClearWorldLights(void)
+{
+       while (r_shadow_worldlightchain)
+               R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
+       r_shadow_selectedlight = NULL;
+}
+
+void R_Shadow_SelectLight(worldlight_t *light)
+{
+       if (r_shadow_selectedlight)
+               r_shadow_selectedlight->selected = false;
+       r_shadow_selectedlight = light;
+       if (r_shadow_selectedlight)
+               r_shadow_selectedlight->selected = true;
+}
+
+rtexture_t *lighttextures[5];
+
+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 worldlight_t *light;
+       light = calldata1;
+       intensity = 0.5;
+       if (light->selected)
+               intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
+       if (!light->meshchain_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;
+       worldlight_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 (light = r_shadow_worldlightchain;light;light = light->next)
+               R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, ((int) light) % 5);
+       R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
+}
+
+void R_Shadow_SelectLightInView(void)
+{
+       float bestrating, rating, temp[3];
+       worldlight_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;
+       char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
+       float origin[3], radius, color[3];
+       if (cl.worldmodel == NULL)
+       {
+               Con_Printf("No map loaded.\n");
+               return;
+       }
+       FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+       strlcat (name, ".rtlights", sizeof (name));
+       lightsstring = FS_LoadFile(name, false);
+       if (lightsstring)
+       {
+               s = lightsstring;
+               n = 0;
+               while (*s)
+               {
+                       t = s;
+                       while (*s && *s != '\n')
+                               s++;
+                       if (!*s)
+                               break;
+                       *s = 0;
+                       shadow = true;
+                       // check for modifier flags
+                       if (*t == '!')
+                       {
+                               shadow = false;
+                               t++;
+                       }
+                       a = sscanf(t, "%f %f %f %f %f %f %f %d %s", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname);
+                       if (a < 9)
+                               cubemapname[0] = 0;
+                       *s = '\n';
+                       if (a < 8)
+                       {
+                               Con_Printf("found %d parameters on line %i, should be 8 or 9 parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style cubemapname)\n", a, n + 1);
+                               break;
+                       }
+                       VectorScale(color, r_editlights_rtlightscolorscale.value, color);
+                       radius *= r_editlights_rtlightssizescale.value;
+                       R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadow);
+                       s++;
+                       n++;
+               }
+               if (*s)
+                       Con_Printf("invalid rtlights file \"%s\"\n", name);
+               Mem_Free(lightsstring);
+       }
+}
+
+void R_Shadow_SaveWorldLights(void)
+{
+       worldlight_t *light;
+       int bufchars, bufmaxchars;
+       char *buf, *oldbuf;
+       char name[MAX_QPATH];
+       char line[1024];
+       if (!r_shadow_worldlightchain)
+               return;
+       if (cl.worldmodel == NULL)
+       {
+               Con_Printf("No map loaded.\n");
+               return;
+       }
+       FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+       strlcat (name, ".rtlights", sizeof (name));
+       bufchars = bufmaxchars = 0;
+       buf = NULL;
+       for (light = r_shadow_worldlightchain;light;light = light->next)
+       {
+               sprintf(line, "%s%f %f %f %f %f %f %f %d %s\n", light->castshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->lightradius / r_editlights_rtlightssizescale.value, light->light[0] / r_editlights_rtlightscolorscale.value, light->light[1] / r_editlights_rtlightscolorscale.value, light->light[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "");
+               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 name[MAX_QPATH], *lightsstring, *s, *t;
+       float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
+       if (cl.worldmodel == NULL)
+       {
+               Con_Printf("No map loaded.\n");
+               return;
+       }
+       FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+       strlcat (name, ".lights", sizeof (name));
+       lightsstring = FS_LoadFile(name, false);
+       if (lightsstring)
+       {
+               s = lightsstring;
+               n = 0;
+               while (*s)
+               {
+                       t = s;
+                       while (*s && *s != '\n')
+                               s++;
+                       if (!*s)
+                               break;
+                       *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 = '\n';
+                       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_NewWorldLight(origin, radius, color, style, NULL, true);
+                       s++;
+                       n++;
+               }
+               if (*s)
+                       Con_Printf("invalid lights file \"%s\"\n", name);
+               Mem_Free(lightsstring);
+       }
+}
+
+void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
+{
+       int entnum, style, islight;
+       char key[256], value[1024];
+       float origin[3], radius, color[3], light, fadescale, lightscale, originhack[3], overridecolor[3];
+       const char *data;
+
+       if (cl.worldmodel == NULL)
+       {
+               Con_Printf("No map loaded.\n");
+               return;
+       }
+       data = cl.worldmodel->brush.entities;
+       if (!data)
+               return;
+       for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
+       {
+               light = 0;
+               origin[0] = origin[1] = origin[2] = 0;
+               originhack[0] = originhack[1] = originhack[2] = 0;
+               color[0] = color[1] = color[2] = 1;
+               overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
+               fadescale = 1;
+               lightscale = 1;
+               style = 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))
+                               light = atof(value);
+                       else if (!strcmp("origin", key))
+                               sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[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 (cl.worldmodel->type == mod_brushq3)
+                       {
+                               if (!strcmp("scale", key))
+                                       lightscale = atof(value);
+                               if (!strcmp("fade", key))
+                                       fadescale = atof(value);
+                       }
+               }
+               if (light <= 0 && islight)
+                       light = 300;
+               if (lightscale <= 0)
+                       lightscale = 1;
+               if (fadescale <= 0)
+                       fadescale = 1;
+               radius = min(light * r_editlights_quakelightsizescale.value * lightscale / fadescale, 1048576);
+               light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f);
+               if (color[0] == 1 && color[1] == 1 && color[2] == 1)
+                       VectorCopy(overridecolor, color);
+               VectorScale(color, light, color);
+               VectorAdd(origin, originhack, origin);
+               if (radius >= 15)
+                       R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
+       }
+}
+
+
+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)
+{
+       r_shadow_reloadlights = true;
+}
+
+void R_Shadow_EditLights_Save_f(void)
+{
+       if (cl.worldmodel)
+               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_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (Cmd_Argc() != 1)
+       {
+               Con_Printf("r_editlights_spawn does not take parameters\n");
+               return;
+       }
+       color[0] = color[1] = color[2] = 1;
+       R_Shadow_NewWorldLight(r_editlights_cursorlocation, 200, color, 0, NULL, true);
+}
+
+void R_Shadow_EditLights_Edit_f(void)
+{
+       vec3_t origin, color;
+       vec_t radius;
+       int style, shadows;
+       char cubemapname[1024];
+       if (!r_editlights.integer)
+       {
+               Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (!r_shadow_selectedlight)
+       {
+               Con_Printf("No selected light.\n");
+               return;
+       }
+       VectorCopy(r_shadow_selectedlight->origin, origin);
+       radius = r_shadow_selectedlight->lightradius;
+       VectorCopy(r_shadow_selectedlight->light, color);
+       style = r_shadow_selectedlight->style;
+       if (r_shadow_selectedlight->cubemapname)
+               strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
+       else
+               cubemapname[0] = 0;
+       shadows = r_shadow_selectedlight->castshadows;
+       if (!strcmp(Cmd_Argv(1), "origin"))
+       {
+               if (Cmd_Argc() != 5)
+               {
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0));
+                       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(0));
+                       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(0));
+                       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(0));
+                       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(0));
+                       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(0));
+                       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(0));
+                       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(0));
+                       return;
+               }
+               origin[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(0));
+                       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(0));
+                       return;
+               }
+               radius = atof(Cmd_Argv(2));
+       }
+       else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "style"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       return;
+               }
+               style = atoi(Cmd_Argv(2));
+       }
+       else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "cubemap"))
+       {
+               if (Cmd_Argc() > 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       return;
+               }
+               if (Cmd_Argc() == 3)
+                       strcpy(cubemapname, Cmd_Argv(2));
+               else
+                       cubemapname[0] = 0;
+       }
+       else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "shadows"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       return;
+               }
+               shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
+       }
+       else
+       {
+               Con_Printf("usage: r_editlights_edit [property] [value]\n");
+               Con_Printf("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("Radius: %f\n", r_shadow_selectedlight->lightradius);
+               Con_Printf("Color: %f %f %f\n", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);
+               Con_Printf("Style: %i\n", r_shadow_selectedlight->style);
+               Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
+               Con_Printf("Shadows: %s\n", r_shadow_selectedlight->castshadows ? "yes" : "no");
+               return;
+       }
+       R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+       r_shadow_selectedlight = NULL;
+       R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadows);
+}
+
+extern int con_vislines;
+void R_Shadow_EditLights_DrawSelectedLightProperties(void)
+{
+       float x, y;
+       char temp[256];
+       if (r_shadow_selectedlight == NULL)
+               return;
+       x = 0;
+       y = con_vislines;
+       sprintf(temp, "Light properties");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Origin %f %f %f", 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, "Radius %f", r_shadow_selectedlight->lightradius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Color %f %f %f", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Cubemap %s", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Shadows %s", r_shadow_selectedlight->castshadows ? "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_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (!r_shadow_selectedlight)
+       {
+               Con_Printf("No selected light.\n");
+               return;
+       }
+       R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->lightradius, r_shadow_selectedlight->light, r_shadow_selectedlight->style, r_shadow_selectedlight->cubemapname, !r_shadow_selectedlight->castshadows);
+       R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+       r_shadow_selectedlight = NULL;
+}
+
+void R_Shadow_EditLights_Remove_f(void)
+{
+       if (!r_editlights.integer)
+       {
+               Con_Printf("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (!r_shadow_selectedlight)
+       {
+               Con_Printf("No selected light.\n");
+               return;
+       }
+       R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+       r_shadow_selectedlight = NULL;
+}
+
+void R_Shadow_EditLights_Help_f(void)
+{
+       Con_Printf(
+"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"
+"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"
+"<nothing> : print light properties to console\n"
+       );
+}
+
+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_remove", R_Shadow_EditLights_Remove_f);
+       Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
+       Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
+       Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
 }