]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
added RENDERPATH_GLES2
[xonotic/darkplaces.git] / r_shadow.c
index 08bec055ab5046289fa0348de819d66c041d7c5d..9f7986a3310e90c39b525f23dafd55ed5ab7db9e 100644 (file)
@@ -139,6 +139,7 @@ demonstrated by the game Doom3.
 #include "cl_collision.h"
 #include "portals.h"
 #include "image.h"
+#include "dpsoftrast.h"
 
 #ifdef SUPPORTD3D
 #include <d3d9.h>
@@ -254,6 +255,7 @@ GLuint r_shadow_prepasslightingfbo;
 int r_shadow_prepass_width;
 int r_shadow_prepass_height;
 rtexture_t *r_shadow_prepassgeometrydepthtexture;
+rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
 rtexture_t *r_shadow_prepasslightingdiffusetexture;
 rtexture_t *r_shadow_prepasslightingspeculartexture;
@@ -272,6 +274,7 @@ cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one
 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
+cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
@@ -295,7 +298,7 @@ cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_sh
 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
-cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
+cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
@@ -311,11 +314,12 @@ cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nea
 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
+cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
-cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
+cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
@@ -368,7 +372,7 @@ skinframe_t *r_editlights_sprselection;
 void R_Shadow_SetShadowMode(void)
 {
        r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
-       r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
+       r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
        r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
        r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
        r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
@@ -424,6 +428,7 @@ void R_Shadow_SetShadowMode(void)
                case RENDERPATH_D3D9:
                case RENDERPATH_D3D10:
                case RENDERPATH_D3D11:
+               case RENDERPATH_SOFT:
                        r_shadow_shadowmapsampler = false;
                        r_shadow_shadowmappcf = 1;
                        r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
@@ -432,6 +437,8 @@ void R_Shadow_SetShadowMode(void)
                        break;
                case RENDERPATH_GL11:
                        break;
+               case RENDERPATH_GLES2:
+                       break;
                }
        }
 }
@@ -624,6 +631,7 @@ void R_Shadow_Init(void)
 {
        Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
        Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
+       Cvar_RegisterVariable(&r_shadow_usebihculling);
        Cvar_RegisterVariable(&r_shadow_usenormalmap);
        Cvar_RegisterVariable(&r_shadow_debuglight);
        Cvar_RegisterVariable(&r_shadow_deferred);
@@ -667,6 +675,7 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
+       Cvar_RegisterVariable(&r_shadow_sortsurfaces);
        Cvar_RegisterVariable(&r_shadow_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_texture3d);
@@ -1273,7 +1282,7 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
        else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
        {
                tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
-               R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f);
+               R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
                R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
        }
        else
@@ -1307,7 +1316,7 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
                        GL_CullFace(r_refdef.view.cullface_back);
                        R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
                }
-               R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f);
+               R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
                R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
        }
 }
@@ -1843,8 +1852,6 @@ void R_Shadow_ValidateCvars(void)
                Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
 }
 
-//static const r_vertexposition_t resetvertexposition[3] = {{0, 0, 0}};
-
 void R_Shadow_RenderMode_Begin(void)
 {
 #if 0
@@ -1861,7 +1868,6 @@ void R_Shadow_RenderMode_Begin(void)
 
        CHECKGLERROR
        R_Mesh_ResetTextureState();
-//     R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthRange(0, 1);
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
@@ -1895,6 +1901,8 @@ void R_Shadow_RenderMode_Begin(void)
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
                break;
        case RENDERPATH_GL13:
@@ -1932,7 +1940,6 @@ void R_Shadow_RenderMode_Reset(void)
        R_SetViewport(&r_refdef.view.viewport);
        GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
        R_Mesh_ResetTextureState();
-//     R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
        GL_DepthRange(0, 1);
        GL_DepthTest(true);
        GL_DepthMask(false);
@@ -2045,13 +2052,13 @@ static void R_Shadow_MakeShadowMap(int side, int size)
        }
 }
 
-static float testcolor[4] = {0,1,0,1};
 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
 {
        float nearclip, farclip, bias;
        r_viewport_t viewport;
        int flipped;
        GLuint fbo = 0;
+       float clearcolor[4];
        nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
        farclip = 1.0f;
        bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
@@ -2100,6 +2107,8 @@ init_done:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                GL_CullFace(r_refdef.view.cullface_back);
                // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
                if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
@@ -2115,6 +2124,9 @@ init_done:
                GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
                break;
        case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+               Vector4Set(clearcolor, 1,1,1,1);
                // completely different meaning than in OpenGL path
                r_shadow_shadowmap_parameters[1] = 0;
                r_shadow_shadowmap_parameters[3] = -bias;
@@ -2127,23 +2139,15 @@ init_done:
                {
                        GL_ColorMask(0,0,0,0);
                        if (clear)
-                               GL_Clear(GL_DEPTH_BUFFER_BIT, testcolor, 1.0f, 0);
+                               GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
                }
                else
                {
                        GL_ColorMask(1,1,1,1);
                        if (clear)
-                               GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, testcolor, 1.0f, 0);
+                               GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
                }
                break;
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
-               GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
-               GL_ColorMask(0,0,0,0);
-               if (clear)
-                       GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
-               break;
        }
 }
 
@@ -2225,7 +2229,7 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow
        GL_DepthTest(true);
        GL_DepthFunc(GL_GREATER);
        GL_CullFace(r_refdef.view.cullface_back);
-       R_Mesh_PrepareVertices_Position_Arrays(8, vertex3f);
+       R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
        R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
 }
 
@@ -2284,131 +2288,21 @@ int bboxedges[12][2] =
 
 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
 {
-       int i, ix1, iy1, ix2, iy2;
-       float x1, y1, x2, y2;
-       vec4_t v, v2;
-       float vertex[20][3];
-       int j, k;
-       vec4_t plane4f;
-       int numvertices;
-       float corner[8][4];
-       float dist[8];
-       int sign[8];
-       float f;
-
-       r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
-       r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
-       r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
-       r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
-
        if (!r_shadow_scissor.integer)
-               return false;
-
-       // if view is inside the light box, just say yes it's visible
-       if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
-               return false;
-
-       x1 = y1 = x2 = y2 = 0;
-
-       // transform all corners that are infront of the nearclip plane
-       VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
-       plane4f[3] = r_refdef.view.frustum[4].dist;
-       numvertices = 0;
-       for (i = 0;i < 8;i++)
-       {
-               Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
-               dist[i] = DotProduct4(corner[i], plane4f);
-               sign[i] = dist[i] > 0;
-               if (!sign[i])
-               {
-                       VectorCopy(corner[i], vertex[numvertices]);
-                       numvertices++;
-               }
-       }
-       // if some points are behind the nearclip, add clipped edge points to make
-       // sure that the scissor boundary is complete
-       if (numvertices > 0 && numvertices < 8)
-       {
-               // add clipped edge points
-               for (i = 0;i < 12;i++)
-               {
-                       j = bboxedges[i][0];
-                       k = bboxedges[i][1];
-                       if (sign[j] != sign[k])
-                       {
-                               f = dist[j] / (dist[j] - dist[k]);
-                               VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
-                               numvertices++;
-                       }
-               }
-       }
-
-       // if we have no points to check, the light is behind the view plane
-       if (!numvertices)
-               return true;
-
-       // if we have some points to transform, check what screen area is covered
-       x1 = y1 = x2 = y2 = 0;
-       v[3] = 1.0f;
-       //Con_Printf("%i vertices to transform...\n", numvertices);
-       for (i = 0;i < numvertices;i++)
        {
-               VectorCopy(vertex[i], v);
-               R_Viewport_TransformToScreen(&r_refdef.view.viewport, 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 (i)
-               {
-                       if (x1 > v2[0]) x1 = v2[0];
-                       if (x2 < v2[0]) x2 = v2[0];
-                       if (y1 > v2[1]) y1 = v2[1];
-                       if (y2 < v2[1]) y2 = v2[1];
-               }
-               else
-               {
-                       x1 = x2 = v2[0];
-                       y1 = y2 = v2[1];
-               }
-       }
-
-       // now convert the scissor rectangle to integer screen coordinates
-       ix1 = (int)(x1 - 1.0f);
-       iy1 = vid.height - (int)(y2 - 1.0f);
-       ix2 = (int)(x2 + 1.0f);
-       iy2 = vid.height - (int)(y1 + 1.0f);
-       //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
-
-       // clamp it to the screen
-       if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
-       if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
-       if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
-       if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
-
-       // if it is inside out, it's not visible
-       if (ix2 <= ix1 || iy2 <= iy1)
-               return true;
-
-       // the light area is visible, set up the scissor rectangle
-       r_shadow_lightscissor[0] = ix1;
-       r_shadow_lightscissor[1] = iy1;
-       r_shadow_lightscissor[2] = ix2 - ix1;
-       r_shadow_lightscissor[3] = iy2 - iy1;
-
-       // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               r_shadow_lightscissor[1] = vid.height - r_shadow_lightscissor[1] - r_shadow_lightscissor[3];
-               break;
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
-               break;
+               r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
+               r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
+               r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
+               r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
+               return false;
        }
-
-       r_refdef.stats.lights_scissored++;
+       if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
+               return true; // invisible
+       if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
+       || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
+       || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
+       || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
+               r_refdef.stats.lights_scissored++;
        return false;
 }
 
@@ -2425,7 +2319,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
                if (VectorLength2(diffusecolor) > 0)
                {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
@@ -2447,7 +2341,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                }
                else
                {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
                        {
                                VectorCopy(ambientcolor, color4f);
                                if (r_refdef.fogenabled)
@@ -2464,7 +2358,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
                if (VectorLength2(diffusecolor) > 0)
                {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
@@ -2497,7 +2391,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                }
                else
                {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
@@ -2521,7 +2415,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
                if (VectorLength2(diffusecolor) > 0)
                {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
@@ -2555,7 +2449,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                }
                else
                {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
@@ -2629,7 +2523,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
                // renders them at once
                for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
                {
-                       if (VectorLength2(rsurface.array_passcolor4f + e[0] * 4) + VectorLength2(rsurface.array_passcolor4f + e[1] * 4) + VectorLength2(rsurface.array_passcolor4f + e[2] * 4) >= 0.01)
+                       if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
                        {
                                if (newnumtriangles)
                                {
@@ -2672,7 +2566,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
                // handling of negative colors
                // (some old drivers even have improper handling of >1 color)
                stop = true;
-               for (i = 0, c = rsurface.array_passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
+               for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
                {
                        if (c[0] > 1 || c[1] > 1 || c[2] > 1)
                        {
@@ -2712,9 +2606,10 @@ static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const m
        diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
        ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
        diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
-       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD, texturenumsurfaces, texturesurfacelist);
+       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
        R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
+       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
        R_Mesh_TexBind(0, basetexture);
        R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
@@ -2786,6 +2681,7 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
                case RENDERPATH_CGGL:
+               case RENDERPATH_GLES2:
                        qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
                        break;
                case RENDERPATH_D3D9:
@@ -2799,6 +2695,9 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_BlendSubtract(true);
+                       break;
                }
        }
        RSurf_SetupDepthAndCulling();
@@ -2829,6 +2728,7 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
                case RENDERPATH_CGGL:
+               case RENDERPATH_GLES2:
                        qglBlendEquationEXT(GL_FUNC_ADD_EXT);
                        break;
                case RENDERPATH_D3D9:
@@ -2842,6 +2742,9 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_BlendSubtract(false);
+                       break;
                }
        }
 }
@@ -2921,7 +2824,9 @@ void R_RTLight_Compile(rtlight_t *rtlight)
        {
                // this variable must be set for the CompileShadowVolume/CompileShadowMap code
                r_shadow_compilingrtlight = rtlight;
+               R_FrameData_SetMark();
                model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
+               R_FrameData_ReturnToMark();
                numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
                numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
                numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
@@ -2946,6 +2851,7 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                        memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
                if (rtlight->static_numlighttrispvsbytes)
                        memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
+               R_FrameData_SetMark();
                switch (rtlight->shadowmode)
                {
                case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
@@ -2957,6 +2863,7 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                                model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
                        break;
                }
+               R_FrameData_ReturnToMark();
                // now we're done compiling the rtlight
                r_shadow_compilingrtlight = NULL;
        }
@@ -3212,17 +3119,20 @@ void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const
        {
                CHECKGLERROR
                GL_CullFace(GL_NONE);
-        mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
-        for (;mesh;mesh = mesh->next)
-        {
+               mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
+               for (;mesh;mesh = mesh->next)
+               {
                        if (!mesh->sidetotals[r_shadow_shadowmapside])
                                continue;
-            r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
-            R_Mesh_PrepareVertices_Position(mesh->numverts, mesh->vertexposition, mesh->vertexpositionbuffer);
-            R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
-        }
-        CHECKGLERROR
-    }
+                       r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
+                       if (mesh->vertex3fbuffer)
+                               R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
+                       else
+                               R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
+                       R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
+               }
+               CHECKGLERROR
+       }
        else if (r_refdef.scene.worldentity->model)
                r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
 
@@ -3237,6 +3147,10 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co
        int surfacelistindex;
        msurface_t *surface;
 
+       // if triangle neighbors are disabled, shadowvolumes are disabled
+       if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
+               return;
+
        RSurf_ActiveWorldEntity();
 
        if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
@@ -3251,7 +3165,10 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co
                for (;mesh;mesh = mesh->next)
                {
                        r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
-                       R_Mesh_PrepareVertices_Position(mesh->numverts, mesh->vertexposition, mesh->vertexpositionbuffer);
+                       if (mesh->vertex3fbuffer)
+                               R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
+                       else
+                               R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
                        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
                        {
                                // increment stencil if frontface is infront of depthbuffer
@@ -3290,7 +3207,9 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co
                R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
        }
        else if (numsurfaces)
+       {
                r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
+       }
 
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
@@ -3622,10 +3541,6 @@ void R_Shadow_DrawLight(rtlight_t *rtlight)
        if (!rtlight->draw)
                return;
 
-       // if R_FrameData_Store ran out of space we skip anything dependent on it
-       if (r_framedata_failed)
-               return;
-
        numlightentities = rtlight->cached_numlightentities;
        numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
        numshadowentities = rtlight->cached_numshadowentities;
@@ -3851,6 +3766,10 @@ static void R_Shadow_FreeDeferred(void)
                R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
        r_shadow_prepassgeometrydepthtexture = NULL;
 
+       if (r_shadow_prepassgeometrydepthcolortexture)
+               R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
+       r_shadow_prepassgeometrydepthcolortexture = NULL;
+
        if (r_shadow_prepassgeometrynormalmaptexture)
                R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
        r_shadow_prepassgeometrynormalmaptexture = NULL;
@@ -3882,9 +3801,9 @@ void R_Shadow_DrawPrepass(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_Color(1,1,1,1);
        GL_DepthTest(true);
-       R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
+       R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
        Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
-       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, clearcolor, 1.0f, 0);
+       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
        if (r_timereport_active)
                R_TimeReport("prepasscleargeom");
 
@@ -3922,7 +3841,7 @@ void R_Shadow_DrawPrepass(void)
        {
                lightindex = r_shadow_debuglight.integer;
                light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-               if (light && (light->flags & flag))
+               if (light && (light->flags & flag) && light->rtlight.draw)
                        R_Shadow_DrawLight(&light->rtlight);
        }
        else
@@ -3931,13 +3850,14 @@ void R_Shadow_DrawPrepass(void)
                for (lightindex = 0;lightindex < range;lightindex++)
                {
                        light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-                       if (light && (light->flags & flag))
+                       if (light && (light->flags & flag) && light->rtlight.draw)
                                R_Shadow_DrawLight(&light->rtlight);
                }
        }
        if (r_refdef.scene.rtdlight)
                for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
-                       R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
+                       if (r_refdef.scene.lights[lnum]->draw)
+                               R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
 
        R_Mesh_ResetRenderTargets();
 
@@ -3960,7 +3880,7 @@ void R_Shadow_PrepareLights(void)
 
        if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
                (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
-               r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) || 
+               r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || 
                r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
                r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
                r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
@@ -3975,6 +3895,8 @@ void R_Shadow_PrepareLights(void)
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
                {
                        r_shadow_usingdeferredprepass = false;
@@ -3992,13 +3914,21 @@ void R_Shadow_PrepareLights(void)
                        r_shadow_prepass_width = vid.width;
                        r_shadow_prepass_height = vid.height;
                        r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
+                       switch (vid.renderpath)
+                       {
+                       case RENDERPATH_D3D9:
+                               r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+                               break;
+                       default:
+                               break;
+                       }
                        r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
                        r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
                        r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
 
                        // set up the geometry pass fbo (depth + normalmap)
                        r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
-                       R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
+                       R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
                        // render depth into one texture and normalmap into the other
                        if (qglDrawBuffersARB)
                        {
@@ -4353,6 +4283,32 @@ void R_DrawModelShadowMaps(void)
        Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
        Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
 
+       switch (vid.renderpath)
+       {
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
+               break;
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+#ifdef OPENGL_ORIENTATION
+               r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
+               r_shadow_shadowmapmatrix.m[0][1]        *= -1.0f;
+               r_shadow_shadowmapmatrix.m[0][2]        *= -1.0f;
+               r_shadow_shadowmapmatrix.m[0][3]        *= -1.0f;
+#else
+               r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
+               r_shadow_shadowmapmatrix.m[1][0]        *= -1.0f;
+               r_shadow_shadowmapmatrix.m[2][0]        *= -1.0f;
+               r_shadow_shadowmapmatrix.m[3][0]        *= -1.0f;
+#endif
+               break;
+       }
+
        r_shadow_usingshadowmaportho = true;
        switch (r_shadow_shadowmode)
        {
@@ -4516,13 +4472,13 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
                        qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
                        GL_DepthFunc(GL_ALWAYS);
                        R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
-                       R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
+                       R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                        qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
                        GL_DepthFunc(GL_LEQUAL);
                        qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
                        R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
-                       R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
+                       R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                        qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
                        CHECKGLERROR
@@ -4536,6 +4492,12 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               case RENDERPATH_GLES2:
+                       //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
                }
        }
        rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
@@ -4570,6 +4532,12 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               case RENDERPATH_GLES2:
+                       //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
                }
                //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
                if (visiblepixels < 1 || allpixels < 1)
@@ -4597,6 +4565,7 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                        case RENDERPATH_GL13:
                        case RENDERPATH_GL20:
                        case RENDERPATH_CGGL:
+                       case RENDERPATH_GLES2:
                                qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
                                break;
                        case RENDERPATH_D3D9:
@@ -4610,6 +4579,9 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                        case RENDERPATH_D3D11:
                                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                                break;
+                       case RENDERPATH_SOFT:
+                               DPSOFTRAST_BlendSubtract(true);
+                               break;
                        }
                }
                R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
@@ -4623,6 +4595,7 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                        case RENDERPATH_GL13:
                        case RENDERPATH_GL20:
                        case RENDERPATH_CGGL:
+                       case RENDERPATH_GLES2:
                                qglBlendEquationEXT(GL_FUNC_ADD_EXT);
                                break;
                        case RENDERPATH_D3D9:
@@ -4636,6 +4609,9 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                        case RENDERPATH_D3D11:
                                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                                break;
+                       case RENDERPATH_SOFT:
+                               DPSOFTRAST_BlendSubtract(false);
+                               break;
                        }
                }
        }
@@ -4703,6 +4679,14 @@ void R_Shadow_DrawCoronas(void)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               usequery = false;
+               //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
+       case RENDERPATH_GLES2:
+               usequery = false;
+               //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
        }
        for (lightindex = 0;lightindex < range;lightindex++)
        {
@@ -6073,31 +6057,72 @@ LIGHT SAMPLING
 =============================================================================
 */
 
-void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
+void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, const int flags)
 {
+       int i, numlights, flag;
+       float f, relativepoint[3], dist, dist2, lightradius2;
+       rtlight_t *light;
+       dlight_t *dlight;
+
        VectorClear(diffusecolor);
        VectorClear(diffusenormal);
 
-       if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+       if (flags & LP_LIGHTMAP)
+       {
+               if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+               {
+                       ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
+                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
+               }
+               else
+                       VectorSet(ambientcolor, 1, 1, 1);
+       }
+       if (flags & LP_RTWORLD)
        {
-               ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
-               r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
+               flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+               numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
+               for (i = 0; i < numlights; i++)
+               {
+                       dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
+                       if (!dlight)
+                               continue;
+                       light = &dlight->rtlight;
+                       if (!(light->flags & flag))
+                               continue;
+                       // sample
+                       lightradius2 = light->radius * light->radius;
+                       VectorSubtract(light->shadoworigin, p, relativepoint);
+                       dist2 = VectorLength2(relativepoint);
+                       if (dist2 >= lightradius2)
+                               continue;
+                       dist = sqrt(dist2) / light->radius;
+                       f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
+                       if (f <= 0)
+                               continue;
+                       // todo: add to both ambient and diffuse
+                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
+                               VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
+               }
        }
-       else
-               VectorSet(ambientcolor, 1, 1, 1);
-
-       if (dynamic)
+       if (flags & LP_DYNLIGHT)
        {
-               int i;
-               float f, v[3];
-               rtlight_t *light;
+               // sample dlights
                for (i = 0;i < r_refdef.scene.numlights;i++)
                {
                        light = r_refdef.scene.lights[i];
-                       Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
-                       f = 1 - VectorLength2(v);
-                       if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
-                               VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
+                       // sample
+                       lightradius2 = light->radius * light->radius;
+                       VectorSubtract(light->shadoworigin, p, relativepoint);
+                       dist2 = VectorLength2(relativepoint);
+                       if (dist2 >= lightradius2)
+                               continue;
+                       dist = sqrt(dist2) / light->radius;
+                       f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
+                       if (f <= 0)
+                               continue;
+                       // todo: add to both ambient and diffuse
+                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
+                               VectorMA(ambientcolor, f, light->color, ambientcolor);
                }
        }
 }