]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
added r_rtworld, r_rtworldshadows, r_rtdlight, r_rtdlightshadows, and r_lightmapinten...
[xonotic/darkplaces.git] / r_shadow.c
index 47fdfa765fd430341f93f6cbe5ed516f8f29bcd7..9ed419d54979febeb6d7971f031a9f5f441bbb81 100644 (file)
@@ -125,7 +125,6 @@ extern void R_Shadow_EditLights_Init(void);
 #define SHADOWSTAGE_STENCILTWOSIDE 3
 
 int r_shadowstage = SHADOWSTAGE_NONE;
-int r_shadow_reloadlights = false;
 
 mempool_t *r_shadow_mempool;
 
@@ -159,6 +158,9 @@ rtexture_t *r_shadow_blankbumptexture;
 rtexture_t *r_shadow_blankglosstexture;
 rtexture_t *r_shadow_blankwhitetexture;
 
+// lights are reloaded when this changes
+char r_shadow_mapname[MAX_QPATH];
+
 // used only for light filters (cubemaps)
 rtexturepool_t *r_shadow_filters_texturepool;
 
@@ -166,7 +168,7 @@ cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0
 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
 cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
-cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
+cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"};
 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
@@ -174,12 +176,12 @@ cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1
 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
-cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "1"};
-cvar_t r_shadow_realtime_dlight_shadows = {0, "r_shadow_realtime_dlight_shadows", "0"};
-cvar_t r_shadow_realtime_world = {0, "r_shadow_realtime_world", "0"};
-cvar_t r_shadow_realtime_world_dlightshadows = {0, "r_shadow_realtime_world_dlightshadows", "1"};
-cvar_t r_shadow_realtime_world_lightmaps = {0, "r_shadow_realtime_world_lightmaps", "0"};
-cvar_t r_shadow_realtime_world_shadows = {0, "r_shadow_realtime_world_shadows", "1"};
+cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
+cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "0"};
+cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
+cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
+cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
+cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
@@ -188,21 +190,67 @@ cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
+cvar_t r_editlights = {0, "r_editlights", "0"};
+cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
+cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
+cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
+cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
+cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
+cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
+cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
 
 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;
 
+float r_shadow_attenpower, r_shadow_attenscale;
+
+rtlight_t *r_shadow_compilingrtlight;
+dlight_t *r_shadow_worldlightchain;
+dlight_t *r_shadow_selectedlight;
+dlight_t r_shadow_bufferlight;
+vec3_t r_editlights_cursorlocation;
+
+rtexture_t *lighttextures[5];
+
+extern int con_vislines;
+
+typedef struct cubemapinfo_s
+{
+       char basename[64];
+       rtexture_t *texture;
+}
+cubemapinfo_t;
+
+#define MAX_CUBEMAPS 256
+static int numcubemaps;
+static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
+
+void R_Shadow_UncompileWorldLights(void);
 void R_Shadow_ClearWorldLights(void);
 void R_Shadow_SaveWorldLights(void);
 void R_Shadow_LoadWorldLights(void);
 void R_Shadow_LoadLightsFile(void);
 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
+void R_Shadow_EditLights_Reload_f(void);
+void R_Shadow_ValidateCvars(void);
+static void R_Shadow_MakeTextures(void);
+void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
 
 void r_shadow_start(void)
 {
        // allocate vertex processing arrays
-       r_shadow_mempool = Mem_AllocPool("R_Shadow");
+       numcubemaps = 0;
+       r_shadow_normalcubetexture = NULL;
+       r_shadow_attenuation2dtexture = NULL;
+       r_shadow_attenuation3dtexture = NULL;
+       r_shadow_blankbumptexture = NULL;
+       r_shadow_blankglosstexture = NULL;
+       r_shadow_blankwhitetexture = NULL;
+       r_shadow_texturepool = NULL;
+       r_shadow_filters_texturepool = NULL;
+       R_Shadow_ValidateCvars();
+       R_Shadow_MakeTextures();
        maxshadowelements = 0;
        shadowelements = NULL;
        maxvertexupdate = 0;
@@ -220,22 +268,12 @@ void r_shadow_start(void)
        r_shadow_buffer_numsurfacepvsbytes = 0;
        r_shadow_buffer_surfacepvs = NULL;
        r_shadow_buffer_surfacelist = 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_filters_texturepool = NULL;
-       R_Shadow_ClearWorldLights();
-       r_shadow_reloadlights = true;
 }
 
 void r_shadow_shutdown(void)
 {
-       R_Shadow_ClearWorldLights();
-       r_shadow_reloadlights = true;
+       R_Shadow_UncompileWorldLights();
+       numcubemaps = 0;
        r_shadow_normalcubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
@@ -245,29 +283,44 @@ void r_shadow_shutdown(void)
        R_FreeTexturePool(&r_shadow_texturepool);
        R_FreeTexturePool(&r_shadow_filters_texturepool);
        maxshadowelements = 0;
+       if (shadowelements)
+               Mem_Free(shadowelements);
        shadowelements = NULL;
        maxvertexupdate = 0;
+       if (vertexupdate)
+               Mem_Free(vertexupdate);
        vertexupdate = NULL;
+       if (vertexremap)
+               Mem_Free(vertexremap);
        vertexremap = NULL;
        vertexupdatenum = 0;
        maxshadowmark = 0;
        numshadowmark = 0;
+       if (shadowmark)
+               Mem_Free(shadowmark);
        shadowmark = NULL;
+       if (shadowmarklist)
+               Mem_Free(shadowmarklist);
        shadowmarklist = NULL;
        shadowmarkcount = 0;
        r_shadow_buffer_numclusterpvsbytes = 0;
+       if (r_shadow_buffer_clusterpvs)
+               Mem_Free(r_shadow_buffer_clusterpvs);
        r_shadow_buffer_clusterpvs = NULL;
+       if (r_shadow_buffer_clusterlist)
+               Mem_Free(r_shadow_buffer_clusterlist);
        r_shadow_buffer_clusterlist = NULL;
        r_shadow_buffer_numsurfacepvsbytes = 0;
+       if (r_shadow_buffer_surfacepvs)
+               Mem_Free(r_shadow_buffer_surfacepvs);
        r_shadow_buffer_surfacepvs = NULL;
+       if (r_shadow_buffer_surfacelist)
+               Mem_Free(r_shadow_buffer_surfacelist);
        r_shadow_buffer_surfacelist = NULL;
-       Mem_FreePool(&r_shadow_mempool);
 }
 
 void r_shadow_newmap(void)
 {
-       R_Shadow_ClearWorldLights();
-       r_shadow_reloadlights = true;
 }
 
 void R_Shadow_Help_f(void)
@@ -338,6 +391,25 @@ void R_Shadow_Init(void)
        }
        Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
        R_Shadow_EditLights_Init();
+       r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
+       r_shadow_worldlightchain = NULL;
+       maxshadowelements = 0;
+       shadowelements = NULL;
+       maxvertexupdate = 0;
+       vertexupdate = NULL;
+       vertexremap = NULL;
+       vertexupdatenum = 0;
+       maxshadowmark = 0;
+       numshadowmark = 0;
+       shadowmark = NULL;
+       shadowmarklist = NULL;
+       shadowmarkcount = 0;
+       r_shadow_buffer_numclusterpvsbytes = 0;
+       r_shadow_buffer_clusterpvs = NULL;
+       r_shadow_buffer_clusterlist = NULL;
+       r_shadow_buffer_numsurfacepvsbytes = 0;
+       r_shadow_buffer_surfacepvs = NULL;
+       r_shadow_buffer_surfacelist = NULL;
        R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
 }
 
@@ -535,8 +607,6 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *
        return tris;
 }
 
-float varray_vertex3f2[65536*3];
-
 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
 {
        int tris, outverts;
@@ -620,7 +690,6 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte
        GL_LockArrays(0, 0);
 }
 
-float r_shadow_attenpower, r_shadow_attenscale;
 static void R_Shadow_MakeTextures(void)
 {
        int x, y, z, d, side;
@@ -749,14 +818,19 @@ static void R_Shadow_MakeTextures(void)
        Mem_Free(data);
 }
 
-void R_Shadow_Stage_Begin(void)
+void R_Shadow_ValidateCvars(void)
 {
-       rmeshstate_t m;
-
        if (r_shadow_texture3d.integer && !gl_texture3d)
                Cvar_SetValueQuick(&r_shadow_texture3d, 0);
        if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
                Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
+}
+
+void R_Shadow_Stage_Begin(void)
+{
+       rmeshstate_t m;
+
+       R_Shadow_ValidateCvars();
 
        if (!r_shadow_attenuation2dtexture
         || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
@@ -780,22 +854,6 @@ void R_Shadow_Stage_Begin(void)
        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;
@@ -849,7 +907,7 @@ void R_Shadow_Stage_ShadowVolumes(void)
        // optimize for them as noted above
 }
 
-void R_Shadow_Stage_LightWithoutShadows(void)
+void R_Shadow_Stage_Light(int shadowtest)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
@@ -860,35 +918,14 @@ void R_Shadow_Stage_LightWithoutShadows(void)
        qglPolygonOffset(0, 0);
        //qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
-       GL_ColorMask(1, 1, 1, 1);
+       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
        qglDepthFunc(GL_EQUAL);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglEnable(GL_CULL_FACE);
-       qglDisable(GL_STENCIL_TEST);
-       if (gl_support_stenciltwoside)
-               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
-       qglStencilMask(~0);
-       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-       qglStencilFunc(GL_EQUAL, 128, ~0);
-       r_shadowstage = SHADOWSTAGE_LIGHT;
-       c_rt_lights++;
-}
-
-void R_Shadow_Stage_LightWithShadows(void)
-{
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       R_Mesh_State(&m);
-       GL_BlendFunc(GL_ONE, GL_ONE);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       qglPolygonOffset(0, 0);
-       //qglDisable(GL_POLYGON_OFFSET_FILL);
-       GL_Color(1, 1, 1, 1);
-       GL_ColorMask(1, 1, 1, 1);
-       qglDepthFunc(GL_EQUAL);
-       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
-       qglEnable(GL_STENCIL_TEST);
+       if (shadowtest)
+               qglEnable(GL_STENCIL_TEST);
+       else
+               qglDisable(GL_STENCIL_TEST);
        if (gl_support_stenciltwoside)
                qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
        qglStencilMask(~0);
@@ -911,7 +948,7 @@ void R_Shadow_Stage_End(void)
        qglPolygonOffset(0, 0);
        //qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
-       GL_ColorMask(1, 1, 1, 1);
+       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
        GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
        qglDepthFunc(GL_LEQUAL);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
@@ -1180,10 +1217,12 @@ static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const fl
        }
 }
 
-#define USETEXMATRIX 1
+// TODO: use glTexGen instead of feeding vertices to texcoordpointer?
+#define USETEXMATRIX
+
 #ifndef USETEXMATRIX
-// FIXME: this should be done in a texture matrix or vertex program when possible
-// FIXME: if vertex program not available, this would really benefit from 3DNow! or SSE
+// this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
+// if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
 {
        do
@@ -1279,7 +1318,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
                                R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
                                m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                m.pointer_texcoord3f[2] = vertex3f;
                                m.texmatrix[2] = *matrix_modeltoattenuationxyz;
 #else
@@ -1302,7 +1341,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                if (lightcubemap)
                                {
                                        m.texcubemap[1] = R_GetTexture(lightcubemap);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                        m.pointer_texcoord3f[1] = vertex3f;
                                        m.texmatrix[1] = *matrix_modeltolight;
 #else
@@ -1317,7 +1356,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = vertex3f;
                                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                m.pointer_texcoord3f[0] = vertex3f;
                                m.texmatrix[0] = *matrix_modeltoattenuationxyz;
 #else
@@ -1357,7 +1396,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                if (lightcubemap)
                                {
                                        m.texcubemap[1] = R_GetTexture(lightcubemap);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                        m.pointer_texcoord3f[1] = vertex3f;
                                        m.texmatrix[1] = *matrix_modeltolight;
 #else
@@ -1392,7 +1431,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                m.tex[0] = R_GetTexture(basetexture);
                                m.pointer_texcoord[0] = texcoord2f;
                                m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                m.pointer_texcoord3f[1] = vertex3f;
                                m.texmatrix[1] = *matrix_modeltoattenuationxyz;
 #else
@@ -1413,7 +1452,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
                                R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
                                m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                m.pointer_texcoord3f[2] = vertex3f;
                                m.texmatrix[2] = *matrix_modeltoattenuationxyz;
 #else
@@ -1421,7 +1460,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
 #endif
                                m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                m.pointer_texcoord3f[3] = vertex3f;
                                m.texmatrix[3] = *matrix_modeltoattenuationz;
 #else
@@ -1444,7 +1483,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                if (lightcubemap)
                                {
                                        m.texcubemap[1] = R_GetTexture(lightcubemap);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                        m.pointer_texcoord3f[1] = vertex3f;
                                        m.texmatrix[1] = *matrix_modeltolight;
 #else
@@ -1459,7 +1498,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = vertex3f;
                                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                m.pointer_texcoord3f[0] = vertex3f;
                                m.texmatrix[0] = *matrix_modeltoattenuationxyz;
 #else
@@ -1467,7 +1506,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
 #endif
                                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                m.pointer_texcoord3f[1] = vertex3f;
                                m.texmatrix[1] = *matrix_modeltoattenuationz;
 #else
@@ -1507,7 +1546,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                if (lightcubemap)
                                {
                                        m.texcubemap[1] = R_GetTexture(lightcubemap);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                        m.pointer_texcoord3f[1] = vertex3f;
                                        m.texmatrix[1] = *matrix_modeltolight;
 #else
@@ -1518,7 +1557,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                        }
                        // this final code is shared
                        R_Mesh_State(&m);
-                       GL_ColorMask(1,1,1,0);
+                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        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]--)
@@ -1582,7 +1621,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = vertex3f;
                                        m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                        m.pointer_texcoord3f[0] = vertex3f;
                                        m.texmatrix[0] = *matrix_modeltoattenuationxyz;
 #else
@@ -1604,7 +1643,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        if (lightcubemap)
                                        {
                                                m.texcubemap[1] = R_GetTexture(lightcubemap);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                                m.pointer_texcoord3f[1] = vertex3f;
                                                m.texmatrix[1] = *matrix_modeltolight;
 #else
@@ -1657,7 +1696,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        m.tex[0] = R_GetTexture(glosstexture);
                                        m.pointer_texcoord[0] = texcoord2f;
                                        m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                        m.pointer_texcoord3f[1] = vertex3f;
                                        m.texmatrix[1] = *matrix_modeltoattenuationxyz;
 #else
@@ -1707,7 +1746,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = vertex3f;
                                        m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                        m.pointer_texcoord3f[0] = vertex3f;
                                        m.texmatrix[0] = *matrix_modeltoattenuationxyz;
 #else
@@ -1715,7 +1754,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
 #endif
                                        m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                        m.pointer_texcoord3f[1] = vertex3f;
                                        m.texmatrix[1] = *matrix_modeltoattenuationz;
 #else
@@ -1737,7 +1776,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        if (lightcubemap)
                                        {
                                                m.texcubemap[1] = R_GetTexture(lightcubemap);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                                m.pointer_texcoord3f[1] = vertex3f;
                                                m.texmatrix[1] = *matrix_modeltolight;
 #else
@@ -1748,7 +1787,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                }
                        }
                        R_Mesh_State(&m);
-                       GL_ColorMask(1,1,1,0);
+                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, colorscale, color2);
                        GL_LockArrays(0, numverts);
@@ -1777,7 +1816,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                        {
                                // voodoo2
                                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                m.pointer_texcoord3f[1] = vertex3f;
                                m.texmatrix[1] = *matrix_modeltoattenuationxyz;
 #else
@@ -1788,7 +1827,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                {
                                        // Geforce3/Radeon class but not using dot3
                                        m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                        m.pointer_texcoord3f[2] = vertex3f;
                                        m.texmatrix[2] = *matrix_modeltoattenuationz;
 #else
@@ -1862,8 +1901,6 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i
        rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
 }
 
-rtlight_t *r_shadow_compilingrtlight;
-
 // compiles rtlight geometry
 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
 void R_RTLight_Compile(rtlight_t *rtlight)
@@ -1971,16 +2008,19 @@ void R_RTLight_Uncompile(rtlight_t *rtlight)
        }
 }
 
-int shadowframecount = 0;
-
-void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
+void R_Shadow_UncompileWorldLights(void)
+{
+       dlight_t *light;
+       for (light = r_shadow_worldlightchain;light;light = light->next)
+               R_RTLight_Uncompile(&light->rtlight);
+}
 
 void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
 {
        int i, shadow;
        entity_render_t *ent;
        float f;
-       vec3_t relativelightorigin, relativeeyeorigin, lightcolor;
+       vec3_t relativelightorigin, relativeeyeorigin, lightcolor, lightcolor2;
        rtexture_t *cubemaptexture;
        matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
        int numclusters, numsurfaces;
@@ -1990,18 +2030,24 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
        shadowmesh_t *mesh;
        rmeshstate_t m;
 
-       if (d_lightstylevalue[rtlight->style] <= 0)
-               return;
+       // loading is done before visibility checks because loading should happen
+       // all at once at the start of a level, not when it stalls gameplay.
+       // (especially important to benchmarks)
+       if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
+               R_RTLight_Compile(rtlight);
+       if (rtlight->cubemapname[0])
+               cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname);
+       else
+               cubemaptexture = NULL;
+
        cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
        cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
        cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
        cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
        cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
        cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
-       if (R_CullBox(cullmins, cullmaxs))
+       if (d_lightstylevalue[rtlight->style] <= 0)
                return;
-       if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
-               R_RTLight_Compile(rtlight);
        numclusters = 0;
        clusterlist = NULL;
        clusterpvs = NULL;
@@ -2009,6 +2055,8 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
        surfacelist = NULL;
        if (rtlight->compiled && r_shadow_staticworldlights.integer)
        {
+               // compiled light, world available and can receive realtime lighting
+               // retrieve cluster information
                numclusters = rtlight->static_numclusters;
                clusterlist = rtlight->static_clusterlist;
                clusterpvs = rtlight->static_clusterpvs;
@@ -2017,6 +2065,11 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
        }
        else if (cl.worldmodel && cl.worldmodel->GetLightInfo)
        {
+               // dynamic light, world available and can receive realtime lighting
+               // if the light box is offscreen, skip it right away
+               if (R_CullBox(cullmins, cullmaxs))
+                       return;
+               // calculate lit surfaces and clusters
                R_Shadow_EnlargeClusterBuffer(cl.worldmodel->brush.num_pvsclusters);
                R_Shadow_EnlargeSurfaceBuffer(cl.worldmodel->nummodelsurfaces); 
                cl.worldmodel->GetLightInfo(&cl_entities[0].render, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
@@ -2024,6 +2077,10 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                clusterpvs = r_shadow_buffer_clusterpvs;
                surfacelist = r_shadow_buffer_surfacelist;
        }
+       // if the reduced cluster bounds are offscreen, skip it
+       if (R_CullBox(cullmins, cullmaxs))
+               return;
+       // check if light is illuminating any visible clusters
        if (numclusters)
        {
                for (i = 0;i < numclusters;i++)
@@ -2032,8 +2089,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                if (i == numclusters)
                        return;
        }
-       if (R_CullBox(cullmins, cullmaxs))
-               return;
+       // set up a scissor rectangle for this light
        if (R_Shadow_ScissorForBBox(cullmins, cullmaxs))
                return;
 
@@ -2047,28 +2103,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
        }
        */
 
-       if (rtlight->cubemapname[0])
-               cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname);
-       else
-               cubemaptexture = NULL;
-
-#if 1
-       shadow = rtlight->shadow && (rtlight->isstatic ? r_shadow_realtime_world_shadows.integer : (r_shadow_realtime_world.integer ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer));
-#else
-       shadow = false;
-       if (rtlight->shadow)
-       {
-               if (rtlight->isstatic)
-                       shadow = r_shadow_realtime_world_shadows.integer;
-               else
-               {
-                       if (r_shadow_realtime_world.integer)
-                               shadow = r_shadow_realtime_world_dlightshadows.integer;
-                       else
-                               shadow = r_shadow_realtime_dlight_shadows.integer;
-               }
-       }
-#endif
+       shadow = rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows);
 
        if (shadow && (gl_stencil || visiblevolumes))
        {
@@ -2133,10 +2168,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
 
        if (!visiblevolumes)
        {
-               if (shadow && gl_stencil)
-                       R_Shadow_Stage_LightWithShadows();
-               else
-                       R_Shadow_Stage_LightWithoutShadows();
+               R_Shadow_Stage_Light(shadow && gl_stencil);
 
                ent = &cl_entities[0].render;
                if (ent->model && ent->model->DrawLight)
@@ -2160,14 +2192,17 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                        for (i = 0;i < r_refdef.numentities;i++)
                        {
                                ent = r_refdef.entities[i];
-                               if (ent->visframe == r_framecount && BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) && ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT))
+                               // can't draw transparent entity lighting here because
+                               // transparent meshes are deferred for later
+                               if (ent->visframe == r_framecount && BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) && ent->model && ent->model->DrawLight && (ent->flags & (RENDER_LIGHT | RENDER_TRANSPARENT)) == RENDER_LIGHT)
                                {
+                                       VectorScale(lightcolor, ent->alpha, lightcolor2);
                                        Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
                                        Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
                                        Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
                                        Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
                                        Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
-                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, ent->model->nummodelsurfaces, ent->model->surfacelist);
+                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, ent->model->nummodelsurfaces, ent->model->surfacelist);
                                }
                        }
                }
@@ -2180,6 +2215,9 @@ void R_ShadowVolumeLighting(int visiblevolumes)
        dlight_t *light;
        rmeshstate_t m;
 
+       if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
+               R_Shadow_EditLights_Reload_f();
+
        if (visiblevolumes)
        {
                memset(&m, 0, sizeof(m));
@@ -2193,10 +2231,8 @@ void R_ShadowVolumeLighting(int visiblevolumes)
        }
        else
                R_Shadow_Stage_Begin();
-       shadowframecount++;
-       if (r_shadow_realtime_world.integer)
+       if (r_rtworld)
        {
-               R_Shadow_LoadWorldLightsIfNeeded();
                if (r_shadow_debuglight.integer >= 0)
                {
                        for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
@@ -2207,7 +2243,7 @@ void R_ShadowVolumeLighting(int visiblevolumes)
                        for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
                                R_DrawRTLight(&light->rtlight, visiblevolumes);
        }
-       if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
+       if (r_rtdlight)
                for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
                        R_DrawRTLight(&light->rtlight, visiblevolumes);
 
@@ -2220,29 +2256,6 @@ void R_ShadowVolumeLighting(int visiblevolumes)
                R_Shadow_Stage_End();
 }
 
-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"};
-dlight_t *r_shadow_worldlightchain;
-dlight_t *r_shadow_selectedlight;
-vec3_t r_editlights_cursorlocation;
-
-typedef struct cubemapinfo_s
-{
-       char basename[64];
-       rtexture_t *texture;
-}
-cubemapinfo_t;
-
-#define MAX_CUBEMAPS 128
-static int numcubemaps;
-static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
-
 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
 typedef struct suffixinfo_s
 {
@@ -2361,21 +2374,25 @@ void R_Shadow_FreeCubemaps(void)
        R_FreeTexturePool(&r_shadow_filters_texturepool);
 }
 
-void R_Shadow_NewWorldLight(vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname)
+dlight_t *R_Shadow_NewWorldLight(void)
 {
        dlight_t *light;
-
-       if (radius < 15 || DotProduct(color, color) < 0.03)
-       {
-               Con_Print("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
-               return;
-       }
-
        light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
+       light->next = r_shadow_worldlightchain;
+       r_shadow_worldlightchain = light;
+       return light;
+}
+
+void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname)
+{
        VectorCopy(origin, light->origin);
-       VectorCopy(angles, light->angles);
-       VectorCopy(color, light->color);
-       light->radius = radius;
+       light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
+       light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
+       light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
+       light->color[0] = max(color[0], 0);
+       light->color[1] = max(color[1], 0);
+       light->color[2] = max(color[2], 0);
+       light->radius = max(radius, 0);
        light->style = style;
        if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
        {
@@ -2384,25 +2401,22 @@ void R_Shadow_NewWorldLight(vec3_t origin, vec3_t angles, vec3_t color, vec_t ra
        }
        light->shadow = shadowenable;
        light->corona = corona;
-       if (cubemapname && cubemapname[0] && strlen(cubemapname) < sizeof(light->cubemapname))
-               strcpy(light->cubemapname, cubemapname);
+       if (!cubemapname)
+               cubemapname = "";
+       strlcpy(light->cubemapname, cubemapname, strlen(light->cubemapname));
        Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
-       light->next = r_shadow_worldlightchain;
-       r_shadow_worldlightchain = light;
 
        R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
-       if (r_shadow_staticworldlights.integer)
-               R_RTLight_Compile(&light->rtlight);
 }
 
 void R_Shadow_FreeWorldLight(dlight_t *light)
 {
        dlight_t **lightpointer;
+       R_RTLight_Uncompile(&light->rtlight);
        for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
        if (*lightpointer != light)
                Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
        *lightpointer = light->next;
-       R_RTLight_Uncompile(&light->rtlight);
        Mem_Free(light);
 }
 
@@ -2423,8 +2437,6 @@ void R_Shadow_SelectLight(dlight_t *light)
                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;
@@ -2548,7 +2560,7 @@ void R_Shadow_LoadWorldLights(void)
                        }
                        VectorScale(color, r_editlights_rtlightscolorscale.value, color);
                        radius *= r_editlights_rtlightssizescale.value;
-                       R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadow, cubemapname);
+                       R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname);
                        s++;
                        n++;
                }
@@ -2638,7 +2650,7 @@ void R_Shadow_LoadLightsFile(void)
                        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, vec3_origin, color, radius, 0, style, true, NULL);
+                       R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL);
                        s++;
                        n++;
                }
@@ -2648,11 +2660,14 @@ void R_Shadow_LoadLightsFile(void)
        }
 }
 
+// tyrlite/hmap2 light types in the delay field
+typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
+
 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
 {
-       int entnum, style, islight, skin, pflags, effects;
+       int entnum, style, islight, skin, pflags, effects, type, n;
        char key[256], value[1024];
-       float origin[3], angles[3], radius, color[3], light, fadescale, lightscale, originhack[3], overridecolor[3];
+       float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
        const char *data;
 
        if (cl.worldmodel == NULL)
@@ -2665,11 +2680,12 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                return;
        for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
        {
-               light = 0;
+               type = LIGHTTYPE_MINUSX;
                origin[0] = origin[1] = origin[2] = 0;
                originhack[0] = originhack[1] = originhack[2] = 0;
                angles[0] = angles[1] = angles[2] = 0;
                color[0] = color[1] = color[2] = 1;
+               light[0] = light[1] = light[2] = 1;light[3] = 300;
                overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
                fadescale = 1;
                lightscale = 1;
@@ -2696,7 +2712,27 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
 
                        // now that we have the key pair worked out...
                        if (!strcmp("light", key))
-                               light = atof(value);
+                       {
+                               n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
+                               if (n == 1)
+                               {
+                                       // quake
+                                       light[0] = vec[0] * (1.0f / 256.0f);
+                                       light[1] = vec[0] * (1.0f / 256.0f);
+                                       light[2] = vec[0] * (1.0f / 256.0f);
+                                       light[3] = vec[0];
+                               }
+                               else if (n == 4)
+                               {
+                                       // halflife
+                                       light[0] = vec[0] * (1.0f / 255.0f);
+                                       light[1] = vec[1] * (1.0f / 255.0f);
+                                       light[2] = vec[2] * (1.0f / 255.0f);
+                                       light[3] = vec[3];
+                               }
+                       }
+                       else if (!strcmp("delay", key))
+                               type = atoi(value);
                        else if (!strcmp("origin", key))
                                sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
                        else if (!strcmp("angle", key))
@@ -2793,28 +2829,45 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                        else if (!strcmp("effects", key))
                                effects = (int)atof(value);
                }
-               if (light <= 0 && islight)
-                       light = 300;
+               if (!islight)
+                       continue;
                if (lightscale <= 0)
                        lightscale = 1;
                if (fadescale <= 0)
                        fadescale = 1;
-               if (gamemode == GAME_TENEBRAE)
+               if (color[0] == color[1] && color[0] == color[2])
                {
-                       if (effects & EF_NODRAW)
-                       {
-                               pflags |= PFLAGS_FULLDYNAMIC;
-                               effects &= ~EF_NODRAW;
-                       }
+                       color[0] *= overridecolor[0];
+                       color[1] *= overridecolor[1];
+                       color[2] *= overridecolor[2];
+               }
+               radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
+               color[0] = color[0] * light[0];
+               color[1] = color[1] * light[1];
+               color[2] = color[2] * light[2];
+               switch (type)
+               {
+               case LIGHTTYPE_MINUSX:
+                       break;
+               case LIGHTTYPE_RECIPX:
+                       radius *= 2;
+                       VectorScale(color, (1.0f / 16.0f), color);
+                       break;
+               case LIGHTTYPE_RECIPXX:
+                       radius *= 2;
+                       VectorScale(color, (1.0f / 16.0f), color);
+                       break;
+               default:
+               case LIGHTTYPE_NONE:
+                       break;
+               case LIGHTTYPE_SUN:
+                       break;
+               case LIGHTTYPE_MINUSXX:
+                       break;
                }
-               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 && !(pflags & PFLAGS_FULLDYNAMIC))
-                       R_Shadow_NewWorldLight(origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL);
+               if (radius >= 1)
+                       R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL);
        }
 }
 
@@ -2859,13 +2912,24 @@ void R_Shadow_EditLights_Clear_f(void)
 
 void R_Shadow_EditLights_Reload_f(void)
 {
-       r_shadow_reloadlights = true;
+       if (!cl.worldmodel)
+               return;
+       strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
+       R_Shadow_ClearWorldLights();
+       R_Shadow_LoadWorldLights();
+       if (r_shadow_worldlightchain == NULL)
+       {
+               R_Shadow_LoadLightsFile();
+               if (r_shadow_worldlightchain == NULL)
+                       R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
+       }
 }
 
 void R_Shadow_EditLights_Save_f(void)
 {
-       if (cl.worldmodel)
-               R_Shadow_SaveWorldLights();
+       if (!cl.worldmodel)
+               return;
+       R_Shadow_SaveWorldLights();
 }
 
 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
@@ -2894,7 +2958,7 @@ void R_Shadow_EditLights_Spawn_f(void)
                return;
        }
        color[0] = color[1] = color[2] = 1;
-       R_Shadow_NewWorldLight(r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL);
+       R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL);
 }
 
 void R_Shadow_EditLights_Edit_f(void)
@@ -3111,20 +3175,37 @@ void R_Shadow_EditLights_Edit_f(void)
                Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
                return;
        }
-       R_Shadow_FreeWorldLight(r_shadow_selectedlight);
-       r_shadow_selectedlight = NULL;
-       R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadows, cubemapname);
+       R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname);
+}
+
+void R_Shadow_EditLights_EditAll_f(void)
+{
+       dlight_t *light;
+
+       if (!r_editlights.integer)
+       {
+               Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
+               return;
+       }
+
+       for (light = r_shadow_worldlightchain;light;light = light->next)
+       {
+               R_Shadow_SelectLight(light);
+               R_Shadow_EditLights_Edit_f();
+       }
 }
 
-extern int con_vislines;
 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
 {
        float x, y;
        char temp[256];
-       if (r_shadow_selectedlight == NULL)
+       if (!r_editlights.integer)
                return;
        x = 0;
        y = con_vislines;
+       sprintf(temp, "Cursor  %f %f %f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       if (r_shadow_selectedlight == NULL)
+               return;
        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, "Angles  %f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
@@ -3148,9 +3229,7 @@ void R_Shadow_EditLights_ToggleShadow_f(void)
                Con_Print("No selected light.\n");
                return;
        }
-       R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
-       R_Shadow_FreeWorldLight(r_shadow_selectedlight);
-       r_shadow_selectedlight = NULL;
+       R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
 }
 
 void R_Shadow_EditLights_ToggleCorona_f(void)
@@ -3165,9 +3244,7 @@ void R_Shadow_EditLights_ToggleCorona_f(void)
                Con_Print("No selected light.\n");
                return;
        }
-       R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
-       R_Shadow_FreeWorldLight(r_shadow_selectedlight);
-       r_shadow_selectedlight = NULL;
+       R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
 }
 
 void R_Shadow_EditLights_Remove_f(void)
@@ -3233,6 +3310,45 @@ void R_Shadow_EditLights_Help_f(void)
        );
 }
 
+void R_Shadow_EditLights_CopyInfo_f(void)
+{
+       if (!r_editlights.integer)
+       {
+               Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (!r_shadow_selectedlight)
+       {
+               Con_Print("No selected light.\n");
+               return;
+       }
+       VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
+       VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
+       r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
+       r_shadow_bufferlight.style = r_shadow_selectedlight->style;
+       if (r_shadow_selectedlight->cubemapname)
+               strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
+       else
+               r_shadow_bufferlight.cubemapname[0] = 0;
+       r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
+       r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
+}
+
+void R_Shadow_EditLights_PasteInfo_f(void)
+{
+       if (!r_editlights.integer)
+       {
+               Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (!r_shadow_selectedlight)
+       {
+               Con_Print("No selected light.\n");
+               return;
+       }
+       R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname);
+}
+
 void R_Shadow_EditLights_Init(void)
 {
        Cvar_RegisterVariable(&r_editlights);
@@ -3249,10 +3365,13 @@ void R_Shadow_EditLights_Init(void)
        Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
        Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
        Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
+       Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f);
        Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
        Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
        Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
        Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
        Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
+       Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f);
+       Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f);
 }