]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
implemented and debugged BIH (Bounding Interval Hierarchy) code, more
[xonotic/darkplaces.git] / r_shadow.c
index 25f422faa220f1db9b722c508b312b0490c37186..b47711144f1845bff441a76804743a8b248ef7f4 100644 (file)
@@ -180,6 +180,7 @@ r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_N
 qboolean r_shadow_usingshadowmaprect;
 qboolean r_shadow_usingshadowmap2d;
 qboolean r_shadow_usingshadowmapcube;
+qboolean r_shadow_usingshadowmaportho;
 int r_shadow_shadowmapside;
 float r_shadow_shadowmap_texturescale[2];
 float r_shadow_shadowmap_parameters[4];
@@ -200,6 +201,7 @@ qboolean r_shadow_shadowmapvsdct;
 qboolean r_shadow_shadowmapsampler;
 int r_shadow_shadowmappcf;
 int r_shadow_shadowmapborder;
+matrix4x4_t r_shadow_shadowmapmatrix;
 int r_shadow_lightscissor[4];
 qboolean r_shadow_usingdeferredprepass;
 
@@ -449,6 +451,19 @@ void R_Shadow_SetShadowMode(void)
        }
 }
 
+qboolean R_Shadow_ShadowMappingEnabled(void)
+{
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+       case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
+               return true;
+       default:
+               return false;
+       }
+}
+
 void R_Shadow_FreeShadowMaps(void)
 {
        int i;
@@ -1492,19 +1507,48 @@ int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
        }
        // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
        // check if frustum corners/origin cross plane sides
+#if 1
+    // infinite version, assumes frustum corners merely give direction and extend to infinite distance
+    Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
+    dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
+    masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
+    masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
+    dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
+    masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
+    masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
+    dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
+    masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
+    masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
+    for (i = 0;i < 4;i++)
+    {
+        Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
+        VectorSubtract(n, p, n);
+        dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
+        if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
+        if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
+        dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
+        if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
+        if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
+        dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
+        if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
+        if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
+    }
+#else
+    // finite version, assumes corners are a finite distance from origin dependent on far plane
        for (i = 0;i < 5;i++)
        {
                Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
-               dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn),
+               dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
                masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
                masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
-               dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn),
+               dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
                masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
                masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
-               dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn),
+               dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
                masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
                masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
        }
+#endif
        return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
 }
 
@@ -1961,6 +2005,7 @@ void R_Shadow_RenderMode_Reset(void)
        r_shadow_usingshadowmaprect = false;
        r_shadow_usingshadowmapcube = false;
        r_shadow_usingshadowmap2d = false;
+       r_shadow_usingshadowmaportho = false;
        CHECKGLERROR
 }
 
@@ -2041,26 +2086,66 @@ static void R_Shadow_MakeVSDCT(void)
        r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL);
 }
 
-void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
+static void R_Shadow_MakeShadowMap(int side, int size)
 {
        int status;
-       int maxsize;
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               if (r_shadow_shadowmap2dtexture) return;
+               r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
+               qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
+               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
+               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
+               break;
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+               if (r_shadow_shadowmaprectangletexture) return;
+               r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", size*2, size*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
+               qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
+               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
+               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
+               break;
+       case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
+               if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) return;
+               r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
+               qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
+               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
+               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
+               break;
+       default:
+               return;
+       }
+       // render depth into the fbo, do not render color at all
+       qglDrawBuffer(GL_NONE);CHECKGLERROR
+       qglReadBuffer(GL_NONE);CHECKGLERROR
+       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
+       {
+               Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
+               Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
+               Cvar_SetValueQuick(&r_shadow_deferred, 0);
+       }
+}
+       
+void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
+{
        float nearclip, farclip, bias;
        r_viewport_t viewport;
+       int flipped;
        GLuint fbo = 0;
        CHECKGLERROR
-       maxsize = r_shadow_shadowmapmaxsize;
        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;
-       r_shadow_shadowmap_parameters[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
-       r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
+       r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
+       r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
        r_shadow_shadowmapside = side;
        r_shadow_shadowmapsize = size;
-       if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
+       switch (r_shadow_shadowmode)
        {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
                r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
-               r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
+               r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
                R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
                if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
 
@@ -2068,35 +2153,16 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
                if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
                        R_Shadow_MakeVSDCT();
                if (!r_shadow_shadowmap2dtexture)
-               {
-#if 1
-                       int w = maxsize*2, h = vid.support.arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
-                       r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
-                       qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
-            // render depth into the fbo, do not render color at all
-                       qglDrawBuffer(GL_NONE);CHECKGLERROR
-                       qglReadBuffer(GL_NONE);CHECKGLERROR
-                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
-                       {
-                               Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
-                               Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
-                               Cvar_SetValueQuick(&r_shadow_deferred, 0);
-                       }
-#endif
-               }
+                       R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
                CHECKGLERROR
                if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
                r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
                r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
                r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
-       }
-       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
-       {
+               break;
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
                r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
-               r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
+               r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
                R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
                if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
 
@@ -2104,62 +2170,30 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
                if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
                        R_Shadow_MakeVSDCT();
                if (!r_shadow_shadowmaprectangletexture)
-               {
-#if 1
-                       r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
-                       qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
-                       // render depth into the fbo, do not render color at all
-                       qglDrawBuffer(GL_NONE);CHECKGLERROR
-                       qglReadBuffer(GL_NONE);CHECKGLERROR
-                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
-                       {
-                               Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
-                               Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
-                               Cvar_SetValueQuick(&r_shadow_deferred, 0);
-                       }
-#endif
-               }
+                       R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
                CHECKGLERROR
                if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
                r_shadow_shadowmap_texturescale[0] = 1.0f;
                r_shadow_shadowmap_texturescale[1] = 1.0f;
                r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
-       }
-       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
-       {
+               break;
+       case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
                r_shadow_shadowmap_parameters[0] = 1.0f;
-               r_shadow_shadowmap_parameters[1] = 1.0f;
+               r_shadow_shadowmap_parameters[2] = 1.0f;
                R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
                if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
 
                // simple cube approach
                if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
-               {
- #if 1
-                       r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
-                       qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
-                       // render depth into the fbo, do not render color at all
-                       qglDrawBuffer(GL_NONE);CHECKGLERROR
-                       qglReadBuffer(GL_NONE);CHECKGLERROR
-                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
-                       {
-                               Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
-                               Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
-                               Cvar_SetValueQuick(&r_shadow_deferred, 0);
-                       }
- #endif
-               }
+                       R_Shadow_MakeShadowMap(side, size);
                CHECKGLERROR
                if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
                r_shadow_shadowmap_texturescale[0] = 0.0f;
                r_shadow_shadowmap_texturescale[1] = 0.0f;
                r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
+               break;
+       default:
+               break;
        }
 
        R_Shadow_RenderMode_Reset();
@@ -2182,9 +2216,11 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
 
 init_done:
        R_SetViewport(&viewport);
-       if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE)
+       switch (r_shadow_rendermode)
        {
-               int flipped = (side & 1) ^ (side >> 2);
+       case R_SHADOW_RENDERMODE_SHADOWMAP2D:
+       case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
+               flipped = (side & 1) ^ (side >> 2);
                r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
                r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
                GL_CullFace(r_refdef.view.cullface_back);
@@ -2199,13 +2235,15 @@ init_done:
                        GL_Clear(GL_DEPTH_BUFFER_BIT);
                }
                GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
-       }
-       else if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE)
-       {
+               break;
+       case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
                qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
                GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
                if (clear)
                        GL_Clear(GL_DEPTH_BUFFER_BIT);
+               break;
+       default:
+               break;
        }
        CHECKGLERROR
 }
@@ -2242,12 +2280,20 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb
        }
        if (shadowmapping)
        {
-               if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
+               switch (r_shadow_shadowmode)
+               {
+               case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
                        r_shadow_usingshadowmap2d = true;
-               else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
+                       break;
+               case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
                        r_shadow_usingshadowmaprect = true;
-               else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
+                       break;
+               case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
                        r_shadow_usingshadowmapcube = true;
+                       break;
+               default:
+                       break;
+               }
        }
        R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
        CHECKGLERROR
@@ -2297,12 +2343,20 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow
                qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
                if (shadowmapping)
                {
-                       if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
+                       switch (r_shadow_shadowmode)
+                       {
+                       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
                                r_shadow_usingshadowmap2d = true;
-                       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
+                               break;
+                       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
                                r_shadow_usingshadowmaprect = true;
-                       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
+                               break;
+                       case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
                                r_shadow_usingshadowmapcube = true;
+                               break;
+                       default:
+                               break;
+                       }
                }
 
                // render the lighting
@@ -3357,12 +3411,17 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent)
        relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
        relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
        relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
-       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
+       switch (r_shadow_rendermode)
        {
+       case R_SHADOW_RENDERMODE_SHADOWMAP2D:
+       case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
+       case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
                ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
-       }
-       else
+               break;
+       default:
                ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
+               break;
+       }
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
@@ -4013,6 +4072,8 @@ void R_Shadow_PrepareLights(void)
                r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
                R_Shadow_FreeShadowMaps();
 
+       r_shadow_usingshadowmaportho = false;
+
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
@@ -4170,6 +4231,241 @@ extern cvar_t r_shadows_drawafterrtlighting;
 extern cvar_t r_shadows_castfrombmodels;
 extern cvar_t r_shadows_throwdistance;
 extern cvar_t r_shadows_throwdirection;
+extern cvar_t r_shadows_focus;
+extern cvar_t r_shadows_shadowmapscale;
+
+void R_Shadow_PrepareModelShadows(void)
+{
+       int i;
+       float scale, size, radius, dot1, dot2;
+       vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
+       entity_render_t *ent;
+
+       if (!r_refdef.scene.numentities)
+               return;
+
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+               break;
+       case R_SHADOW_SHADOWMODE_STENCIL:
+               for (i = 0;i < r_refdef.scene.numentities;i++)
+               {
+                       ent = r_refdef.scene.entities[i];
+                       if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
+                               R_AnimCache_GetEntity(ent, false, false);
+               }
+               return;
+       default:
+               return;
+       }
+
+       size = 2*r_shadow_shadowmapmaxsize;
+       scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
+       radius = 0.5f * size / scale;
+
+       Math_atov(r_shadows_throwdirection.string, shadowdir);
+       VectorNormalize(shadowdir);
+       dot1 = DotProduct(r_refdef.view.forward, shadowdir);
+       dot2 = DotProduct(r_refdef.view.up, shadowdir);
+       if (fabs(dot1) <= fabs(dot2))
+               VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
+       else
+               VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
+       VectorNormalize(shadowforward);
+       CrossProduct(shadowdir, shadowforward, shadowright);
+       Math_atov(r_shadows_focus.string, shadowfocus);
+       VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
+       VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
+       VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
+       VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
+       if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
+               dot1 = 1;
+       VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
+
+       shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
+       shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
+       shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
+       shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
+       shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
+       shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
+
+       for (i = 0;i < r_refdef.scene.numentities;i++)
+       {
+               ent = r_refdef.scene.entities[i];
+               if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
+                       continue;
+               // cast shadows from anything of the map (submodels are optional)
+               if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
+                       R_AnimCache_GetEntity(ent, false, false);
+       }
+}
+
+void R_DrawModelShadowMaps(void)
+{
+       int i;
+       float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
+       entity_render_t *ent;
+       vec3_t relativelightorigin;
+       vec3_t relativelightdirection, relativeforward, relativeright;
+       vec3_t relativeshadowmins, relativeshadowmaxs;
+       vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
+       float m[12];
+       matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
+       r_viewport_t viewport;
+       GLuint fbo = 0;
+
+       if (!r_refdef.scene.numentities)
+               return;
+
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+               break;
+       default:
+               return;
+       }
+
+       CHECKGLERROR
+       R_ResetViewRendering3D();
+       R_Shadow_RenderMode_Begin();
+       R_Shadow_RenderMode_ActiveLight(NULL);
+
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               if (!r_shadow_shadowmap2dtexture)
+                       R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
+               fbo = r_shadow_fbo2d;
+               r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
+               r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
+               r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
+               break;
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+               if (!r_shadow_shadowmaprectangletexture)
+                       R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
+               fbo = r_shadow_fborectangle;
+               r_shadow_shadowmap_texturescale[0] = 1.0f;
+               r_shadow_shadowmap_texturescale[1] = 1.0f;
+               r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
+               break;
+       default:
+               break;
+       }
+
+       size = 2*r_shadow_shadowmapmaxsize;
+       scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
+       radius = 0.5f / scale;
+       nearclip = -r_shadows_throwdistance.value;
+       farclip = r_shadows_throwdistance.value;
+       bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
+
+       r_shadow_shadowmap_parameters[0] = size;
+       r_shadow_shadowmap_parameters[1] = size;
+       r_shadow_shadowmap_parameters[2] = 1.0;
+       r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
+
+       Math_atov(r_shadows_throwdirection.string, shadowdir);
+       VectorNormalize(shadowdir);
+       Math_atov(r_shadows_focus.string, shadowfocus);
+       VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
+       VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
+       VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
+       VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
+       dot1 = DotProduct(r_refdef.view.forward, shadowdir);
+       dot2 = DotProduct(r_refdef.view.up, shadowdir);
+       if (fabs(dot1) <= fabs(dot2)) 
+               VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
+       else
+               VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
+       VectorNormalize(shadowforward);
+       VectorM(scale, shadowforward, &m[0]);
+       if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
+               dot1 = 1;
+       m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
+       CrossProduct(shadowdir, shadowforward, shadowright);
+       VectorM(scale, shadowright, &m[4]);
+       m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
+       VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
+       m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
+       Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
+       Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
+       R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL); 
+
+       VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
+#if 0
+       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
+       R_SetupShader_ShowDepth();
+#else
+       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
+       R_SetupShader_DepthOrShadow();
+#endif
+       CHECKGLERROR
+       GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       R_SetViewport(&viewport);
+       GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
+       qglClearDepth(1);
+#if 0
+       qglClearColor(1,1,1,1);
+       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+#else
+       GL_Clear(GL_DEPTH_BUFFER_BIT);
+#endif
+       GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
+       CHECKGLERROR
+
+       for (i = 0;i < r_refdef.scene.numentities;i++)
+       {
+               ent = r_refdef.scene.entities[i];
+
+               // cast shadows from anything of the map (submodels are optional)
+               if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
+               {
+                       relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
+                       Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
+                       Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
+                       Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
+                       Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
+                       relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
+                       relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
+                       relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
+                       relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
+                       relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
+                       relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
+                       RSurf_ActiveModelEntity(ent, false, false, false);
+                       ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
+                       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+               }
+       }
+
+       R_Shadow_RenderMode_End();
+
+       Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
+       Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
+       Matrix4x4_CreateScale3(&scalematrix, size, -size, 1); 
+       Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
+       Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
+       Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
+
+       r_shadow_usingshadowmaportho = true;
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               r_shadow_usingshadowmap2d = true;
+               break;
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+               r_shadow_usingshadowmaprect = true;
+               break;
+       default:
+               break;
+       }
+}
+
 void R_DrawModelShadows(void)
 {
        int i;
@@ -4180,7 +4476,7 @@ void R_DrawModelShadows(void)
        vec3_t relativeshadowmins, relativeshadowmaxs;
        vec3_t tmp, shadowdir;
 
-       if (!r_refdef.scene.numentities || !vid.stencil)
+       if (!r_refdef.scene.numentities || !vid.stencil || r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL)
                return;
 
        CHECKGLERROR