]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
Reworked v_isometric code significantly, it now defaults to a proper isometric view...
[xonotic/darkplaces.git] / r_shadow.c
index 7c98997df487a6bc89e2b72ebabb1e5608f1c2e1..b880ab00795cd6a7c271ca664345cc68a890afda 100644 (file)
@@ -179,11 +179,16 @@ r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
+int r_shadow_scenemaxlights;
+int r_shadow_scenenumlights;
+rtlight_t **r_shadow_scenelightlist; // includes both static lights and dlights, as filtered by appropriate flags
 qboolean r_shadow_usingshadowmap2d;
 qboolean r_shadow_usingshadowmaportho;
 int r_shadow_shadowmapside;
-float r_shadow_shadowmap_texturescale[2];
-float r_shadow_shadowmap_parameters[4];
+float r_shadow_lightshadowmap_texturescale[4]; // xy = scale, zw = offset
+float r_shadow_lightshadowmap_parameters[4]; // x = frustum width in pixels (excludes border), y = z scale, z = size of viewport, w = z center
+float r_shadow_modelshadowmap_texturescale[4]; // xy = scale, zw = offset
+float r_shadow_modelshadowmap_parameters[4]; // xyz = scale, w = shadow brightness
 #if 0
 int r_shadow_drawbuffer;
 int r_shadow_readbuffer;
@@ -194,6 +199,7 @@ r_shadow_shadowmode_t r_shadow_shadowmode;
 int r_shadow_shadowmapfilterquality;
 int r_shadow_shadowmapdepthbits;
 int r_shadow_shadowmapmaxsize;
+int r_shadow_shadowmaptexturesize;
 qboolean r_shadow_shadowmapvsdct;
 qboolean r_shadow_shadowmapsampler;
 qboolean r_shadow_shadowmapshadowsampler;
@@ -203,6 +209,10 @@ matrix4x4_t r_shadow_shadowmapmatrix;
 int r_shadow_lightscissor[4];
 qboolean r_shadow_usingdeferredprepass;
 qboolean r_shadow_shadowmapdepthtexture;
+mod_alloclightmap_state_t r_shadow_shadowmapatlas_state;
+int r_shadow_shadowmapatlas_modelshadows_x;
+int r_shadow_shadowmapatlas_modelshadows_y;
+int r_shadow_shadowmapatlas_modelshadows_size;
 int maxshadowtriangles;
 int *shadowelements;
 
@@ -248,8 +258,6 @@ skinframe_t *r_shadow_lightcorona;
 rtexture_t *r_shadow_shadowmap2ddepthbuffer;
 rtexture_t *r_shadow_shadowmap2ddepthtexture;
 rtexture_t *r_shadow_shadowmapvsdcttexture;
-int r_shadow_shadowmapsize; // changes for each light based on distance
-int r_shadow_shadowmaplod; // changes for each light based on distance
 
 GLuint r_shadow_prepassgeometryfbo;
 GLuint r_shadow_prepasslightingdiffusespecularfbo;
@@ -261,10 +269,13 @@ rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
 rtexture_t *r_shadow_prepasslightingdiffusetexture;
 rtexture_t *r_shadow_prepasslightingspeculartexture;
 
-// keep track of the provided framebuffer info
-static int r_shadow_fb_fbo;
-static rtexture_t *r_shadow_fb_depthtexture;
-static rtexture_t *r_shadow_fb_colortexture;
+int r_shadow_viewfbo;
+rtexture_t *r_shadow_viewdepthtexture;
+rtexture_t *r_shadow_viewcolortexture;
+int r_shadow_viewx;
+int r_shadow_viewy;
+int r_shadow_viewwidth;
+int r_shadow_viewheight;
 
 // lights are reloaded when this changes
 char r_shadow_mapname[MAX_QPATH];
@@ -306,17 +317,18 @@ cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_comp
 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", "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", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
+cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes"};
 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)"};
 cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
-cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
-cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
+cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "limit of shadowmap side size - must be at least r_shadow_shadowmapping_bordersize+2"};
+cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "limit of shadowmap side size - can not be more than 1/8th of atlassize because lights store 6 sides (2x3 grid) and sometimes 12 sides (4x3 grid for shadows from EF_NOSELFSHADOW entities) and there are multiple lights..."};
+cvar_t r_shadow_shadowmapping_texturesize = { CVAR_SAVE, "r_shadow_shadowmapping_texturesize", "8192", "size of shadowmap atlas texture - all shadowmaps are packed into this texture at frame start"};
 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
-cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
+cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "5", "shadowmap size bias for filtering"};
 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
 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"};
@@ -325,33 +337,51 @@ cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve perfor
 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_shadow_culllights_pvs = {CVAR_SAVE, "r_shadow_culllights_pvs", "1", "check if light overlaps any visible bsp leafs when determining if the light is visible"};
+cvar_t r_shadow_culllights_trace = {CVAR_SAVE, "r_shadow_culllights_trace", "1", "use raytraces from the eye to random places within light bounds to determine if the light is visible"};
+cvar_t r_shadow_culllights_trace_eyejitter = {CVAR_SAVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"};
+cvar_t r_shadow_culllights_trace_enlarge = {CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0", "make light bounds bigger by *(1.0+enlarge)"};
+cvar_t r_shadow_culllights_trace_expand = {CVAR_SAVE, "r_shadow_culllights_trace_expand", "8", "make light bounds bigger by this many units"};
+cvar_t r_shadow_culllights_trace_pad = {CVAR_SAVE, "r_shadow_culllights_trace_expand", "8", "accept traces that hit within this many units of the light bounds"};
+cvar_t r_shadow_culllights_trace_samples = {CVAR_SAVE, "r_shadow_culllights_trace_samples", "16", "use this many traces to random positions (in addition to center trace)"};
+cvar_t r_shadow_culllights_trace_tempsamples = {CVAR_SAVE, "r_shadow_culllights_trace_tempsamples", "16", "use this many traces if the light was created by csqc (no inter-frame caching), -1 disables the check (to avoid flicker entirely)"};
+cvar_t r_shadow_culllights_trace_delay = {CVAR_SAVE, "r_shadow_culllights_trace_delay", "1", "light will be considered visible for this many seconds after any trace connects"};
 cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
+cvar_t r_shadow_bouncegrid_blur = {CVAR_SAVE, "r_shadow_bouncegrid_blur", "0", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"};
 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
-cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
-cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
-cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
+cvar_t r_shadow_bouncegrid_dynamic_bounceminimumintensity = { CVAR_SAVE, "r_shadow_bouncegrid_dynamic_bounceminimumintensity", "0.05", "stop bouncing once intensity drops below this fraction of the original particle color" };
+cvar_t r_shadow_bouncegrid_dynamic_culllightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_culllightpaths", "1", "skip accumulating light in the bouncegrid texture where the light paths are out of view (dynamic mode only)"};
+cvar_t r_shadow_bouncegrid_dynamic_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
+cvar_t r_shadow_bouncegrid_dynamic_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_dlightparticlemultiplier", "1", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
+cvar_t r_shadow_bouncegrid_dynamic_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
+cvar_t r_shadow_bouncegrid_dynamic_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_lightradiusscale", "2", "particles stop at this fraction of light radius (can be more than 1)"};
+cvar_t r_shadow_bouncegrid_dynamic_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"};
+cvar_t r_shadow_bouncegrid_dynamic_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxphotons", "25000", "upper bound on photons to shoot per update, divided proportionately between lights - normally the number of photons is calculated by energyperphoton"};
+cvar_t r_shadow_bouncegrid_dynamic_quality = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_quality", "1", "amount of photons that should be fired (this is multiplied by spacing^2 to make it adaptive with spacing changes)"};
+cvar_t r_shadow_bouncegrid_dynamic_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_spacing", "64", "unit size of bouncegrid pixel"};
+cvar_t r_shadow_bouncegrid_dynamic_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
+cvar_t r_shadow_bouncegrid_dynamic_x = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_x", "64", "maximum texture size of bouncegrid on X axis"};
+cvar_t r_shadow_bouncegrid_dynamic_y = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_y", "64", "maximum texture size of bouncegrid on Y axis"};
+cvar_t r_shadow_bouncegrid_dynamic_z = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_z", "32", "maximum texture size of bouncegrid on Z axis"};
+cvar_t r_shadow_bouncegrid_floatcolors = {CVAR_SAVE, "r_shadow_bouncegrid_floatcolors", "1", "upload texture as RGBA16F (or RGBA32F when set to 2) rather than RGBA8 format - this gives more dynamic range and accuracy"};
 cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "4", "particles stop at this fraction of light radius (can be more than 1)"};
-cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"};
-cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
-cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_maxphotons", "25000", "upper bound on photons to shoot per update, divided proportionately between lights - normally the number of photons is calculated by intensityperphoton"};
-cvar_t r_shadow_bouncegrid_intensityperphoton = {CVAR_SAVE, "r_shadow_bouncegrid_intensityperphoton", "10000", "amount of light that one photon should represent"};
-cvar_t r_shadow_bouncegrid_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_spacing", "64", "unit size of bouncegrid pixel"};
-cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
+cvar_t r_shadow_bouncegrid_lightpathsize_conespread = {CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize_conespread", "0.015625", "increase lightpathsize over distance at this rate per grid cell"};
+cvar_t r_shadow_bouncegrid_lightpathsize_initial = {CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize_initial", "0.5", "width (in grid cells) of the light path for accumulation of light in the bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_normalizevectors = { CVAR_SAVE, "r_shadow_bouncegrid_normalizevectors", "1", "normalize random vectors (otherwise their length can vary, which dims the lighting further from the light)" };
+cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "2", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
+cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "0.25", "brightness of particles contributing to bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_rng_seed = { CVAR_SAVE, "r_shadow_bouncegrid_rng_seed", "0", "0+ = use this number as RNG seed, -1 = use time instead for disco-like craziness in dynamic mode" };
+cvar_t r_shadow_bouncegrid_rng_type = { CVAR_SAVE, "r_shadow_bouncegrid_rng_type", "0", "0 = Lehmer 128bit RNG (slow but high quality), 1 = lhcheeserand 32bit RNG (quick)" };
+cvar_t r_shadow_bouncegrid_sortlightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_sortlightpaths", "1", "sort light paths before accumulating them into the bouncegrid texture, this reduces cpu cache misses"};
 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
+cvar_t r_shadow_bouncegrid_static_bounceminimumintensity = { CVAR_SAVE, "r_shadow_bouncegrid_static_bounceminimumintensity", "0.01", "stop bouncing once intensity drops below this fraction of the original particle color" };
 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
-cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
+cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "2", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
 cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"};
 cvar_t r_shadow_bouncegrid_static_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxphotons", "250000", "upper bound on photons in static mode"};
-cvar_t r_shadow_bouncegrid_static_intensityperphoton = {CVAR_SAVE, "r_shadow_bouncegrid_static_intensityperphoton", "1000", "amount of light that one photon should represent in static mode"};
-cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
-cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
-cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
-cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
-cvar_t r_shadow_bouncegrid_culllightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_culllightpaths", "1", "skip accumulating light in the bouncegrid texture where the light paths are out of view (dynamic mode only)"};
-cvar_t r_shadow_bouncegrid_sortlightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_sortlightpaths", "1", "sort light paths before accumulating them into the bouncegrid texture, this reduces cpu cache misses"};
+cvar_t r_shadow_bouncegrid_static_quality = { CVAR_SAVE, "r_shadow_bouncegrid_static_quality", "16", "amount of photons that should be fired (this is multiplied by spacing^2 to make it adaptive with spacing changes)" };
+cvar_t r_shadow_bouncegrid_static_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_static_spacing", "64", "unit size of bouncegrid pixel when in static mode"};
 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "0", "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 checksum the proportion of hidden pixels controls corona intensity"};
 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "0", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility) - bad performance (synchronous rendering) - worse on multi-gpu!"};
@@ -420,20 +450,23 @@ skinframe_t *r_editlights_sprcubemaplight;
 skinframe_t *r_editlights_sprcubemapnoshadowlight;
 skinframe_t *r_editlights_sprselection;
 
+static void R_Shadow_DrawModelShadowMaps(void);
+static void R_Shadow_MakeShadowMap(int texturesize);
+static void R_Shadow_MakeVSDCT(void);
 static void R_Shadow_SetShadowMode(void)
 {
-       r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
+       r_shadow_shadowmapborder = bound(1, r_shadow_shadowmapping_bordersize.integer, 16);
+       r_shadow_shadowmaptexturesize = bound(256, r_shadow_shadowmapping_texturesize.integer, (int)vid.maxtexturesize_2d);
+       r_shadow_shadowmapmaxsize = bound(r_shadow_shadowmapborder+2, r_shadow_shadowmapping_maxsize.integer, r_shadow_shadowmaptexturesize / 8);
        r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
        r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
        r_shadow_shadowmapshadowsampler = r_shadow_shadowmapping_useshadowsampler.integer != 0;
        r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
-       r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
-       r_shadow_shadowmaplod = -1;
-       r_shadow_shadowmapsize = 0;
        r_shadow_shadowmapsampler = false;
        r_shadow_shadowmappcf = 0;
        r_shadow_shadowmapdepthtexture = r_fb.usedepthtextures;
        r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
+       Mod_AllocLightmap_Init(&r_shadow_shadowmapatlas_state, r_main_mempool, r_shadow_shadowmaptexturesize, r_shadow_shadowmaptexturesize);
        if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
        {
                switch(vid.renderpath)
@@ -443,19 +476,19 @@ static void R_Shadow_SetShadowMode(void)
                        {
                                if (!r_fb.usedepthtextures)
                                        r_shadow_shadowmappcf = 1;
-                               else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && vid.support.arb_shadow && r_shadow_shadowmapshadowsampler) 
+                               else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && vid.support.arb_shadow && r_shadow_shadowmapshadowsampler)
                                {
                                        r_shadow_shadowmapsampler = true;
                                        r_shadow_shadowmappcf = 1;
                                }
                                else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
                                        r_shadow_shadowmappcf = 1;
-                               else if((strstr(gl_vendor, "ATI") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa")) 
+                               else if((strstr(gl_vendor, "ATI") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa"))
                                        r_shadow_shadowmappcf = 1;
-                               else 
+                               else
                                        r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
                        }
-                       else 
+                       else
                        {
                 r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
                                switch (r_shadow_shadowmapfilterquality)
@@ -510,6 +543,8 @@ qboolean R_Shadow_ShadowMappingEnabled(void)
 
 static void R_Shadow_FreeShadowMaps(void)
 {
+       Mod_AllocLightmap_Free(&r_shadow_shadowmapatlas_state);
+
        R_Shadow_SetShadowMode();
 
        R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
@@ -533,7 +568,6 @@ static void r_shadow_start(void)
 {
        // allocate vertex processing arrays
        memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state));
-       r_shadow_bouncegrid_state.maxsplatpaths = 16384;
        r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
@@ -542,8 +576,7 @@ static void r_shadow_start(void)
        r_shadow_shadowmap2ddepthbuffer = NULL;
        r_shadow_shadowmapvsdcttexture = NULL;
        r_shadow_shadowmapmaxsize = 0;
-       r_shadow_shadowmapsize = 0;
-       r_shadow_shadowmaplod = 0;
+       r_shadow_shadowmaptexturesize = 0;
        r_shadow_shadowmapfilterquality = -1;
        r_shadow_shadowmapdepthbits = 0;
        r_shadow_shadowmapvsdct = false;
@@ -557,6 +590,9 @@ static void r_shadow_start(void)
        r_shadow_filters_texturepool = NULL;
        R_Shadow_ValidateCvars();
        R_Shadow_MakeTextures();
+       r_shadow_scenemaxlights = 0;
+       r_shadow_scenenumlights = 0;
+       r_shadow_scenelightlist = NULL;
        maxshadowtriangles = 0;
        shadowelements = NULL;
        maxshadowvertices = 0;
@@ -628,6 +664,18 @@ static void r_shadow_shutdown(void)
        r_shadow_prepass_width = r_shadow_prepass_height = 0;
 
        CHECKGLERROR
+       r_shadow_scenemaxlights = 0;
+       r_shadow_scenenumlights = 0;
+       if (r_shadow_scenelightlist)
+               Mem_Free(r_shadow_scenelightlist);
+       r_shadow_scenelightlist = NULL;
+       r_shadow_bouncegrid_state.highpixels = NULL;
+       if (r_shadow_bouncegrid_state.blurpixels[0]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL;
+       if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL;
+       if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL;
+       if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL;
+       if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL;
+       r_shadow_bouncegrid_state.maxsplatpaths = 0;
        memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state));
        r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
@@ -696,6 +744,13 @@ static void r_shadow_shutdown(void)
 
 static void r_shadow_newmap(void)
 {
+       r_shadow_bouncegrid_state.highpixels = NULL;
+       if (r_shadow_bouncegrid_state.blurpixels[0]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL;
+       if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL;
+       if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL;
+       if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL;
+       if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL;
+       r_shadow_bouncegrid_state.maxsplatpaths = 0;
        if (r_shadow_bouncegrid_state.texture)    R_FreeTexture(r_shadow_bouncegrid_state.texture);r_shadow_bouncegrid_state.texture = NULL;
        if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
        if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
@@ -749,6 +804,7 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
+       Cvar_RegisterVariable(&r_shadow_shadowmapping_texturesize);
 //     Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
 //     Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
@@ -760,33 +816,51 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_texture3d);
+       Cvar_RegisterVariable(&r_shadow_culllights_pvs);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_eyejitter);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_enlarge);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_expand);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_pad);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_samples);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_tempsamples);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_delay);
        Cvar_RegisterVariable(&r_shadow_bouncegrid);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_blur);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_bounceminimumintensity);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_culllightpaths);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_directionalshading);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_dlightparticlemultiplier);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_hitmodels);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_lightradiusscale);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_maxbounce);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_maxphotons);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_quality);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_spacing);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_updateinterval);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_x);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_y);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_z);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_floatcolors);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize_conespread);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize_initial);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_normalizevectors);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_maxphotons);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_intensityperphoton);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_spacing);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_rng_seed);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_rng_type);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_sortlightpaths);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_static_bounceminimumintensity);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static_lightradiusscale);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxbounce);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxphotons);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_static_intensityperphoton);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_culllightpaths);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_sortlightpaths);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_static_quality);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_static_spacing);
        Cvar_RegisterVariable(&r_coronas);
        Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
        Cvar_RegisterVariable(&r_coronas_occlusionquery);
@@ -795,6 +869,9 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&gl_ext_stenciltwoside);
        R_Shadow_EditLights_Init();
        Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
+       r_shadow_scenemaxlights = 0;
+       r_shadow_scenenumlights = 0;
+       r_shadow_scenelightlist = NULL;
        maxshadowtriangles = 0;
        shadowelements = NULL;
        maxshadowvertices = 0;
@@ -1551,7 +1628,7 @@ static int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float borde
        int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
        float scale = (size - 2*border)/size, len;
        float bias = border / (float)(size - border), dp, dn, ap, an;
-       // check if cone enclosing side would cross frustum plane 
+       // check if cone enclosing side would cross frustum plane
        scale = 2 / (scale*scale + 2);
        Matrix4x4_OriginFromMatrix(&rtlight->matrix_lighttoworld, o);
        for (i = 0;i < 5;i++)
@@ -2041,7 +2118,7 @@ void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
 void R_Shadow_RenderMode_Reset(void)
 {
        R_Mesh_ResetTextureState();
-       R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
+       R_Mesh_SetRenderTargets(r_shadow_viewfbo, r_shadow_viewdepthtexture, r_shadow_viewcolortexture, NULL, NULL, NULL);
        R_SetViewport(&r_refdef.view.viewport);
        GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
        GL_DepthRange(0, 1);
@@ -2057,7 +2134,6 @@ void R_Shadow_RenderMode_Reset(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        R_SetupShader_Generic_NoTexture(false, false);
        r_shadow_usingshadowmap2d = false;
-       r_shadow_usingshadowmaportho = false;
        R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
 }
 
@@ -2114,7 +2190,7 @@ 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, -1, NULL);
 }
 
-static void R_Shadow_MakeShadowMap(int side, int size)
+static void R_Shadow_MakeShadowMap(int texturesize)
 {
        switch (r_shadow_shadowmode)
        {
@@ -2122,14 +2198,14 @@ static void R_Shadow_MakeShadowMap(int side, int size)
                if (r_shadow_shadowmap2ddepthtexture) return;
                if (r_fb.usedepthtextures)
                {
-                       r_shadow_shadowmap2ddepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP24_COMP : TEXTYPE_SHADOWMAP24_RAW) : (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP16_COMP : TEXTYPE_SHADOWMAP16_RAW), r_shadow_shadowmapsampler);
+                       r_shadow_shadowmap2ddepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", texturesize, texturesize, r_shadow_shadowmapdepthbits >= 24 ? (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP24_COMP : TEXTYPE_SHADOWMAP24_RAW) : (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP16_COMP : TEXTYPE_SHADOWMAP16_RAW), r_shadow_shadowmapsampler);
                        r_shadow_shadowmap2ddepthbuffer = NULL;
                        r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
                }
                else
                {
-                       r_shadow_shadowmap2ddepthtexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
-                       r_shadow_shadowmap2ddepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? TEXTYPE_DEPTHBUFFER24 : TEXTYPE_DEPTHBUFFER16);
+                       r_shadow_shadowmap2ddepthtexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", texturesize, texturesize, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
+                       r_shadow_shadowmap2ddepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "shadowmap", texturesize, texturesize, r_shadow_shadowmapdepthbits >= 24 ? TEXTYPE_DEPTHBUFFER24 : TEXTYPE_DEPTHBUFFER16);
                        r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
                }
                break;
@@ -2138,58 +2214,120 @@ static void R_Shadow_MakeShadowMap(int side, int size)
        }
 }
 
-static void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
+void R_Shadow_ClearShadowMapTexture(void)
 {
-       float nearclip, farclip, bias;
        r_viewport_t viewport;
-       int flipped;
-       GLuint fbo2d = 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;
-       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;
 
-       r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
-       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;
-
-       // complex unrolled cube approach (more flexible)
+       // if they don't exist, create our textures now
+       if (!r_shadow_shadowmap2ddepthtexture)
+               R_Shadow_MakeShadowMap(r_shadow_shadowmaptexturesize);
        if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
                R_Shadow_MakeVSDCT();
-       if (!r_shadow_shadowmap2ddepthtexture)
-               R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
-       fbo2d = r_shadow_fbo2d;
-       r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture);
-       r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture);
+
+       // we're setting up to render shadowmaps, so change rendermode
        r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
 
        R_Mesh_ResetTextureState();
        R_Shadow_RenderMode_Reset();
        if (r_shadow_shadowmap2ddepthbuffer)
-               R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
+               R_Mesh_SetRenderTargets(r_shadow_fbo2d, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
        else
-               R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
+               R_Mesh_SetRenderTargets(r_shadow_fbo2d, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
        R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL, false); // FIXME test if we have a skeletal model?
        GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
        GL_DepthMask(true);
        GL_DepthTest(true);
 
-init_done:
+       // we have to set a viewport to clear anything in some renderpaths (D3D)
+       R_Viewport_InitOrtho(&viewport, &identitymatrix, 0, 0, r_shadow_shadowmaptexturesize, r_shadow_shadowmaptexturesize, 0, 0, 1.0, 1.0, 0.001f, 1.0f, NULL);
        R_SetViewport(&viewport);
-       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_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
+       if (r_shadow_shadowmap2ddepthbuffer)
+               GL_ColorMask(1, 1, 1, 1);
+       else
+               GL_ColorMask(0, 0, 0, 0);
+       switch (vid.renderpath)
+       {
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
+               GL_CullFace(r_refdef.view.cullface_back);
+               break;
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+               // we invert the cull mode because we flip the projection matrix
+               // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
+               GL_CullFace(r_refdef.view.cullface_front);
+               break;
+       }
+       Vector4Set(clearcolor, 1, 1, 1, 1);
+       if (r_shadow_shadowmap2ddepthbuffer)
+               GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
+       else
+               GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
+}
+
+static void R_Shadow_SetShadowmapParametersForLight(qboolean noselfshadowpass)
+{
+       int size = rsurface.rtlight->shadowmapatlassidesize;
+       float nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
+       float farclip = 1.0f;
+       float bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
+       r_shadow_lightshadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture);
+       r_shadow_lightshadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture);
+       r_shadow_lightshadowmap_texturescale[2] = rsurface.rtlight->shadowmapatlasposition[0] + (noselfshadowpass ? size * 2 : 0);
+       r_shadow_lightshadowmap_texturescale[3] = rsurface.rtlight->shadowmapatlasposition[1];
+       r_shadow_lightshadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
+       r_shadow_lightshadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
+       r_shadow_lightshadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
+       r_shadow_lightshadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
        if (r_shadow_shadowmap2ddepthbuffer)
        {
                // completely different meaning than in depthtexture approach
-               r_shadow_shadowmap_parameters[1] = 0;
-               r_shadow_shadowmap_parameters[3] = -bias;
+               r_shadow_lightshadowmap_parameters[1] = 0;
+               r_shadow_lightshadowmap_parameters[3] = -bias;
+       }
+}
+
+static void R_Shadow_RenderMode_ShadowMap(int side, int size, int x, int y)
+{
+       float nearclip, farclip, bias;
+       r_viewport_t viewport;
+       int flipped;
+       float clearcolor[4];
+
+       if (r_shadow_rendermode != R_SHADOW_RENDERMODE_SHADOWMAP2D)
+       {
+               r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
+
+               R_Mesh_ResetTextureState();
+               R_Shadow_RenderMode_Reset();
+               if (r_shadow_shadowmap2ddepthbuffer)
+                       R_Mesh_SetRenderTargets(r_shadow_fbo2d, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
+               else
+                       R_Mesh_SetRenderTargets(r_shadow_fbo2d, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
+               R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL, false); // FIXME test if we have a skeletal model?
+               GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
+               GL_DepthMask(true);
+               GL_DepthTest(true);
        }
+
+       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_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL, x, y);
+       R_SetViewport(&viewport);
+       GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
+       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;
+
        Vector4Set(clearcolor, 1,1,1,1);
        if (r_shadow_shadowmap2ddepthbuffer)
                GL_ColorMask(1,1,1,1);
@@ -2204,24 +2342,6 @@ init_done:
        case RENDERPATH_GLES1:
        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
-               {
-                       // get tightest scissor rectangle that encloses all viewports in the clear mask
-                       int x1 = clear & 0x15 ? 0 : size;
-                       int x2 = clear & 0x2A ? 2 * size : size;
-                       int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
-                       int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
-                       GL_Scissor(x1, y1, x2 - x1, y2 - y1);
-                       if (clear)
-                       {
-                               if (r_shadow_shadowmap2ddepthbuffer)
-                                       GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
-                               else
-                                       GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
-                       }
-               }
-               GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
                break;
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
@@ -2229,20 +2349,14 @@ init_done:
                // we invert the cull mode because we flip the projection matrix
                // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
                GL_CullFace(r_refdef.view.cullface_front);
-               // 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);
-               if (clear)
-               {
-                       if (r_shadow_shadowmap2ddepthbuffer)
-                               GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
-                       else
-                               GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
-               }
                break;
        }
+
+       // used in R_Q1BSP_DrawShadowMap code to check surfacesides[]
+       r_shadow_shadowmapside = side;
 }
 
-void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
+void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass)
 {
        R_Mesh_ResetTextureState();
        if (transparent)
@@ -2252,6 +2366,8 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb
                r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
                r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
        }
+       if (shadowmapping)
+               R_Shadow_SetShadowmapParametersForLight(noselfshadowpass);
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        if (!transparent)
@@ -2291,7 +2407,7 @@ static const float bboxpoints[8][3] =
        { 1, 1, 1},
 };
 
-void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
+void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping)
 {
        int i;
        float vertex3f[8*3];
@@ -2301,9 +2417,7 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow
        r_shadow_rendermode = r_shadow_lightingrendermode;
        R_EntityMatrix(&identitymatrix);
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       // only draw light where this geometry was already rendered AND the
-       // stencil is 128 (values other than this mean shadow)
-       R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
+       R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
        if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
                R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
        else
@@ -2326,6 +2440,9 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow
        R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
 }
 
+#define MAXBOUNCEGRIDSPLATSIZE 7
+#define MAXBOUNCEGRIDSPLATSIZE1 (MAXBOUNCEGRIDSPLATSIZE+1)
+
 // these are temporary data per-frame, sorted and performed in a more
 // cache-friendly order than the original photons
 typedef struct r_shadow_bouncegrid_splatpath_s
@@ -2335,11 +2452,13 @@ typedef struct r_shadow_bouncegrid_splatpath_s
        vec3_t splatcolor;
        vec3_t splatdir;
        vec_t splatintensity;
+       vec_t splatsize_current;
+       vec_t splatsize_perstep;
        int remainingsplats;
 }
 r_shadow_bouncegrid_splatpath_t;
 
-static void R_shadow_BounceGrid_AddSplatPath(vec3_t originalstart, vec3_t originalend, vec3_t color)
+static void R_Shadow_BounceGrid_AddSplatPath(vec3_t originalstart, vec3_t originalend, vec3_t color, vec_t distancetraveled)
 {
        int bestaxis;
        int numsplats;
@@ -2353,7 +2472,7 @@ static void R_shadow_BounceGrid_AddSplatPath(vec3_t originalstart, vec3_t origin
 
        // cull paths that fail R_CullBox in dynamic mode
        if (!r_shadow_bouncegrid_state.settings.staticmode
-        && r_shadow_bouncegrid_culllightpaths.integer)
+        && r_shadow_bouncegrid_dynamic_culllightpaths.integer)
        {
                vec3_t cullmins, cullmaxs;
                cullmins[0] = min(originalstart[0], originalend[0]) - r_shadow_bouncegrid_state.settings.spacing[0];
@@ -2391,12 +2510,10 @@ static void R_shadow_BounceGrid_AddSplatPath(vec3_t originalstart, vec3_t origin
        {
                // double the limit, this will persist from frame to frame so we don't
                // make the same mistake each time
-               r_shadow_bouncegrid_splatpath_t *newpaths;
                r_shadow_bouncegrid_state.maxsplatpaths *= 2;
-               newpaths = (r_shadow_bouncegrid_splatpath_t *)R_FrameData_Alloc(sizeof(r_shadow_bouncegrid_splatpath_t) * r_shadow_bouncegrid_state.maxsplatpaths);
-               if (r_shadow_bouncegrid_state.splatpaths)
-                       memcpy(newpaths, r_shadow_bouncegrid_state.splatpaths, r_shadow_bouncegrid_state.numsplatpaths * sizeof(r_shadow_bouncegrid_splatpath_t));
-               r_shadow_bouncegrid_state.splatpaths = newpaths;
+               if (r_shadow_bouncegrid_state.maxsplatpaths < 16384)
+                       r_shadow_bouncegrid_state.maxsplatpaths = 16384;
+               r_shadow_bouncegrid_state.splatpaths = (r_shadow_bouncegrid_splatpath_t *)Mem_Realloc(r_main_mempool, r_shadow_bouncegrid_state.splatpaths, sizeof(r_shadow_bouncegrid_splatpath_t) * r_shadow_bouncegrid_state.maxsplatpaths);
        }
 
        // divide a series of splats along the length using the maximum axis
@@ -2421,6 +2538,8 @@ static void R_shadow_BounceGrid_AddSplatPath(vec3_t originalstart, vec3_t origin
        VectorScale(diff, ilen, path->step);
        VectorCopy(color, path->splatcolor);
        VectorCopy(originaldir, path->splatdir);
+       path->splatsize_current = r_shadow_bouncegrid_state.settings.lightpathsize_initial + r_shadow_bouncegrid_state.settings.lightpathsize_conespread * distancetraveled * r_shadow_bouncegrid_state.ispacing[0];
+       path->splatsize_perstep = r_shadow_bouncegrid_state.settings.lightpathsize_conespread;
        path->splatintensity = VectorLength(color);
        path->remainingsplats = numsplats;
 }
@@ -2461,26 +2580,39 @@ static qboolean R_Shadow_BounceGrid_CheckEnable(int flag)
 
 static void R_Shadow_BounceGrid_GenerateSettings(r_shadow_bouncegrid_settings_t *settings)
 {
+       qboolean s = r_shadow_bouncegrid_static.integer != 0;
+       float spacing = bound(1.0f, s ? r_shadow_bouncegrid_static_spacing.value : r_shadow_bouncegrid_dynamic_spacing.value, 1024.0f);
+       float quality = bound(0.0001f, (s ? r_shadow_bouncegrid_static_quality.value : r_shadow_bouncegrid_dynamic_quality.value), 1024.0f);
+       float bounceminimumintensity = s ? r_shadow_bouncegrid_static_bounceminimumintensity.value : r_shadow_bouncegrid_dynamic_bounceminimumintensity.value;
+
        // prevent any garbage in alignment padded areas as we'll be using memcmp
-       memset(settings, 0, sizeof(*settings)); 
+       memset(settings, 0, sizeof(*settings));
 
        // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
-       settings->staticmode                    = r_shadow_bouncegrid_static.integer != 0;
+       settings->staticmode                    = s;
+       settings->blur                          = r_shadow_bouncegrid_blur.integer != 0;
+       settings->floatcolors                   = bound(0, r_shadow_bouncegrid_floatcolors.integer, 2);
+       settings->lightpathsize_initial         = bound(0.0f, r_shadow_bouncegrid_lightpathsize_initial.value, 1024.0f);
+       settings->lightpathsize_conespread      = bound(0.0f, r_shadow_bouncegrid_lightpathsize_conespread.value, 1024.0f);
        settings->bounceanglediffuse            = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
-       settings->directionalshading            = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && r_shadow_bouncegrid_state.allowdirectionalshading;
-       settings->dlightparticlemultiplier      = r_shadow_bouncegrid_dlightparticlemultiplier.value;
-       settings->hitmodels                     = r_shadow_bouncegrid_hitmodels.integer != 0;
+       settings->directionalshading            = (s ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_dynamic_directionalshading.integer != 0) && r_shadow_bouncegrid_state.allowdirectionalshading;
+       settings->dlightparticlemultiplier      = s ? 0 : r_shadow_bouncegrid_dynamic_dlightparticlemultiplier.value;
+       settings->hitmodels                     = s ? false : r_shadow_bouncegrid_dynamic_hitmodels.integer != 0;
        settings->includedirectlighting         = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2;
-       settings->lightradiusscale              = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_lightradiusscale.value);
-       settings->maxbounce                     = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_maxbounce.integer);
+       settings->lightradiusscale              = (s ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_dynamic_lightradiusscale.value);
+       settings->maxbounce                     = (s ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_dynamic_maxbounce.integer);
        settings->particlebounceintensity       = r_shadow_bouncegrid_particlebounceintensity.value;
-       settings->particleintensity             = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings->directionalshading ? 4.0f : 1.0f) / (r_shadow_bouncegrid_spacing.value * r_shadow_bouncegrid_spacing.value);
-       settings->maxphotons                    = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_maxphotons.integer : r_shadow_bouncegrid_maxphotons.integer;
-       settings->intensityperphoton            = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_intensityperphoton.integer : r_shadow_bouncegrid_intensityperphoton.integer;
-       settings->spacing[0]                    = r_shadow_bouncegrid_spacing.value;
-       settings->spacing[1]                    = r_shadow_bouncegrid_spacing.value;
-       settings->spacing[2]                    = r_shadow_bouncegrid_spacing.value;
-       settings->stablerandom                  = r_shadow_bouncegrid_stablerandom.integer;
+       settings->particleintensity             = r_shadow_bouncegrid_particleintensity.value * (settings->directionalshading ? 4.0f : 1.0f) * 16384 / (spacing * spacing) / 262144.0f;
+       settings->maxphotons                    = s ? r_shadow_bouncegrid_static_maxphotons.integer : r_shadow_bouncegrid_dynamic_maxphotons.integer;
+       settings->energyperphoton               = spacing * spacing / quality;
+       settings->spacing[0]                    = spacing;
+       settings->spacing[1]                    = spacing;
+       settings->spacing[2]                    = spacing;
+       settings->rng_type                      = r_shadow_bouncegrid_rng_type.integer;
+       settings->rng_seed                      = r_shadow_bouncegrid_rng_seed.integer;
+       settings->bounceminimumintensity2       = bounceminimumintensity * bounceminimumintensity;
+       settings->bounceminimumintensity2       = bounceminimumintensity * bounceminimumintensity;
+       settings->normalizevectors              = r_shadow_bouncegrid_normalizevectors.integer != 0;
 
        // bound the values for sanity
        settings->maxphotons = bound(1, settings->maxphotons, 25000000);
@@ -2515,8 +2647,54 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void)
        // calculate texture size enclosing entire world bounds at the spacing
        if (r_refdef.scene.worldmodel)
        {
-               VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
-               VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
+               int lightindex;
+               int range;
+               qboolean bounds_set = false;
+               dlight_t *light;
+               rtlight_t *rtlight;
+
+               // calculate bounds enclosing world lights as they should be noticably tighter 
+               // than the world bounds on maps with unlit monster containers (see e1m7 etc)
+               range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+               for (lightindex = 0;lightindex < range;lightindex++)
+               {
+                       const vec_t *rtlmins, *rtlmaxs;
+
+                       light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                       if (!light)
+                               continue;
+
+                       rtlight = &light->rtlight;
+                       rtlmins = rtlight->cullmins;
+                       rtlmaxs = rtlight->cullmaxs;
+
+                       if (!bounds_set)
+                       {
+                               VectorCopy(rtlmins, mins);
+                               VectorCopy(rtlmaxs, maxs);
+                               bounds_set = true;
+                       }
+                       else
+                       {
+                               mins[0] = min(mins[0], rtlmins[0]);
+                               mins[1] = min(mins[1], rtlmins[1]);
+                               mins[2] = min(mins[2], rtlmins[2]);
+                               maxs[0] = max(maxs[0], rtlmaxs[0]);
+                               maxs[1] = max(maxs[1], rtlmaxs[1]);
+                               maxs[2] = max(maxs[2], rtlmaxs[2]);
+                       }
+               }
+
+               // limit to no larger than the world bounds
+               mins[0] = max(mins[0], r_refdef.scene.worldmodel->normalmins[0]);
+               mins[1] = max(mins[1], r_refdef.scene.worldmodel->normalmins[1]);
+               mins[2] = max(mins[2], r_refdef.scene.worldmodel->normalmins[2]);
+               maxs[0] = min(maxs[0], r_refdef.scene.worldmodel->normalmaxs[0]);
+               maxs[1] = min(maxs[1], r_refdef.scene.worldmodel->normalmaxs[1]);
+               maxs[2] = min(maxs[2], r_refdef.scene.worldmodel->normalmaxs[2]);
+
+               VectorMA(mins, -2.0f, spacing, mins);
+               VectorMA(maxs, 2.0f, spacing, maxs);
        }
        else
        {
@@ -2550,12 +2728,12 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void)
 
        // if dynamic we may or may not want to use the world bounds
        // if the dynamic size is smaller than the world bounds, use it instead
-       if (!settings->staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
+       if (!settings->staticmode && (r_shadow_bouncegrid_dynamic_x.integer * r_shadow_bouncegrid_dynamic_y.integer * r_shadow_bouncegrid_dynamic_z.integer < resolution[0] * resolution[1] * resolution[2]))
        {
                // we know the resolution we want
-               c[0] = r_shadow_bouncegrid_x.integer;
-               c[1] = r_shadow_bouncegrid_y.integer;
-               c[2] = r_shadow_bouncegrid_z.integer;
+               c[0] = r_shadow_bouncegrid_dynamic_x.integer;
+               c[1] = r_shadow_bouncegrid_dynamic_y.integer;
+               c[2] = r_shadow_bouncegrid_dynamic_z.integer;
                // now we can calculate the texture size (power of 2 if required)
                c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
                c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
@@ -2599,15 +2777,16 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void)
        r_shadow_bouncegrid_state.pixelsperband = resolution[0]*resolution[1]*resolution[2];
        r_shadow_bouncegrid_state.bytesperband = r_shadow_bouncegrid_state.pixelsperband*4;
        numpixels = r_shadow_bouncegrid_state.pixelsperband*r_shadow_bouncegrid_state.pixelbands;
-       if (r_shadow_bouncegrid_state.numpixels != numpixels || !r_shadow_bouncegrid_state.pixels || !r_shadow_bouncegrid_state.highpixels)
+       if (r_shadow_bouncegrid_state.numpixels != numpixels)
        {
-               if (r_shadow_bouncegrid_state.texture)
-               {
-                       R_FreeTexture(r_shadow_bouncegrid_state.texture);
-                       r_shadow_bouncegrid_state.texture = NULL;
-               }
-               r_shadow_bouncegrid_state.pixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegrid_state.pixels, numpixels * sizeof(unsigned char[4]));
-               r_shadow_bouncegrid_state.highpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegrid_state.highpixels, numpixels * sizeof(float[4]));
+               if (r_shadow_bouncegrid_state.texture) R_FreeTexture(r_shadow_bouncegrid_state.texture);r_shadow_bouncegrid_state.texture = NULL;
+               r_shadow_bouncegrid_state.highpixels = NULL;
+               if (r_shadow_bouncegrid_state.blurpixels[0]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL;
+               if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL;
+               if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL;
+               if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL;
+               if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL;
+               r_shadow_bouncegrid_state.maxsplatpaths = 0;
                r_shadow_bouncegrid_state.numpixels = numpixels;
        }
 
@@ -2623,17 +2802,16 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void)
        Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegrid_state.matrix, m);
 }
 
-#define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
-
 // enumerate world rtlights and sum the overall amount of light in the world,
 // from that we can calculate a scaling factor to fairly distribute photons
 // to all the lights
 //
 // this modifies rtlight->photoncolor and rtlight->photons
-static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *settings, unsigned int range, unsigned int range1, unsigned int range2, int flag, float *photonscaling)
+static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *settings, unsigned int range, unsigned int range1, unsigned int range2, int flag)
 {
        float normalphotonscaling;
-       float maxphotonscaling;
+       float photonscaling;
+       float photonintensity;
        float photoncount = 0.0f;
        float lightintensity;
        float radius;
@@ -2644,16 +2822,20 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
        unsigned int lightindex;
        dlight_t *light;
        rtlight_t *rtlight;
+       normalphotonscaling = 1.0f / max(0.0001f, settings->energyperphoton);
        for (lightindex = 0;lightindex < range2;lightindex++)
        {
                if (lightindex < range)
                {
-                       light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                       light = (dlight_t *)Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
                        if (!light)
                                continue;
                        rtlight = &light->rtlight;
-                       VectorClear(rtlight->photoncolor);
-                       rtlight->photons = 0;
+                       VectorClear(rtlight->bouncegrid_photoncolor);
+                       rtlight->bouncegrid_photons = 0;
+                       rtlight->bouncegrid_hits = 0;
+                       rtlight->bouncegrid_traces = 0;
+                       rtlight->bouncegrid_effectiveradius = 0;
                        if (!(light->flags & flag))
                                continue;
                        if (settings->staticmode)
@@ -2662,12 +2844,17 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
                                if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2)
                                        continue;
                        }
+                       else if (r_shadow_debuglight.integer >= 0 && (int)lightindex != r_shadow_debuglight.integer)
+                               continue;
                }
                else
                {
                        rtlight = r_refdef.scene.lights[lightindex - range];
-                       VectorClear(rtlight->photoncolor);
-                       rtlight->photons = 0;
+                       VectorClear(rtlight->bouncegrid_photoncolor);
+                       rtlight->bouncegrid_photons = 0;
+                       rtlight->bouncegrid_hits = 0;
+                       rtlight->bouncegrid_traces = 0;
+                       rtlight->bouncegrid_effectiveradius = 0;
                }
                // draw only visible lights (major speedup)
                radius = rtlight->radius * settings->lightradiusscale;
@@ -2680,12 +2867,26 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
                w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
                if (!settings->staticmode)
                {
-                       if (R_CullBox(cullmins, cullmaxs))
-                               continue;
+                       // skip if the expanded light box does not touch any visible leafs
                        if (r_refdef.scene.worldmodel
-                        && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
-                        && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
+                               && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
+                               && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
+                               continue;
+                       // skip if the expanded light box is not visible to traceline
+                       // note that PrepareLight already did this check but for a smaller box, so we
+                       // end up casting more traces per frame per light when using bouncegrid, which
+                       // is probably fine (and they use the same timer)
+                       if (r_shadow_culllights_trace.integer)
+                       {
+                               if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_shadow_culllights_trace_expand.value, r_shadow_culllights_trace_pad.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs))
+                                       rtlight->trace_timer = realtime;
+                               if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value)
+                                       return;
+                       }
+                       // skip if expanded light box is offscreen
+                       if (R_CullBox(cullmins, cullmaxs))
                                continue;
+                       // skip if overall light intensity is zero
                        if (w * VectorLength2(rtlight->color) == 0.0f)
                                continue;
                }
@@ -2694,9 +2895,9 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
                if (rtlight->radius == 0.0f || VectorLength2(rtlight->color) == 0.0f)
                        continue;
                w *= ((rtlight->style >= 0 && rtlight->style < MAX_LIGHTSTYLES) ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1);
-               VectorScale(rtlight->color, w, rtlight->photoncolor);
+               VectorScale(rtlight->color, w, rtlight->bouncegrid_photoncolor);
                // skip lights that will emit no photons
-               if (!VectorLength2(rtlight->photoncolor))
+               if (!VectorLength2(rtlight->bouncegrid_photoncolor))
                        continue;
                // shoot particles from this light
                // use a calculation for the number of particles that will not
@@ -2707,33 +2908,41 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
                lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
                if (lightindex >= range)
                        lightintensity *= settings->dlightparticlemultiplier;
-               rtlight->photons = bound(0.0f, lightintensity * s * s, MAXBOUNCEGRIDPARTICLESPERLIGHT);
-               photoncount += rtlight->photons;
+               rtlight->bouncegrid_photons = lightintensity * s * s * normalphotonscaling;
+               photoncount += rtlight->bouncegrid_photons;
+               VectorScale(rtlight->bouncegrid_photoncolor, settings->particleintensity * settings->energyperphoton, rtlight->bouncegrid_photoncolor);
                // if the lightstyle happens to be off right now, we can skip actually
                // firing the photons, but we did have to count them in the total.
                //if (VectorLength2(rtlight->photoncolor) == 0.0f)
-               //      rtlight->photons = 0;
+               //      rtlight->bouncegrid_photons = 0;
        }
-       // the user provided an intensityperphoton value which we try to use
+       // the user provided an energyperphoton value which we try to use
        // if that results in too many photons to shoot this frame, then we cap it
        // which causes photons to appear/disappear from frame to frame, so we don't
        // like doing that in the typical case
-       normalphotonscaling = 1.0f / max(0.0001f, r_shadow_bouncegrid_intensityperphoton.value);
-       maxphotonscaling = (float)settings->maxphotons / max(1, photoncount);
-       *photonscaling = min(normalphotonscaling, maxphotonscaling);
-}
+       photonscaling = 1.0f;
+       photonintensity = 1.0f;
+       if (photoncount > settings->maxphotons)
+       {
+               photonscaling = settings->maxphotons / photoncount;
+               photonintensity = 1.0f / photonscaling;
+       }
 
-static void R_Shadow_BounceGrid_ClearPixels(void)
-{
-       int pixelband;
-       for (pixelband = 0;pixelband < r_shadow_bouncegrid_state.pixelbands;pixelband++)
+       // modify the lights to reflect our computed scaling
+       for (lightindex = 0; lightindex < range2; lightindex++)
        {
-               if (pixelband == 1)
-                       memset(r_shadow_bouncegrid_state.pixels + pixelband * r_shadow_bouncegrid_state.bytesperband, 128, r_shadow_bouncegrid_state.bytesperband);
+               if (lightindex < range)
+               {
+                       light = (dlight_t *)Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                       if (!light)
+                               continue;
+                       rtlight = &light->rtlight;
+               }
                else
-                       memset(r_shadow_bouncegrid_state.pixels + pixelband * r_shadow_bouncegrid_state.bytesperband, 0, r_shadow_bouncegrid_state.bytesperband);
+                       rtlight = r_refdef.scene.lights[lightindex - range];
+               rtlight->bouncegrid_photons *= photonscaling;
+               VectorScale(rtlight->bouncegrid_photoncolor, photonintensity, rtlight->bouncegrid_photoncolor);
        }
-       memset(r_shadow_bouncegrid_state.highpixels, 0, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
 }
 
 static int R_Shadow_BounceGrid_SplatPathCompare(const void *pa, const void *pb)
@@ -2748,33 +2957,37 @@ static int R_Shadow_BounceGrid_SplatPathCompare(const void *pa, const void *pb)
        return 0;
 }
 
+static void R_Shadow_BounceGrid_ClearPixels(void)
+{
+       // clear the highpixels array we'll be accumulating into
+       if (r_shadow_bouncegrid_state.blurpixels[0] == NULL)
+               r_shadow_bouncegrid_state.blurpixels[0] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+       if (r_shadow_bouncegrid_state.settings.blur && r_shadow_bouncegrid_state.blurpixels[1] == NULL)
+               r_shadow_bouncegrid_state.blurpixels[1] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+       r_shadow_bouncegrid_state.highpixels_index = 0;
+       r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
+       memset(r_shadow_bouncegrid_state.highpixels, 0, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+}
+
 static void R_Shadow_BounceGrid_PerformSplats(void)
 {
        r_shadow_bouncegrid_splatpath_t *splatpaths = r_shadow_bouncegrid_state.splatpaths;
        r_shadow_bouncegrid_splatpath_t *splatpath;
-       unsigned char *pixel;
-       unsigned char *pixels = r_shadow_bouncegrid_state.pixels;
-       float *highpixel;
        float *highpixels = r_shadow_bouncegrid_state.highpixels;
        int numsplatpaths = r_shadow_bouncegrid_state.numsplatpaths;
        int splatindex;
        vec3_t steppos;
        vec3_t stepdelta;
        vec3_t dir;
-       float texlerp[2][3];
+       vec_t lightpathsize_current;
+       vec_t lightpathsize_perstep;
        float splatcolor[32];
-       float pixelweight[8];
-       float w;
        int resolution[3];
-       int tex[3];
-       int pixelindex[8];
-       int corner;
        int pixelsperband = r_shadow_bouncegrid_state.pixelsperband;
-       int pixelband;
        int pixelbands = r_shadow_bouncegrid_state.pixelbands;
        int numsteps;
        int step;
-       
+
        // hush warnings about uninitialized data - pixelbands doesn't change but...
        memset(splatcolor, 0, sizeof(splatcolor));
 
@@ -2784,11 +2997,10 @@ static void R_Shadow_BounceGrid_PerformSplats(void)
        // sort the splats before we execute them, to reduce cache misses
        if (r_shadow_bouncegrid_sortlightpaths.integer)
                qsort(splatpaths, numsplatpaths, sizeof(*splatpaths), R_Shadow_BounceGrid_SplatPathCompare);
-       
+
        splatpath = splatpaths;
        for (splatindex = 0;splatindex < numsplatpaths;splatindex++, splatpath++)
        {
-               
                // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
                // accumulate average shotcolor
                VectorCopy(splatpath->splatdir, dir);
@@ -2837,152 +3049,319 @@ static void R_Shadow_BounceGrid_PerformSplats(void)
                VectorCopy(splatpath->point, steppos);
                VectorCopy(splatpath->step, stepdelta);
                numsteps = splatpath->remainingsplats;
+               lightpathsize_current = splatpath->splatsize_current + 1.0f; // add 1.0 for the gradient fade around the sphere
+               lightpathsize_perstep = splatpath->splatsize_perstep;
                for (step = 0;step < numsteps;step++)
                {
-                       r_refdef.stats[r_stat_bouncegrid_splats]++;
-                       // figure out which texture pixels this is in
-                       texlerp[1][0] = steppos[0] - 0.5f;
-                       texlerp[1][1] = steppos[1] - 0.5f;
-                       texlerp[1][2] = steppos[2] - 0.5f;
-                       tex[0] = (int)floor(texlerp[1][0]);
-                       tex[1] = (int)floor(texlerp[1][1]);
-                       tex[2] = (int)floor(texlerp[1][2]);
-                       if (tex[0] >= 1
-                        && tex[1] >= 1
-                        && tex[2] >= 1
-                        && tex[0] < resolution[0] - 2
-                        && tex[1] < resolution[1] - 2
-                        && tex[2] < resolution[2] - 2)
+                       // the middle row/column/layer of each splat are full intensity
+                       float splatmins[3];
+                       float splatmaxs[3];
+                       if (lightpathsize_current > MAXBOUNCEGRIDSPLATSIZE)
+                               lightpathsize_current = MAXBOUNCEGRIDSPLATSIZE;
+                       splatmins[0] = max(1.0f, steppos[0] - lightpathsize_current * 0.5f);
+                       splatmins[1] = max(1.0f, steppos[1] - lightpathsize_current * 0.5f);
+                       splatmins[2] = max(1.0f, steppos[2] - lightpathsize_current * 0.5f);
+                       splatmaxs[0] = min(steppos[0] + lightpathsize_current * 0.5f, resolution[0] - 1.0f);
+                       splatmaxs[1] = min(steppos[1] + lightpathsize_current * 0.5f, resolution[1] - 1.0f);
+                       splatmaxs[2] = min(steppos[2] + lightpathsize_current * 0.5f, resolution[2] - 1.0f);
+                       if (splatmaxs[0] > splatmins[0] && splatmaxs[1] > splatmins[1] && splatmaxs[2] > splatmins[2])
                        {
                                // it is within bounds...  do the real work now
-                               // calculate the lerp factors
-                               texlerp[1][0] -= tex[0];
-                               texlerp[1][1] -= tex[1];
-                               texlerp[1][2] -= tex[2];
-                               texlerp[0][0] = 1.0f - texlerp[1][0];
-                               texlerp[0][1] = 1.0f - texlerp[1][1];
-                               texlerp[0][2] = 1.0f - texlerp[1][2];
-                               // calculate individual pixel indexes and weights
-                               pixelindex[0] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
-                               pixelindex[1] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
-                               pixelindex[2] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
-                               pixelindex[3] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]);
-                               pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
-                               pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]);
-                               pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]);
-                               pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]);
-                               // update the 8 pixels...
-                               for (pixelband = 0;pixelband < pixelbands;pixelband++)
+                               int xi, yi, zi, band, row;
+                               float pixelpos[3];
+                               float w;
+                               float *p;
+                               float colorscale = 1.0f / lightpathsize_current;
+                               r_refdef.stats[r_stat_bouncegrid_splats]++;
+                               // accumulate light onto the pixels
+                               for (zi = (int)floor(splatmins[2]);zi < splatmaxs[2];zi++)
                                {
-                                       for (corner = 0;corner < 8;corner++)
+                                       pixelpos[2] = zi + 0.5f;
+                                       for (yi = (int)floor(splatmins[1]); yi < splatmaxs[1]; yi++)
                                        {
-                                               // calculate address for pixel
-                                               w = pixelweight[corner];
-                                               pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
-                                               highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
-                                               // add to the high precision pixel color
-                                               highpixel[0] += (splatcolor[pixelband*4+0]*w);
-                                               highpixel[1] += (splatcolor[pixelband*4+1]*w);
-                                               highpixel[2] += (splatcolor[pixelband*4+2]*w);
-                                               highpixel[3] += (splatcolor[pixelband*4+3]*w);
-                                               // flag the low precision pixel as needing to be updated
-                                               pixel[3] = 255;
-                                               // advance to next band of coefficients
-                                               //pixel += pixelsperband*4;
-                                               //highpixel += pixelsperband*4;
+                                               pixelpos[1] = yi + 0.5f;
+                                               row = (zi*resolution[1] + yi)*resolution[0];
+                                               for (xi = (int)floor(splatmins[0]); xi < splatmaxs[0]; xi++)
+                                               {
+                                                       pixelpos[0] = xi + 0.5f;
+                                                       // simple radial antialiased sphere - linear gradient fade over 1 pixel from the edge
+                                                       w = lightpathsize_current - VectorDistance(pixelpos, steppos);
+                                                       if (w > 0.0f)
+                                                       {
+                                                               if (w > 1.0f)
+                                                                       w = 1.0f;
+                                                               w *= colorscale;
+                                                               p = highpixels + 4 * (row + xi);
+                                                               for (band = 0; band < pixelbands; band++, p += pixelsperband * 4)
+                                                               {
+                                                                       // add to the pixel color
+                                                                       p[0] += splatcolor[band * 4 + 0] * w;
+                                                                       p[1] += splatcolor[band * 4 + 1] * w;
+                                                                       p[2] += splatcolor[band * 4 + 2] * w;
+                                                                       p[3] += splatcolor[band * 4 + 3] * w;
+                                                               }
+                                                       }
+                                               }
                                        }
                                }
                        }
                        VectorAdd(steppos, stepdelta, steppos);
+                       lightpathsize_current += lightpathsize_perstep;
+               }
+       }
+}
+
+static void R_Shadow_BounceGrid_BlurPixelsInDirection(const float *inpixels, float *outpixels, int off)
+{
+       const float *inpixel;
+       float *outpixel;
+       int pixelbands = r_shadow_bouncegrid_state.pixelbands;
+       int pixelband;
+       unsigned int index;
+       unsigned int x, y, z;
+       unsigned int resolution[3];
+       VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
+       for (pixelband = 0;pixelband < pixelbands;pixelband++)
+       {
+               for (z = 1;z < resolution[2]-1;z++)
+               {
+                       for (y = 1;y < resolution[1]-1;y++)
+                       {
+                               x = 1;
+                               index = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x;
+                               inpixel = inpixels + 4*index;
+                               outpixel = outpixels + 4*index;
+                               for (;x < resolution[0]-1;x++, inpixel += 4, outpixel += 4)
+                               {
+                                       outpixel[0] = (inpixel[0] + inpixel[  off] + inpixel[0-off]) * (1.0f / 3.0);
+                                       outpixel[1] = (inpixel[1] + inpixel[1+off] + inpixel[1-off]) * (1.0f / 3.0);
+                                       outpixel[2] = (inpixel[2] + inpixel[2+off] + inpixel[2-off]) * (1.0f / 3.0);
+                                       outpixel[3] = (inpixel[3] + inpixel[3+off] + inpixel[3-off]) * (1.0f / 3.0);
+                               }
+                       }
                }
        }
 }
 
+static void R_Shadow_BounceGrid_BlurPixels(void)
+{
+       float *pixels[4];
+       unsigned int resolution[3];
+
+       if (!r_shadow_bouncegrid_state.settings.blur)
+               return;
+       
+       VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
+
+       pixels[0] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
+       pixels[1] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1];
+       pixels[2] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
+       pixels[3] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1];
+
+       // blur on X
+       R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[0], pixels[1], 4);
+       // blur on Y
+       R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[1], pixels[2], resolution[0] * 4);
+       // blur on Z
+       R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[2], pixels[3], resolution[0] * resolution[1] * 4);
+
+       // toggle the state, highpixels now points to pixels[3] result
+       r_shadow_bouncegrid_state.highpixels_index ^= 1;
+       r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
+}
+
 static void R_Shadow_BounceGrid_ConvertPixelsAndUpload(void)
 {
-       unsigned char *pixels = r_shadow_bouncegrid_state.pixels;
-       unsigned char *pixel;
+       int floatcolors = r_shadow_bouncegrid_state.settings.floatcolors;
+       unsigned char *pixelsbgra8 = NULL;
+       unsigned char *pixelbgra8;
+       unsigned short *pixelsrgba16f = NULL;
+       unsigned short *pixelrgba16f;
+       float *pixelsrgba32f = NULL;
        float *highpixels = r_shadow_bouncegrid_state.highpixels;
        float *highpixel;
+       float *bandpixel;
+       unsigned int pixelsperband = r_shadow_bouncegrid_state.pixelsperband;
        unsigned int pixelbands = r_shadow_bouncegrid_state.pixelbands;
        unsigned int pixelband;
        unsigned int x, y, z;
-       unsigned int index;
+       unsigned int index, bandindex;
        unsigned int resolution[3];
        int c[4];
        VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
-       // generate pixels array from highpixels array
-       //
-       // skip first and last columns, rows, and layers as these are blank
-       //
-       // the pixel[3] value was deliberately written along with highpixels
-       // updates, so we can use it to detect only pixels that need to be
-       // converted, the rest were already memset to neutral values.
-       for (pixelband = 0;pixelband < pixelbands;pixelband++)
+
+       if (r_shadow_bouncegrid_state.createtexture && r_shadow_bouncegrid_state.texture)
+       {
+               R_FreeTexture(r_shadow_bouncegrid_state.texture);
+               r_shadow_bouncegrid_state.texture = NULL;
+       }
+
+       // if bentnormals exist, we need to normalize and bias them for the shader
+       if (pixelbands > 1)
        {
+               pixelband = 1;
+               for (z = 0;z < resolution[2]-1;z++)
+               {
+                       for (y = 0;y < resolution[1]-1;y++)
+                       {
+                               x = 1;
+                               index = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x;
+                               highpixel = highpixels + 4*index;
+                               for (;x < resolution[0]-1;x++, index++, highpixel += 4)
+                               {
+                                       // only convert pixels that were hit by photons
+                                       if (highpixel[3] != 0.0f)
+                                               VectorNormalize(highpixel);
+                                       VectorSet(highpixel, highpixel[0] * 0.5f + 0.5f, highpixel[1] * 0.5f + 0.5f, highpixel[2] * 0.5f + 0.5f);
+                                       highpixel[pixelsperband * 4 + 3] = 1.0f;
+                               }
+                       }
+               }
+       }
+
+       // start by clearing the pixels array - we won't be writing to all of it
+       //
+       // then process only the pixels that have at least some color, skipping
+       // the higher bands for speed on pixels that are black
+       switch (floatcolors)
+       {
+       case 0:
+               if (r_shadow_bouncegrid_state.u8pixels == NULL)
+                       r_shadow_bouncegrid_state.u8pixels = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(unsigned char[4]));
+               pixelsbgra8 = r_shadow_bouncegrid_state.u8pixels;
+               for (pixelband = 0;pixelband < pixelbands;pixelband++)
+               {
+                       if (pixelband == 1)
+                               memset(pixelsbgra8 + pixelband * r_shadow_bouncegrid_state.bytesperband, 128, r_shadow_bouncegrid_state.bytesperband);
+                       else
+                               memset(pixelsbgra8 + pixelband * r_shadow_bouncegrid_state.bytesperband, 0, r_shadow_bouncegrid_state.bytesperband);
+               }
                for (z = 1;z < resolution[2]-1;z++)
                {
                        for (y = 1;y < resolution[1]-1;y++)
                        {
                                x = 1;
+                               pixelband = 0;
                                index = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x;
-                               pixel = pixels + 4*index;
                                highpixel = highpixels + 4*index;
-                               for (;x < resolution[0]-1;x++, pixel += 4, highpixel += 4)
+                               for (;x < resolution[0]-1;x++, index++, highpixel += 4)
                                {
                                        // only convert pixels that were hit by photons
-                                       if (pixel[3] == 255)
+                                       if (VectorLength2(highpixel))
                                        {
-                                               // normalize the bentnormal...
-                                               if (pixelband == 1)
+                                               // normalize the bentnormal now
+                                               if (pixelbands > 1)
                                                {
-                                                       VectorNormalize(highpixel);
-                                                       c[0] = (int)(highpixel[0]*128.0f+128.0f);
-                                                       c[1] = (int)(highpixel[1]*128.0f+128.0f);
-                                                       c[2] = (int)(highpixel[2]*128.0f+128.0f);
-                                                       c[3] = (int)(highpixel[3]*128.0f+128.0f);
+                                                       VectorNormalize(highpixel + pixelsperband * 4);
+                                                       highpixel[pixelsperband * 4 + 3] = 1.0f;
                                                }
-                                               else
+                                               // process all of the pixelbands for this pixel
+                                               for (pixelband = 0, bandindex = index;pixelband < pixelbands;pixelband++, bandindex += pixelsperband)
                                                {
-                                                       c[0] = (int)(highpixel[0]*256.0f);
-                                                       c[1] = (int)(highpixel[1]*256.0f);
-                                                       c[2] = (int)(highpixel[2]*256.0f);
-                                                       c[3] = (int)(highpixel[3]*256.0f);
+                                                       pixelbgra8 = pixelsbgra8 + 4*bandindex;
+                                                       bandpixel = highpixels + 4*bandindex;
+                                                       c[0] = (int)(bandpixel[0]*256.0f);
+                                                       c[1] = (int)(bandpixel[1]*256.0f);
+                                                       c[2] = (int)(bandpixel[2]*256.0f);
+                                                       c[3] = (int)(bandpixel[3]*256.0f);
+                                                       pixelbgra8[2] = (unsigned char)bound(0, c[0], 255);
+                                                       pixelbgra8[1] = (unsigned char)bound(0, c[1], 255);
+                                                       pixelbgra8[0] = (unsigned char)bound(0, c[2], 255);
+                                                       pixelbgra8[3] = (unsigned char)bound(0, c[3], 255);
                                                }
-                                               pixel[2] = (unsigned char)bound(0, c[0], 255);
-                                               pixel[1] = (unsigned char)bound(0, c[1], 255);
-                                               pixel[0] = (unsigned char)bound(0, c[2], 255);
-                                               pixel[3] = (unsigned char)bound(0, c[3], 255);
                                        }
                                }
                        }
                }
-       }
 
-       if (!r_shadow_bouncegrid_state.createtexture)
-               R_UpdateTexture(r_shadow_bouncegrid_state.texture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
-       else
-       {
-               if (r_shadow_bouncegrid_state.texture)
-                       R_FreeTexture(r_shadow_bouncegrid_state.texture);
-               r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
+               if (!r_shadow_bouncegrid_state.createtexture)
+                       R_UpdateTexture(r_shadow_bouncegrid_state.texture, pixelsbgra8, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
+               else
+                       r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixelsbgra8, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
+               break;
+       case 1:
+               if (r_shadow_bouncegrid_state.fp16pixels == NULL)
+                       r_shadow_bouncegrid_state.fp16pixels = (unsigned short *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(unsigned short[4]));
+               pixelsrgba16f = r_shadow_bouncegrid_state.fp16pixels;
+               memset(pixelsrgba16f, 0, r_shadow_bouncegrid_state.numpixels * sizeof(unsigned short[4]));
+               for (z = 1;z < resolution[2]-1;z++)
+               {
+                       for (y = 1;y < resolution[1]-1;y++)
+                       {
+                               x = 1;
+                               pixelband = 0;
+                               index = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x;
+                               highpixel = highpixels + 4*index;
+                               for (;x < resolution[0]-1;x++, index++, highpixel += 4)
+                               {
+                                       // only convert pixels that were hit by photons
+                                       if (VectorLength2(highpixel))
+                                       {
+                                               // process all of the pixelbands for this pixel
+                                               for (pixelband = 0, bandindex = index;pixelband < pixelbands;pixelband++, bandindex += pixelsperband)
+                                               {
+                                                       // time to have fun with IEEE 754 bit hacking...
+                                                       union {
+                                                               float f[4];
+                                                               unsigned int raw[4];
+                                                       } u;
+                                                       pixelrgba16f = pixelsrgba16f + 4*bandindex;
+                                                       bandpixel = highpixels + 4*bandindex;
+                                                       VectorCopy4(bandpixel, u.f);
+                                                       VectorCopy4(u.raw, c);
+                                                       // this math supports negative numbers, snaps denormals to zero
+                                                       //pixelrgba16f[0] = (unsigned short)(((c[0] & 0x7FFFFFFF) < 0x38000000) ? 0 : (((c[0] - 0x38000000) >> 13) & 0x7FFF) | ((c[0] >> 16) & 0x8000));
+                                                       //pixelrgba16f[1] = (unsigned short)(((c[1] & 0x7FFFFFFF) < 0x38000000) ? 0 : (((c[1] - 0x38000000) >> 13) & 0x7FFF) | ((c[1] >> 16) & 0x8000));
+                                                       //pixelrgba16f[2] = (unsigned short)(((c[2] & 0x7FFFFFFF) < 0x38000000) ? 0 : (((c[2] - 0x38000000) >> 13) & 0x7FFF) | ((c[2] >> 16) & 0x8000));
+                                                       //pixelrgba16f[3] = (unsigned short)(((c[3] & 0x7FFFFFFF) < 0x38000000) ? 0 : (((c[3] - 0x38000000) >> 13) & 0x7FFF) | ((c[3] >> 16) & 0x8000));
+                                                       // this math does not support negative
+                                                       pixelrgba16f[0] = (unsigned short)((c[0] < 0x38000000) ? 0 : ((c[0] - 0x38000000) >> 13));
+                                                       pixelrgba16f[1] = (unsigned short)((c[1] < 0x38000000) ? 0 : ((c[1] - 0x38000000) >> 13));
+                                                       pixelrgba16f[2] = (unsigned short)((c[2] < 0x38000000) ? 0 : ((c[2] - 0x38000000) >> 13));
+                                                       pixelrgba16f[3] = (unsigned short)((c[3] < 0x38000000) ? 0 : ((c[3] - 0x38000000) >> 13));
+                                               }
+                                       }
+                               }
+                       }
+               }
+
+               if (!r_shadow_bouncegrid_state.createtexture)
+                       R_UpdateTexture(r_shadow_bouncegrid_state.texture, (const unsigned char *)pixelsrgba16f, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
+               else
+                       r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, (const unsigned char *)pixelsrgba16f, TEXTYPE_COLORBUFFER16F, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
+               break;
+       case 2:
+               // our native format happens to match, so this is easy.
+               pixelsrgba32f = highpixels;
+
+               if (!r_shadow_bouncegrid_state.createtexture)
+                       R_UpdateTexture(r_shadow_bouncegrid_state.texture, (const unsigned char *)pixelsrgba32f, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
+               else
+                       r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, (const unsigned char *)pixelsrgba32f, TEXTYPE_COLORBUFFER32F, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
+               break;
        }
+
        r_shadow_bouncegrid_state.lastupdatetime = realtime;
 }
 
-static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t settings, unsigned int range, unsigned int range1, unsigned int range2, float photonscaling, int flag)
+static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t settings, unsigned int range, unsigned int range1, unsigned int range2, int flag)
 {
+       vec3_t bouncerandom[10];
        dlight_t *light;
        int bouncecount;
        int hitsupercontentsmask;
+       int skipsupercontentsmask;
+       int skipmaterialflagsmask;
        int maxbounce;
        int shootparticles;
        int shotparticles;
+       float bounceminimumintensity2;
        trace_t cliptrace;
        //trace_t cliptrace2;
        //trace_t cliptrace3;
        unsigned int lightindex;
-       unsigned int seed = (unsigned int)(realtime * 1000.0f);
+       unsigned int seed;
+       randomseed_t randomseed;
        vec3_t shotcolor;
        vec3_t baseshotcolor;
        vec3_t surfcolor;
@@ -2990,18 +3369,23 @@ static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t sett
        vec3_t clipstart;
        vec3_t clipdiff;
        vec_t radius;
+       vec_t distancetraveled;
        vec_t s;
        rtlight_t *rtlight;
 
-       // we'll need somewhere to store these
+       // compute a seed for the unstable random modes
+       Math_RandomSeed_FromInts(&randomseed, 0, 0, 0, realtime * 1000.0);
+       seed = realtime * 1000.0;
+
        r_shadow_bouncegrid_state.numsplatpaths = 0;
-       r_shadow_bouncegrid_state.splatpaths = (r_shadow_bouncegrid_splatpath_t *)R_FrameData_Alloc(sizeof(r_shadow_bouncegrid_splatpath_t) * r_shadow_bouncegrid_state.maxsplatpaths);
 
        // figure out what we want to interact with
        if (settings.hitmodels)
-               hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
+               hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
        else
                hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
+       skipsupercontentsmask = 0;
+       skipmaterialflagsmask = MATERIALFLAGMASK_TRANSLUCENT;
        maxbounce = settings.maxbounce;
 
        for (lightindex = 0;lightindex < range2;lightindex++)
@@ -3018,50 +3402,111 @@ static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t sett
                // note that this code used to keep track of residual photons and
                // distribute them evenly to achieve exactly a desired photon count,
                // but that caused unwanted flickering in dynamic mode
-               shootparticles = (int)floor(rtlight->photons * photonscaling);
+               shootparticles = (int)floor(rtlight->bouncegrid_photons);
                // skip if we won't be shooting any photons
                if (!shootparticles)
                        continue;
                radius = rtlight->radius * settings.lightradiusscale;
-               s = settings.particleintensity / shootparticles;
-               VectorScale(rtlight->photoncolor, s, baseshotcolor);
+               //s = settings.particleintensity / shootparticles;
+               //VectorScale(rtlight->bouncegrid_photoncolor, s, baseshotcolor);
+               VectorCopy(rtlight->bouncegrid_photoncolor, baseshotcolor);
+               if (VectorLength2(baseshotcolor) <= 0.0f)
+                       continue;
                r_refdef.stats[r_stat_bouncegrid_lights]++;
                r_refdef.stats[r_stat_bouncegrid_particles] += shootparticles;
+               // we stop caring about bounces once the brightness goes below this fraction of the original intensity
+               bounceminimumintensity2 = VectorLength(baseshotcolor) * settings.bounceminimumintensity2;
+
+               // for seeded random we start the RNG with the position of the light
+               if (settings.rng_seed >= 0)
+               {
+                       union
+                       {
+                               unsigned int i[4];
+                               float f[4];
+                       }
+                       u;
+                       u.f[0] = rtlight->shadoworigin[0];
+                       u.f[1] = rtlight->shadoworigin[1];
+                       u.f[2] = rtlight->shadoworigin[2];
+                       u.f[3] = 1;
+                       switch (settings.rng_type)
+                       {
+                       default:
+                       case 0:
+                               // we have to shift the seed provided by the user because the result must be odd
+                               Math_RandomSeed_FromInts(&randomseed, u.i[0], u.i[1], u.i[2], u.i[3] ^ (settings.rng_seed << 1));
+                               break;
+                       case 1:
+                               seed = u.i[0] ^ u.i[1] ^ u.i[2] ^ u.i[3] ^ settings.rng_seed;
+                               break;
+                       }
+               }
+
                for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
                {
-                       if (settings.stablerandom > 0)
-                               seed = lightindex * 11937 + shotparticles;
                        VectorCopy(baseshotcolor, shotcolor);
                        VectorCopy(rtlight->shadoworigin, clipstart);
-                       if (settings.stablerandom < 0)
-                               VectorRandom(clipend);
-                       else
-                               VectorCheeseRandom(clipend);
-                       VectorMA(clipstart, radius, clipend, clipend);
-                       for (bouncecount = 0;;bouncecount++)
+                       switch (settings.rng_type)
                        {
-                               r_refdef.stats[r_stat_bouncegrid_traces]++;
-                               //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
-                               //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
-                               if (settings.staticmode)
+                       default:
+                       case 0:
+                               VectorLehmerRandom(&randomseed, clipend);
+                               if (settings.bounceanglediffuse)
                                {
-                                       // static mode fires a LOT of rays but none of them are identical, so they are not cached
-                                       cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, collision_extendmovelength.value, true, false, NULL, true, true);
+                                       // we want random to be stable, so we still have to do all the random we would have done
+                                       for (bouncecount = 0; bouncecount < maxbounce; bouncecount++)
+                                               VectorLehmerRandom(&randomseed, bouncerandom[bouncecount]);
                                }
-                               else
+                               break;
+                       case 1:
+                               VectorCheeseRandom(seed, clipend);
+                               if (settings.bounceanglediffuse)
+                               {
+                                       // we want random to be stable, so we still have to do all the random we would have done
+                                       for (bouncecount = 0; bouncecount < maxbounce; bouncecount++)
+                                               VectorCheeseRandom(seed, bouncerandom[bouncecount]);
+                               }
+                               break;
+                       }
+
+                       // we want a uniform distribution spherically, not merely within the sphere
+                       if (settings.normalizevectors)
+                               VectorNormalize(clipend);
+
+                       VectorMA(clipstart, radius, clipend, clipend);
+                       distancetraveled = 0.0f;
+                       for (bouncecount = 0;;bouncecount++)
+                       {
+                               r_refdef.stats[r_stat_bouncegrid_traces]++;
+                               rtlight->bouncegrid_traces++;
+                               //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
+                               //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
+                               if (settings.staticmode || settings.rng_seed < 0)
+                               {
+                                       // static mode fires a LOT of rays but none of them are identical, so they are not cached
+                                       // non-stable random in dynamic mode also never reuses a direction, so there's no reason to cache it
+                                       cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask, collision_extendmovelength.value, true, false, NULL, true, true);
+                               }
+                               else
                                {
                                        // dynamic mode fires many rays and most will match the cache from the previous frame
-                                       cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask);
+                                       cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
                                }
                                if (bouncecount > 0 || settings.includedirectlighting)
                                {
                                        vec3_t hitpos;
                                        VectorCopy(cliptrace.endpos, hitpos);
-                                       R_shadow_BounceGrid_AddSplatPath(clipstart, hitpos, shotcolor);
+                                       R_Shadow_BounceGrid_AddSplatPath(clipstart, hitpos, shotcolor, distancetraveled);
                                }
+                               distancetraveled += VectorDistance(clipstart, cliptrace.endpos);
+                               s = VectorDistance(rtlight->shadoworigin, cliptrace.endpos);
+                               if (rtlight->bouncegrid_effectiveradius < s)
+                                       rtlight->bouncegrid_effectiveradius = s;
                                if (cliptrace.fraction >= 1.0f)
                                        break;
                                r_refdef.stats[r_stat_bouncegrid_hits]++;
+                               rtlight->bouncegrid_hits++;
                                if (bouncecount >= maxbounce)
                                        break;
                                // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
@@ -3075,18 +3520,14 @@ static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t sett
                                surfcolor[1] = min(surfcolor[1], 1.0f);
                                surfcolor[2] = min(surfcolor[2], 1.0f);
                                VectorMultiply(shotcolor, surfcolor, shotcolor);
-                               if (VectorLength2(baseshotcolor) == 0.0f)
+                               if (VectorLength2(shotcolor) <= bounceminimumintensity2)
                                        break;
                                r_refdef.stats[r_stat_bouncegrid_bounces]++;
                                if (settings.bounceanglediffuse)
                                {
                                        // random direction, primarily along plane normal
                                        s = VectorDistance(cliptrace.endpos, clipend);
-                                       if (settings.stablerandom < 0)
-                                               VectorRandom(clipend);
-                                       else
-                                               VectorCheeseRandom(clipend);
-                                       VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
+                                       VectorMA(cliptrace.plane.normal, 0.95f, bouncerandom[bouncecount], clipend);
                                        VectorNormalize(clipend);
                                        VectorScale(clipend, s, clipend);
                                }
@@ -3113,7 +3554,6 @@ void R_Shadow_UpdateBounceGridTexture(void)
        unsigned int range; // number of world lights
        unsigned int range1; // number of dynamic lights (or zero if disabled)
        unsigned int range2; // range+range1
-       float photonscaling;
 
        enable = R_Shadow_BounceGrid_CheckEnable(flag);
        
@@ -3133,12 +3573,13 @@ void R_Shadow_UpdateBounceGridTexture(void)
                        R_FreeTexture(r_shadow_bouncegrid_state.texture);
                        r_shadow_bouncegrid_state.texture = NULL;
                }
-               if (r_shadow_bouncegrid_state.pixels)
-                       Mem_Free(r_shadow_bouncegrid_state.pixels);
-               r_shadow_bouncegrid_state.pixels = NULL;
-               if (r_shadow_bouncegrid_state.highpixels)
-                       Mem_Free(r_shadow_bouncegrid_state.highpixels);
                r_shadow_bouncegrid_state.highpixels = NULL;
+               if (r_shadow_bouncegrid_state.blurpixels[0]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL;
+               if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL;
+               if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL;
+               if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL;
+               if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL;
+               r_shadow_bouncegrid_state.maxsplatpaths = 0;
                r_shadow_bouncegrid_state.numpixels = 0;
                r_shadow_bouncegrid_state.directional = false;
 
@@ -3147,7 +3588,7 @@ void R_Shadow_UpdateBounceGridTexture(void)
        }
 
        // if all the settings seem identical to the previous update, return
-       if (r_shadow_bouncegrid_state.texture && (settings.staticmode || realtime < r_shadow_bouncegrid_state.lastupdatetime + r_shadow_bouncegrid_updateinterval.value) && !settingschanged)
+       if (r_shadow_bouncegrid_state.texture && (settings.staticmode || realtime < r_shadow_bouncegrid_state.lastupdatetime + r_shadow_bouncegrid_dynamic_updateinterval.value) && !settingschanged)
                return;
 
        // store the new settings
@@ -3164,21 +3605,34 @@ void R_Shadow_UpdateBounceGridTexture(void)
        range2 = range + range1;
 
        // calculate weighting factors for distributing photons among the lights
-       R_Shadow_BounceGrid_AssignPhotons(&settings, range, range1, range2, flag, &photonscaling);
+       R_Shadow_BounceGrid_AssignPhotons(&settings, range, range1, range2, flag);
 
        // trace the photons from lights and accumulate illumination
-       R_Shadow_BounceGrid_TracePhotons(settings, range, range1, range2, photonscaling, flag);
+       R_Shadow_BounceGrid_TracePhotons(settings, range, range1, range2, flag);
 
-       // clear the pixels[] and highpixels[] arrays, it is important that we
-       // clear pixels[] now because we do tricks with marking pixels as needing
-       // conversion, even though the source of truth data is in highpixels[]
+       // clear the texture
        R_Shadow_BounceGrid_ClearPixels();
-
-       // sort and accumulate the light splatting in the texture
+       
+       // accumulate the light splatting into texture
        R_Shadow_BounceGrid_PerformSplats();
 
-       // convert the pixels that were marked and upload the texture
+       // apply a mild blur filter to the texture
+       R_Shadow_BounceGrid_BlurPixels();
+
+       // convert the pixels to lower precision and upload the texture
        R_Shadow_BounceGrid_ConvertPixelsAndUpload();
+
+       // after we compute the static lighting we don't need to keep the highpixels array around
+       if (settings.staticmode)
+       {
+               r_shadow_bouncegrid_state.highpixels = NULL;
+               if (r_shadow_bouncegrid_state.blurpixels[0]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL;
+               if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL;
+               if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL;
+               if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL;
+               if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL;
+               r_shadow_bouncegrid_state.maxsplatpaths = 0;
+       }
 }
 
 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
@@ -3432,10 +3886,10 @@ static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, cons
        RSurf_DrawBatch();
 }
 
-static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
+static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const float ambientcolor[3], const float diffusecolor[3], const float specularcolor[3])
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
-       R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
+       R_SetupShader_Surface(ambientcolor, diffusecolor, specularcolor, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
        RSurf_DrawBatch();
 }
 
@@ -3528,29 +3982,26 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
        }
 }
 
-static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
+static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const float ambientcolor[3], const float diffusecolor[3])
 {
        // OpenGL 1.1 path (anything)
        float ambientcolorbase[3], diffusecolorbase[3];
        float ambientcolorpants[3], diffusecolorpants[3];
        float ambientcolorshirt[3], diffusecolorshirt[3];
-       const float *surfacecolor = rsurface.texture->dlightcolor;
-       const float *surfacepants = rsurface.colormap_pantscolor;
-       const float *surfaceshirt = rsurface.colormap_shirtcolor;
+       const float *surfacepants = rsurface.texture->render_colormap_pants;
+       const float *surfaceshirt = rsurface.texture->render_colormap_shirt;
        rtexture_t *basetexture = rsurface.texture->basetexture;
        rtexture_t *pantstexture = rsurface.texture->pantstexture;
        rtexture_t *shirttexture = rsurface.texture->shirttexture;
        qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
        qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
-       ambientscale *= 2 * r_refdef.view.colorscale;
-       diffusescale *= 2 * r_refdef.view.colorscale;
-       ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
-       diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
+       VectorCopy(ambientcolor, ambientcolorbase);
+       VectorCopy(diffusecolor, diffusecolorbase);
        ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
        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 | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
+       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (VectorLength2(diffusecolor) > 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.passcolor4f, 0, 0);
@@ -3600,25 +4051,28 @@ static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const m
 extern cvar_t gl_lightmaps;
 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
 {
-       float ambientscale, diffusescale, specularscale;
        qboolean negated;
-       float lightcolor[3];
-       VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
-       ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient;
-       diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient);
-       specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
+       float ambientcolor[3], diffusecolor[3], specularcolor[3];
+       VectorM(rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient, rsurface.texture->render_rtlight_diffuse, ambientcolor);
+       VectorM(rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient), rsurface.texture->render_rtlight_diffuse, diffusecolor);
+       VectorM(rsurface.rtlight->specularscale, rsurface.texture->render_rtlight_specular, specularcolor);
        if (!r_shadow_usenormalmap.integer)
        {
-               ambientscale += 1.0f * diffusescale;
-               diffusescale = 0;
-               specularscale = 0;
+               VectorMAM(1.0f, ambientcolor, 1.0f, diffusecolor, ambientcolor);
+               VectorClear(diffusecolor);
+               VectorClear(specularcolor);
        }
-       if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
+       VectorMultiply(ambientcolor, rsurface.rtlight->currentcolor, ambientcolor);
+       VectorMultiply(diffusecolor, rsurface.rtlight->currentcolor, diffusecolor);
+       VectorMultiply(specularcolor, rsurface.rtlight->currentcolor, specularcolor);
+       if (VectorLength2(ambientcolor) + VectorLength2(diffusecolor) + VectorLength2(specularcolor) < (1.0f / 1048576.0f))
                return;
-       negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
+       negated = (rsurface.rtlight->currentcolor[0] + rsurface.rtlight->currentcolor[1] + rsurface.rtlight->currentcolor[2] < 0) && vid.support.ext_blend_subtract;
        if(negated)
        {
-               VectorNegate(lightcolor, lightcolor);
+               VectorNegate(ambientcolor, ambientcolor);
+               VectorNegate(diffusecolor, diffusecolor);
+               VectorNegate(specularcolor, specularcolor);
                GL_BlendEquationSubtract(true);
        }
        RSurf_SetupDepthAndCulling();
@@ -3629,13 +4083,13 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
                R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
                break;
        case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-               R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
+               R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, ambientcolor, diffusecolor, specularcolor);
                break;
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-               R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
+               R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, ambientcolor, diffusecolor);
                break;
        default:
                Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
@@ -3721,7 +4175,7 @@ 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);
+               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, rtlight->shadow == 0);
                R_FrameData_ReturnToMark();
                numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
                numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
@@ -4012,7 +4466,7 @@ static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist
 {
        shadowmesh_t *mesh;
 
-       RSurf_ActiveWorldEntity();
+       RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
 
        if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
        {
@@ -4032,7 +4486,7 @@ static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist
        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);
 
-       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
 }
 
 static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
@@ -4047,7 +4501,7 @@ static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacel
        if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
                return;
 
-       RSurf_ActiveWorldEntity();
+       RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
 
        if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
        {
@@ -4104,7 +4558,7 @@ static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacel
                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
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
 }
 
 static void R_Shadow_DrawEntityShadow(entity_render_t *ent)
@@ -4130,7 +4584,7 @@ static void R_Shadow_DrawEntityShadow(entity_render_t *ent)
                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
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
 }
 
 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
@@ -4149,7 +4603,7 @@ static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const uns
                return;
 
        // set up properties for rendering light onto this entity
-       RSurf_ActiveWorldEntity();
+       RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
        rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
        Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
        Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
@@ -4157,7 +4611,7 @@ static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const uns
 
        r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
 
-       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
 }
 
 static void R_Shadow_DrawEntityLight(entity_render_t *ent)
@@ -4170,7 +4624,7 @@ static void R_Shadow_DrawEntityLight(entity_render_t *ent)
 
        model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
 
-       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
 }
 
 static void R_Shadow_PrepareLight(rtlight_t *rtlight)
@@ -4187,6 +4641,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
        int numlightentities_noselfshadow;
        int numshadowentities;
        int numshadowentities_noselfshadow;
+       // FIXME: bounds check lightentities and shadowentities, etc.
        static entity_render_t *lightentities[MAX_EDICTS];
        static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
        static entity_render_t *shadowentities[MAX_EDICTS];
@@ -4195,18 +4650,19 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
        qboolean castshadows;
 
        rtlight->draw = false;
-       rtlight->cached_numlightentities               = 0;
-       rtlight->cached_numlightentities_noselfshadow  = 0;
-       rtlight->cached_numshadowentities              = 0;
+       rtlight->cached_numlightentities = 0;
+       rtlight->cached_numlightentities_noselfshadow = 0;
+       rtlight->cached_numshadowentities = 0;
        rtlight->cached_numshadowentities_noselfshadow = 0;
-       rtlight->cached_numsurfaces                    = 0;
-       rtlight->cached_lightentities                  = NULL;
-       rtlight->cached_lightentities_noselfshadow     = NULL;
-       rtlight->cached_shadowentities                 = NULL;
-       rtlight->cached_shadowentities_noselfshadow    = NULL;
-       rtlight->cached_shadowtrispvs                  = NULL;
-       rtlight->cached_lighttrispvs                   = NULL;
-       rtlight->cached_surfacelist                    = NULL;
+       rtlight->cached_numsurfaces = 0;
+       rtlight->cached_lightentities = NULL;
+       rtlight->cached_lightentities_noselfshadow = NULL;
+       rtlight->cached_shadowentities = NULL;
+       rtlight->cached_shadowentities_noselfshadow = NULL;
+       rtlight->cached_shadowtrispvs = NULL;
+       rtlight->cached_lighttrispvs = NULL;
+       rtlight->cached_surfacelist = NULL;
+       rtlight->shadowmapsidesize = 0;
 
        // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
        // skip lights that are basically invisible (color 0 0 0)
@@ -4237,7 +4693,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
        }
        */
 
-       // if lightstyle is currently off, don't draw the light
+       // skip if lightstyle is currently off
        if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
                return;
 
@@ -4245,10 +4701,27 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
        if (nolight)
                return;
 
-       // if the light box is offscreen, skip it
+       // skip if the light box is not touching any visible leafs
+       if (r_shadow_culllights_pvs.integer
+               && r_refdef.scene.worldmodel
+               && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
+               && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, rtlight->cullmins, rtlight->cullmaxs))
+               return;
+
+       // skip if the light box is not visible to traceline
+       if (r_shadow_culllights_trace.integer)
+       {
+               if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_shadow_culllights_trace_expand.value, r_shadow_culllights_trace_pad.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs))
+                       rtlight->trace_timer = realtime;
+               if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value)
+                       return;
+       }
+
+       // skip if the light box is off screen
        if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
                return;
 
+       // in the typical case this will be quickly replaced by GetLightInfo
        VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
        VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
 
@@ -4275,7 +4748,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
        {
                // dynamic light, world available and can receive realtime lighting
                // calculate lit surfaces and leafs
-               r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_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, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
+               r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_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, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes, rtlight->shadow == 0);
                R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
                leaflist = r_shadow_buffer_leaflist;
                leafpvs = r_shadow_buffer_leafpvs;
@@ -4302,7 +4775,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
        // check if light is illuminating any visible leafs
        if (numleafs)
        {
-               for (i = 0;i < numleafs;i++)
+               for (i = 0; i < numleafs; i++)
                        if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
                                break;
                if (i == numleafs)
@@ -4316,7 +4789,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
        numshadowentities_noselfshadow = 0;
 
        // add dynamic entities that are lit by the light
-       for (i = 0;i < r_refdef.scene.numentities;i++)
+       for (i = 0; i < r_refdef.scene.numentities; i++)
        {
                dp_model_t *model;
                entity_render_t *ent = r_refdef.scene.entities[i];
@@ -4392,13 +4865,30 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
        castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
        if (!castshadows)
                numshadowentities = numshadowentities_noselfshadow = 0;
+       rtlight->castshadows = castshadows;
 
        // cache all the animated entities that cast a shadow but are not visible
-       for (i = 0;i < numshadowentities;i++)
+       for (i = 0; i < numshadowentities; i++)
                R_AnimCache_GetEntity(shadowentities[i], false, false);
-       for (i = 0;i < numshadowentities_noselfshadow;i++)
+       for (i = 0; i < numshadowentities_noselfshadow; i++)
                R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
 
+       // we can convert noselfshadow to regular if there are no receivers of that type (or we're using r_shadow_deferred which doesn't support noselfshadow anyway)
+       if (numshadowentities_noselfshadow > 0 && (numlightentities_noselfshadow == 0 || r_shadow_usingdeferredprepass))
+       {
+               for (i = 0; i < numshadowentities_noselfshadow; i++)
+                       shadowentities[numshadowentities++] = shadowentities_noselfshadow[i];
+               numshadowentities_noselfshadow = 0;
+       }
+
+       // we can convert noselfshadow to regular if there are no casters of that type
+       if (numlightentities_noselfshadow > 0 && numshadowentities_noselfshadow == 0)
+       {
+               for (i = 0; i < numlightentities_noselfshadow; i++)
+                       lightentities[numlightentities++] = lightentities_noselfshadow[i];
+               numlightentities_noselfshadow = 0;
+       }
+
        // allocate some temporary memory for rendering this light later in the frame
        // reusable buffers need to be copied, static data can be used as-is
        rtlight->cached_numlightentities               = numlightentities;
@@ -4425,9 +4915,26 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
                rtlight->cached_lighttrispvs = lighttrispvs;
                rtlight->cached_surfacelist = surfacelist;
        }
+
+       if (R_Shadow_ShadowMappingEnabled())
+       {
+               // figure out the shadowmapping parameters for this light
+               vec3_t nearestpoint;
+               vec_t distance;
+               int lodlinear;
+               nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
+               nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
+               nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
+               distance = VectorDistance(nearestpoint, r_refdef.view.origin);
+               lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance / rtlight->radius));
+               //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
+               lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
+               rtlight->shadowmapsidesize = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
+               // shadowmapatlas* variables will be set by R_Shadow_PrepareLights()
+       }
 }
 
-static void R_Shadow_DrawLight(rtlight_t *rtlight)
+static void R_Shadow_DrawLightShadowMaps(rtlight_t *rtlight)
 {
        int i;
        int numsurfaces;
@@ -4443,15 +4950,32 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight)
        int *surfacelist;
        static unsigned char entitysides[MAX_EDICTS];
        static unsigned char entitysides_noselfshadow[MAX_EDICTS];
-       vec3_t nearestpoint;
-       vec_t distance;
-       qboolean castshadows;
-       int lodlinear;
+       float borderbias;
+       int side;
+       int size;
+       int castermask;
+       int receivermask;
+       matrix4x4_t radiustolight;
 
        // check if we cached this light this frame (meaning it is worth drawing)
-       if (!rtlight->draw)
+       if (!rtlight->draw || !rtlight->castshadows)
+               return;
+
+       // if PrepareLights could not find any space for this shadowmap, we may as well mark it as not casting shadows...
+       if (rtlight->shadowmapatlassidesize == 0)
+       {
+               rtlight->castshadows = false;
+               return;
+       }
+
+       // set up a scissor rectangle for this light
+       if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
                return;
 
+       // don't let sound skip if going slow
+       if (r_refdef.scene.extraupdate)
+               S_ExtraUpdate();
+
        numlightentities = rtlight->cached_numlightentities;
        numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
        numshadowentities = rtlight->cached_numshadowentities;
@@ -4465,13 +4989,135 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight)
        lighttrispvs = rtlight->cached_lighttrispvs;
        surfacelist = rtlight->cached_surfacelist;
 
+       // make this the active rtlight for rendering purposes
+       R_Shadow_RenderMode_ActiveLight(rtlight);
+
+       radiustolight = rtlight->matrix_worldtolight;
+       Matrix4x4_Abs(&radiustolight);
+
+       size = rtlight->shadowmapatlassidesize;
+       borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
+
+       surfacesides = NULL;
+       castermask = 0;
+       receivermask = 0;
+       if (numsurfaces)
+       {
+               if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
+               {
+                       castermask = rtlight->static_shadowmap_casters;
+                       receivermask = rtlight->static_shadowmap_receivers;
+               }
+               else
+               {
+                       surfacesides = r_shadow_buffer_surfacesides;
+                       for (i = 0; i < numsurfaces; i++)
+                       {
+                               msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
+                               surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
+                               castermask |= surfacesides[i];
+                               receivermask |= surfacesides[i];
+                       }
+               }
+       }
+
+       for (i = 0; i < numlightentities && receivermask < 0x3F; i++)
+               receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
+       for (i = 0; i < numlightentities_noselfshadow && receivermask < 0x3F; i++)
+               receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
+
+       receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
+
+       if (receivermask)
+       {
+               for (i = 0; i < numshadowentities; i++)
+                       castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
+               for (i = 0; i < numshadowentities_noselfshadow; i++)
+                       castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
+       }
+
+       // there is no need to render shadows for sides that have no receivers...
+       castermask &= receivermask;
+
+       //Con_Printf("distance %f lodlinear %i size %i\n", distance, lodlinear, size);
+
+       // render shadow casters into shadowmaps for this light
+       for (side = 0; side < 6; side++)
+       {
+               int bit = 1 << side;
+               if (castermask & bit)
+               {
+                       R_Shadow_RenderMode_ShadowMap(side, size, rtlight->shadowmapatlasposition[0], rtlight->shadowmapatlasposition[1]);
+                       if (numsurfaces)
+                               R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
+                       for (i = 0; i < numshadowentities; i++)
+                               if (entitysides[i] & bit)
+                                       R_Shadow_DrawEntityShadow(shadowentities[i]);
+                       for (i = 0; i < numshadowentities_noselfshadow; i++)
+                               if (entitysides_noselfshadow[i] & bit)
+                                       R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
+               }
+       }
+       // additionally if there are any noselfshadow casters we have to render a second set of shadowmaps without those :(
+       if (numshadowentities_noselfshadow)
+       {
+               for (side = 0; side < 6; side++)
+               {
+                       int bit = 1 << side;
+                       if (castermask & bit)
+                       {
+                               R_Shadow_RenderMode_ShadowMap(side, size, rtlight->shadowmapatlasposition[0] + size * 2, rtlight->shadowmapatlasposition[1]);
+                               if (numsurfaces)
+                                       R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
+                               for (i = 0; i < numshadowentities; i++)
+                                       if (entitysides[i] & bit)
+                                               R_Shadow_DrawEntityShadow(shadowentities[i]);
+                       }
+               }
+       }
+}
+
+static void R_Shadow_DrawLight(rtlight_t *rtlight)
+{
+       int i;
+       int numsurfaces;
+       unsigned char *shadowtrispvs, *lighttrispvs;
+       int numlightentities;
+       int numlightentities_noselfshadow;
+       int numshadowentities;
+       int numshadowentities_noselfshadow;
+       entity_render_t **lightentities;
+       entity_render_t **lightentities_noselfshadow;
+       entity_render_t **shadowentities;
+       entity_render_t **shadowentities_noselfshadow;
+       int *surfacelist;
+       qboolean castshadows;
+
+       // check if we cached this light this frame (meaning it is worth drawing)
+       if (!rtlight->draw)
+               return;
+
        // set up a scissor rectangle for this light
        if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
                return;
 
        // don't let sound skip if going slow
        if (r_refdef.scene.extraupdate)
-               S_ExtraUpdate ();
+               S_ExtraUpdate();
+
+       numlightentities = rtlight->cached_numlightentities;
+       numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
+       numshadowentities = rtlight->cached_numshadowentities;
+       numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
+       numsurfaces = rtlight->cached_numsurfaces;
+       lightentities = rtlight->cached_lightentities;
+       lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
+       shadowentities = rtlight->cached_shadowentities;
+       shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
+       shadowtrispvs = rtlight->cached_shadowtrispvs;
+       lighttrispvs = rtlight->cached_lighttrispvs;
+       surfacelist = rtlight->cached_surfacelist;
+       castshadows = rtlight->castshadows;
 
        // make this the active rtlight for rendering purposes
        R_Shadow_RenderMode_ActiveLight(rtlight);
@@ -4503,116 +5149,44 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight)
                        R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
        }
 
-       castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
-
-       nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
-       nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
-       nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
-       distance = VectorDistance(nearestpoint, r_refdef.view.origin);
-
-       lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
-       //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
-       lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
-
        if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
        {
                float borderbias;
-               int side;
                int size;
-               int castermask = 0;
-               int receivermask = 0;
+               float shadowmapoffsetnoselfshadow = 0;
                matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
                Matrix4x4_Abs(&radiustolight);
 
-               r_shadow_shadowmaplod = 0;
-               for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
-                       if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
-                               r_shadow_shadowmaplod = i;
-
-               size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
-                       
+               size = rtlight->shadowmapatlassidesize;
                borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
 
-               surfacesides = NULL;
-               if (numsurfaces)
-               {
-                       if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
-                       {
-                               castermask = rtlight->static_shadowmap_casters;
-                               receivermask = rtlight->static_shadowmap_receivers;
-                       }
-                       else
-                       {
-                               surfacesides = r_shadow_buffer_surfacesides;
-                               for(i = 0;i < numsurfaces;i++)
-                               {
-                                       msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
-                                       surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);           
-                                       castermask |= surfacesides[i];
-                                       receivermask |= surfacesides[i];
-                               }
-                       }
-               }
-               if (receivermask < 0x3F) 
-               {
-                       for (i = 0;i < numlightentities;i++)
-                               receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
-                       if (receivermask < 0x3F)
-                               for(i = 0; i < numlightentities_noselfshadow;i++)
-                                       receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
-               }
-
-               receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
+               //Con_Printf("distance %f lodlinear %i size %i\n", distance, lodlinear, size);
 
-               if (receivermask)
-               {
-                       for (i = 0;i < numshadowentities;i++)
-                               castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
-                       for (i = 0;i < numshadowentities_noselfshadow;i++)
-                               castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
-               }
-
-               //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
+               if (rtlight->cached_numshadowentities_noselfshadow)
+                       shadowmapoffsetnoselfshadow = rtlight->shadowmapatlassidesize * 2;
 
-               // render shadow casters into 6 sided depth texture
-               for (side = 0;side < 6;side++) if (receivermask & (1 << side))
+               // render lighting using the depth texture as shadowmap
+               // draw lighting in the unmasked areas
+               if (numsurfaces + numlightentities)
                {
-                       R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
-                       if (! (castermask & (1 << side))) continue;
+                       R_Shadow_RenderMode_Lighting(false, false, true, false);
+                       // draw lighting in the unmasked areas
                        if (numsurfaces)
-                               R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
-                       for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
-                               R_Shadow_DrawEntityShadow(shadowentities[i]);
+                               R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+                       for (i = 0; i < numlightentities; i++)
+                               R_Shadow_DrawEntityLight(lightentities[i]);
                }
-
+               // offset to the noselfshadow part of the atlas and draw those too
                if (numlightentities_noselfshadow)
                {
-                       // render lighting using the depth texture as shadowmap
-                       // draw lighting in the unmasked areas
-                       R_Shadow_RenderMode_Lighting(false, false, true);
-                       for (i = 0;i < numlightentities_noselfshadow;i++)
+                       R_Shadow_RenderMode_Lighting(false, false, true, true);
+                       for (i = 0; i < numlightentities_noselfshadow; i++)
                                R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
                }
 
-               // render shadow casters into 6 sided depth texture
-               if (numshadowentities_noselfshadow)
-               {
-                       for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
-                       {
-                               R_Shadow_RenderMode_ShadowMap(side, 0, size);
-                               for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
-                                       R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
-                       }
-               }
-
-               // render lighting using the depth texture as shadowmap
-               // draw lighting in the unmasked areas
-               R_Shadow_RenderMode_Lighting(false, false, true);
-               // draw lighting in the unmasked areas
-               if (numsurfaces)
-                       R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
-               for (i = 0;i < numlightentities;i++)
-                       R_Shadow_DrawEntityLight(lightentities[i]);
+               // rasterize the box when rendering deferred lighting - the regular surface lighting only applies to transparent surfaces
+               if (r_shadow_usingdeferredprepass)
+                       R_Shadow_RenderMode_DrawDeferredLight(true);
        }
        else if (castshadows && vid.stencil)
        {
@@ -4627,7 +5201,7 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight)
                        R_Shadow_DrawEntityShadow(shadowentities[i]);
 
                // draw lighting in the unmasked areas
-               R_Shadow_RenderMode_Lighting(true, false, false);
+               R_Shadow_RenderMode_Lighting(true, false, false, false);
                for (i = 0;i < numlightentities_noselfshadow;i++)
                        R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
 
@@ -4635,33 +5209,30 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight)
                        R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
 
                // draw lighting in the unmasked areas
-               R_Shadow_RenderMode_Lighting(true, false, false);
+               R_Shadow_RenderMode_Lighting(true, false, false, false);
                if (numsurfaces)
                        R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
                for (i = 0;i < numlightentities;i++)
                        R_Shadow_DrawEntityLight(lightentities[i]);
+
+               // rasterize the box when rendering deferred lighting - the regular surface lighting only applies to transparent surfaces
+               if (r_shadow_usingdeferredprepass)
+                       R_Shadow_RenderMode_DrawDeferredLight(false);
        }
        else
        {
                // draw lighting in the unmasked areas
-               R_Shadow_RenderMode_Lighting(false, false, false);
+               R_Shadow_RenderMode_Lighting(false, false, false, false);
                if (numsurfaces)
                        R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
                for (i = 0;i < numlightentities;i++)
                        R_Shadow_DrawEntityLight(lightentities[i]);
                for (i = 0;i < numlightentities_noselfshadow;i++)
                        R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
-       }
 
-       if (r_shadow_usingdeferredprepass)
-       {
-               // when rendering deferred lighting, we simply rasterize the box
-               if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
-                       R_Shadow_RenderMode_DrawDeferredLight(false, true);
-               else if (castshadows && vid.stencil)
-                       R_Shadow_RenderMode_DrawDeferredLight(true, false);
-               else
-                       R_Shadow_RenderMode_DrawDeferredLight(false, false);
+               // rasterize the box when rendering deferred lighting - the regular surface lighting only applies to transparent surfaces
+               if (r_shadow_usingdeferredprepass)
+                       R_Shadow_RenderMode_DrawDeferredLight(false);
        }
 }
 
@@ -4696,11 +5267,7 @@ static void R_Shadow_FreeDeferred(void)
 void R_Shadow_DrawPrepass(void)
 {
        int i;
-       int flag;
        int lnum;
-       size_t lightindex;
-       dlight_t *light;
-       size_t range;
        entity_render_t *ent;
        float clearcolor[4];
 
@@ -4745,28 +5312,8 @@ void R_Shadow_DrawPrepass(void)
 
        R_Shadow_RenderMode_Begin();
 
-       flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
-       if (r_shadow_debuglight.integer >= 0)
-       {
-               lightindex = r_shadow_debuglight.integer;
-               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-               if (light && (light->flags & flag) && light->rtlight.draw)
-                       R_Shadow_DrawLight(&light->rtlight);
-       }
-       else
-       {
-               range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
-               for (lightindex = 0;lightindex < range;lightindex++)
-               {
-                       light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-                       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++)
-                       if (r_refdef.scene.lights[lnum]->draw)
-                               R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
+       for (lnum = 0; lnum < r_shadow_scenenumlights; lnum++)
+               R_Shadow_DrawLight(r_shadow_scenelightlist[lnum]);
 
        R_Shadow_RenderMode_End();
 
@@ -4774,8 +5321,23 @@ void R_Shadow_DrawPrepass(void)
                R_TimeReport("prepasslights");
 }
 
+#define MAX_SCENELIGHTS 65536
+qboolean R_Shadow_PrepareLights_AddSceneLight(rtlight_t *rtlight)
+{
+       if (r_shadow_scenemaxlights <= r_shadow_scenenumlights)
+       {
+               if (r_shadow_scenenumlights >= MAX_SCENELIGHTS)
+                       return false;
+               r_shadow_scenemaxlights *= 2;
+               r_shadow_scenemaxlights = bound(1024, r_shadow_scenemaxlights, MAX_SCENELIGHTS);
+               r_shadow_scenelightlist = (rtlight_t **)Mem_Realloc(r_main_mempool, r_shadow_scenelightlist, r_shadow_scenemaxlights * sizeof(rtlight_t *));
+       }
+       r_shadow_scenelightlist[r_shadow_scenenumlights++] = rtlight;
+       return true;
+}
+
 void R_Shadow_DrawLightSprites(void);
-void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
+void R_Shadow_PrepareLights(void)
 {
        int flag;
        int lnum;
@@ -4784,20 +5346,21 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color
        size_t range;
        float f;
 
-       if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
+       int shadowmapborder = bound(1, r_shadow_shadowmapping_bordersize.integer, 16);
+       int shadowmaptexturesize = bound(256, r_shadow_shadowmapping_texturesize.integer, (int)vid.maxtexturesize_2d);
+       int shadowmapmaxsize = bound(shadowmapborder+2, r_shadow_shadowmapping_maxsize.integer, shadowmaptexturesize / 8);
+
+       if (r_shadow_shadowmaptexturesize != shadowmaptexturesize ||
                (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
-               r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || 
-               r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
-               r_shadow_shadowmapshadowsampler != (vid.support.arb_shadow && r_shadow_shadowmapping_useshadowsampler.integer) || 
-               r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
-               r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16) ||
+               r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
+               r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
+               r_shadow_shadowmapshadowsampler != (vid.support.arb_shadow && r_shadow_shadowmapping_useshadowsampler.integer) ||
+               r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
+               r_shadow_shadowmapborder != shadowmapborder ||
+               r_shadow_shadowmapmaxsize != shadowmapmaxsize ||
                r_shadow_shadowmapdepthtexture != r_fb.usedepthtextures)
                R_Shadow_FreeShadowMaps();
 
-       r_shadow_fb_fbo = fbo;
-       r_shadow_fb_depthtexture = depthtexture;
-       r_shadow_fb_colortexture = colortexture;
-
        r_shadow_usingshadowmaportho = false;
 
        switch (vid.renderpath)
@@ -4860,32 +5423,29 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color
 
        R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
 
+       r_shadow_scenenumlights = 0;
        flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
-       if (r_shadow_debuglight.integer >= 0)
-       {
-               lightindex = r_shadow_debuglight.integer;
-               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-               if (light)
-                       R_Shadow_PrepareLight(&light->rtlight);
-       }
-       else
+       range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+       for (lightindex = 0; lightindex < range; lightindex++)
        {
-               range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
-               for (lightindex = 0;lightindex < range;lightindex++)
+               light = (dlight_t *)Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (light && (light->flags & flag))
                {
-                       light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-                       if (light && (light->flags & flag))
-                               R_Shadow_PrepareLight(&light->rtlight);
+                       R_Shadow_PrepareLight(&light->rtlight);
+                       R_Shadow_PrepareLights_AddSceneLight(&light->rtlight);
                }
        }
        if (r_refdef.scene.rtdlight)
        {
-               for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
+               for (lnum = 0; lnum < r_refdef.scene.numlights; lnum++)
+               {
                        R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
+                       R_Shadow_PrepareLights_AddSceneLight(r_refdef.scene.lights[lnum]);
+               }
        }
-       else if(gl_flashblend.integer)
+       else if (gl_flashblend.integer)
        {
-               for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
+               for (lnum = 0; lnum < r_refdef.scene.numlights; lnum++)
                {
                        rtlight_t *rtlight = r_refdef.scene.lights[lnum];
                        f = ((rtlight->style >= 0 && rtlight->style < MAX_LIGHTSTYLES) ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
@@ -4893,41 +5453,104 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color
                }
        }
 
+       // when debugging a single light, we still want to run the prepare, so we only replace the light list afterward...
+       if (r_shadow_debuglight.integer >= 0)
+       {
+               r_shadow_scenenumlights = 0;
+               lightindex = r_shadow_debuglight.integer;
+               light = (dlight_t *)Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (light)
+               {
+                       R_Shadow_PrepareLight(&light->rtlight);
+                       R_Shadow_PrepareLights_AddSceneLight(&light->rtlight);
+               }
+       }
+
+       // if we're doing shadowmaps we need to prepare the atlas layout now
+       if (R_Shadow_ShadowMappingEnabled())
+       {
+               int lod;
+
+               // allocate shadowmaps in the atlas now
+               // we may have to make multiple attempts to fit the shadowmaps in the limited space of the atlas, this will appear as lod popping of all shadowmaps whenever it changes, but at least we can still cast shadows from all lights...
+               for (lod = 0; lod < 16; lod++)
+               {
+                       int packing_success = 0;
+                       int packing_failure = 0;
+                       Mod_AllocLightmap_Reset(&r_shadow_shadowmapatlas_state);
+                       // we actually have to reserve space for the R_DrawModelShadowMaps if that feature is active, it uses 0,0 so this is easy.
+                       if (r_shadow_shadowmapatlas_modelshadows_size)
+                               Mod_AllocLightmap_Block(&r_shadow_shadowmapatlas_state, r_shadow_shadowmapatlas_modelshadows_size, r_shadow_shadowmapatlas_modelshadows_size, &r_shadow_shadowmapatlas_modelshadows_x, &r_shadow_shadowmapatlas_modelshadows_y);
+                       for (lnum = 0; lnum < r_shadow_scenenumlights; lnum++)
+                       {
+                               rtlight_t *rtlight = r_shadow_scenelightlist[lnum];
+                               int size = rtlight->shadowmapsidesize >> lod;
+                               int width, height;
+                               if (!rtlight->castshadows)
+                                       continue;
+                               size = bound(r_shadow_shadowmapborder, size, r_shadow_shadowmaptexturesize);
+                               width = size * 2;
+                               height = size * 3;
+                               // when there are noselfshadow entities in the light bounds, we have to render two separate sets of shadowmaps :(
+                               if (rtlight->cached_numshadowentities_noselfshadow)
+                                       width *= 2;
+                               if (Mod_AllocLightmap_Block(&r_shadow_shadowmapatlas_state, width, height, &rtlight->shadowmapatlasposition[0], &rtlight->shadowmapatlasposition[1]))
+                               {
+                                       rtlight->shadowmapatlassidesize = size;
+                                       packing_success++;
+                               }
+                               else
+                               {
+                                       // note down that we failed to pack this one, it will have to disable shadows
+                                       rtlight->shadowmapatlassidesize = 0;
+                                       packing_failure++;
+                               }
+                       }
+                       // generally everything fits and we stop here on the first iteration
+                       if (packing_failure == 0)
+                               break;
+               }
+       }
+
        if (r_editlights.integer)
                R_Shadow_DrawLightSprites();
 }
 
-void R_Shadow_DrawLights(void)
+void R_Shadow_DrawShadowMaps(void)
 {
-       int flag;
-       int lnum;
-       size_t lightindex;
-       dlight_t *light;
-       size_t range;
-
        R_Shadow_RenderMode_Begin();
+       R_Shadow_RenderMode_ActiveLight(NULL);
 
-       flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
-       if (r_shadow_debuglight.integer >= 0)
+       // now that we have a layout of shadowmaps in the atlas, we can render the shadowmaps
+       R_Shadow_ClearShadowMapTexture();
+
+       // render model shadowmaps (r_shadows 2) if desired which will be sampled in the forward pass
+       if (r_shadow_shadowmapatlas_modelshadows_size)
        {
-               lightindex = r_shadow_debuglight.integer;
-               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-               if (light)
-                       R_Shadow_DrawLight(&light->rtlight);
+               R_Shadow_DrawModelShadowMaps();
+               // don't let sound skip if going slow
+               if (r_refdef.scene.extraupdate)
+                       S_ExtraUpdate();
        }
-       else
+
+       if (R_Shadow_ShadowMappingEnabled())
        {
-               range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
-               for (lightindex = 0;lightindex < range;lightindex++)
-               {
-                       light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-                       if (light && (light->flags & flag))
-                               R_Shadow_DrawLight(&light->rtlight);
-               }
+               int lnum;
+               for (lnum = 0; lnum < r_shadow_scenenumlights; lnum++)
+                       R_Shadow_DrawLightShadowMaps(r_shadow_scenelightlist[lnum]);
        }
-       if (r_refdef.scene.rtdlight)
-               for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
-                       R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
+
+       R_Shadow_RenderMode_End();
+}
+
+void R_Shadow_DrawLights(void)
+{
+       int lnum;
+
+       R_Shadow_RenderMode_Begin();
+
+       for (lnum = 0; lnum < r_shadow_scenenumlights; lnum++)
+               R_Shadow_DrawLight(r_shadow_scenelightlist[lnum]);
 
        R_Shadow_RenderMode_End();
 }
@@ -4945,19 +5568,21 @@ void R_Shadow_PrepareModelShadows(void)
        entity_render_t *ent;
 
        r_shadow_nummodelshadows = 0;
-       if (!r_refdef.scene.numentities)
+       r_shadow_shadowmapatlas_modelshadows_size = 0;
+
+       if (!r_refdef.scene.numentities || r_refdef.scene.lightmapintensity <= 0.0f || r_shadows.integer <= 0)
                return;
 
        switch (r_shadow_shadowmode)
        {
        case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
-               if (r_shadows.integer >= 2) 
+               if (r_shadows.integer >= 2)
                        break;
                // fall through
        case R_SHADOW_SHADOWMODE_STENCIL:
                if (!vid.stencil)
                        return;
-               for (i = 0;i < r_refdef.scene.numentities;i++)
+               for (i = 0; i < r_refdef.scene.numentities; i++)
                {
                        ent = r_refdef.scene.entities[i];
                        if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
@@ -4973,7 +5598,7 @@ void R_Shadow_PrepareModelShadows(void)
                return;
        }
 
-       size = 2*r_shadow_shadowmapmaxsize;
+       size = r_shadow_shadowmaptexturesize / 4;
        scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
        radius = 0.5f * size / scale;
 
@@ -5005,7 +5630,7 @@ void R_Shadow_PrepareModelShadows(void)
        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++)
+       for (i = 0; i < r_refdef.scene.numentities; i++)
        {
                ent = r_refdef.scene.entities[i];
                if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
@@ -5019,9 +5644,16 @@ void R_Shadow_PrepareModelShadows(void)
                        R_AnimCache_GetEntity(ent, false, false);
                }
        }
+
+       if (r_shadow_nummodelshadows)
+       {
+               r_shadow_shadowmapatlas_modelshadows_x = 0;
+               r_shadow_shadowmapatlas_modelshadows_y = 0;
+               r_shadow_shadowmapatlas_modelshadows_size = size;
+       }
 }
 
-void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
+static void R_Shadow_DrawModelShadowMaps(void)
 {
        int i;
        float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
@@ -5034,53 +5666,24 @@ void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colort
        float m[12];
        matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
        r_viewport_t viewport;
-       GLuint shadowfbo = 0;
-       float clearcolor[4];
-
-       if (!r_shadow_nummodelshadows)
-               return;
-
-       switch (r_shadow_shadowmode)
-       {
-       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
-               break;
-       default:
-               return;
-       }
-
-       r_shadow_fb_fbo = fbo;
-       r_shadow_fb_depthtexture = depthtexture;
-       r_shadow_fb_colortexture = colortexture;
 
-       R_ResetViewRendering3D(fbo, depthtexture, colortexture);
-       R_Shadow_RenderMode_Begin();
-       R_Shadow_RenderMode_ActiveLight(NULL);
-
-       switch (r_shadow_shadowmode)
-       {
-       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
-               if (!r_shadow_shadowmap2ddepthtexture)
-                       R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
-               shadowfbo = r_shadow_fbo2d;
-               r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture);
-               r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture);
-               r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
-               break;
-       default:
-               break;
-       }
-
-       size = 2*r_shadow_shadowmapmaxsize;
+       size = r_shadow_shadowmapatlas_modelshadows_size;
        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_shadows_shadowmapbias.value < 0) ? r_shadow_shadowmapping_bias.value : r_shadows_shadowmapbias.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);
+       // set the parameters that will be used on the regular model renders using these shadows we're about to produce
+       r_shadow_modelshadowmap_parameters[0] = size;
+       r_shadow_modelshadowmap_parameters[1] = size;
+       r_shadow_modelshadowmap_parameters[2] = 1.0;
+       r_shadow_modelshadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
+       r_shadow_modelshadowmap_texturescale[0] = 1.0f / r_shadow_shadowmaptexturesize;
+       r_shadow_modelshadowmap_texturescale[1] = 1.0f / r_shadow_shadowmaptexturesize;
+       r_shadow_modelshadowmap_texturescale[2] = r_shadow_shadowmapatlas_modelshadows_x;
+       r_shadow_modelshadowmap_texturescale[3] = r_shadow_shadowmapatlas_modelshadows_y;
+       r_shadow_usingshadowmaportho = true;
 
        Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
        VectorCopy(prvmshadowdir, shadowdir);
@@ -5093,7 +5696,7 @@ void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colort
        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)) 
+       if (fabs(dot1) <= fabs(dot2))
                VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
        else
                VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
@@ -5109,27 +5712,11 @@ void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colort
        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); 
+       R_Viewport_InitOrtho(&viewport, &cameramatrix, r_shadow_shadowmapatlas_modelshadows_x, r_shadow_shadowmapatlas_modelshadows_y, r_shadow_shadowmapatlas_modelshadows_size, r_shadow_shadowmapatlas_modelshadows_size, 0, 0, 1, 1, 0, -1, NULL);
+       R_SetViewport(&viewport);
 
        VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
 
-       if (r_shadow_shadowmap2ddepthbuffer)
-               R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
-       else
-               R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
-       R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL, false); // FIXME test if we have a skeletal model?
-       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);
-       Vector4Set(clearcolor, 1,1,1,1);
-       // in D3D9 we have to render to a color texture shadowmap
-       // in GL we render directly to a depth texture only
-       if (r_shadow_shadowmap2ddepthbuffer)
-               GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
-       else
-               GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
        // render into a slightly restricted region so that the borders of the
        // shadowmap area fade away, rather than streaking across everything
        // outside the usable area
@@ -5151,7 +5738,7 @@ void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colort
                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
+               rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
        }
 
 #if 0
@@ -5167,11 +5754,9 @@ void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colort
        }
 #endif
 
-       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_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);
@@ -5201,19 +5786,9 @@ void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colort
 #endif
                break;
        }
-
-       r_shadow_usingshadowmaportho = true;
-       switch (r_shadow_shadowmode)
-       {
-       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
-               r_shadow_usingshadowmap2d = true;
-               break;
-       default:
-               break;
-       }
 }
 
-void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
+void R_Shadow_DrawModelShadows(void)
 {
        int i;
        float relativethrowdistance;
@@ -5227,19 +5802,15 @@ void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortext
        if (!r_shadow_nummodelshadows || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
                return;
 
-       r_shadow_fb_fbo = fbo;
-       r_shadow_fb_depthtexture = depthtexture;
-       r_shadow_fb_colortexture = colortexture;
-
-       R_ResetViewRendering3D(fbo, depthtexture, colortexture);
+       R_ResetViewRendering3D(r_shadow_viewfbo, r_shadow_viewdepthtexture, r_shadow_viewcolortexture, r_shadow_viewx, r_shadow_viewy, r_shadow_viewwidth, r_shadow_viewheight);
        //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
        //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
        R_Shadow_RenderMode_Begin();
        R_Shadow_RenderMode_ActiveLight(NULL);
-       r_shadow_lightscissor[0] = r_refdef.view.x;
-       r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
-       r_shadow_lightscissor[2] = r_refdef.view.width;
-       r_shadow_lightscissor[3] = r_refdef.view.height;
+       r_shadow_lightscissor[0] = r_shadow_viewx;
+       r_shadow_lightscissor[1] = (r_shadow_viewfbo ? r_shadow_viewheight : vid.height) - r_shadow_viewy - r_shadow_viewheight;
+       r_shadow_lightscissor[2] = r_shadow_viewwidth;
+       r_shadow_lightscissor[3] = r_shadow_viewheight;
        R_Shadow_RenderMode_StencilShadowVolumes(false);
 
        // get shadow dir
@@ -5264,45 +5835,14 @@ void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortext
                        Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
                else
                {
-                       if(ent->entitynumber != 0)
-                       {
-                               if(ent->entitynumber >= MAX_EDICTS) // csqc entity
-                               {
-                                       // FIXME handle this
-                                       VectorNegate(ent->modellight_lightdir, relativelightdirection);
-                               }
-                               else
-                               {
-                                       // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
-                                       int entnum, entnum2, recursion;
-                                       entnum = entnum2 = ent->entitynumber;
-                                       for(recursion = 32; recursion > 0; --recursion)
-                                       {
-                                               entnum2 = cl.entities[entnum].state_current.tagentity;
-                                               if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
-                                                       entnum = entnum2;
-                                               else
-                                                       break;
-                                       }
-                                       if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
-                                       {
-                                               VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
-                                               // transform into modelspace of OUR entity
-                                               Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
-                                               Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
-                                       }
-                                       else
-                                               VectorNegate(ent->modellight_lightdir, relativelightdirection);
-                               }
-                       }
-                       else
-                               VectorNegate(ent->modellight_lightdir, relativelightdirection);
+                       VectorNegate(ent->render_modellight_lightdir, tmp);
+                       Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
                }
 
                VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
                RSurf_ActiveModelEntity(ent, false, false, false);
                ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
-               rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+               rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
        }
 
        // not really the right mode, but this will disable any silly stencil features
@@ -5314,7 +5854,7 @@ void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortext
        //GL_ScissorTest(true);
        //R_EntityMatrix(&identitymatrix);
        //R_Mesh_ResetTextureState();
-       R_ResetViewRendering2D(fbo, depthtexture, colortexture);
+       R_ResetViewRendering2D(r_shadow_viewfbo, r_shadow_viewdepthtexture, r_shadow_viewcolortexture, r_shadow_viewx, r_shadow_viewy, r_shadow_viewwidth, r_shadow_viewheight);
 
        // set up a darkening blend on shadowed areas
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -5414,13 +5954,10 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
        {
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
                case RENDERPATH_GL20:
                case RENDERPATH_GLES1:
                case RENDERPATH_GLES2:
 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
-                       CHECKGLERROR
                        // See if we can use the GPU-side method to prevent implicit sync
                        if (vid.support.arb_query_buffer_object) {
 #define BUFFER_OFFSET(i)    ((GLint *)((unsigned char*)NULL + (i)))
@@ -5435,13 +5972,23 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                                qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, BUFFER_OFFSET(4));
                                qglBindBufferBase(GL_UNIFORM_BUFFER, 0, r_shadow_occlusion_buf);
                                occlude = MATERIALFLAG_OCCLUDE;
-                       } else {
-                               qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
-                               qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels); 
-                               if (visiblepixels < 1 || allpixels < 1)
-                                       return;
-                               rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
+                               cscale *= rtlight->corona_visibility;
+                               CHECKGLERROR
+                               break;
                        }
+                       // fallthrough
+#else
+                       return;
+#endif
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
+                       CHECKGLERROR
+                       qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
+                       qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
+                       if (visiblepixels < 1 || allpixels < 1)
+                               return;
+                       rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
                        cscale *= rtlight->corona_visibility;
                        CHECKGLERROR
                        break;
@@ -5466,8 +6013,7 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
        }
        else
        {
-               // FIXME: these traces should scan all render entities instead of cl.world
-               if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
+               if (CL_Cache_TraceLineSurfaces(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT).fraction < 1)
                        return;
        }
        VectorScale(rtlight->currentcolor, cscale, color);
@@ -5531,7 +6077,7 @@ void R_Shadow_DrawCoronas(void)
                                qglGenQueriesARB(r_maxqueries - i, r_queries + i);
                                CHECKGLERROR
                        }
-                       RSurf_ActiveWorldEntity();
+                       RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        GL_CullFace(GL_NONE);
                        GL_DepthMask(false);
@@ -5800,7 +6346,7 @@ static void R_Shadow_SelectLightInView(void)
                if (rating >= 0.95)
                {
                        rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
-                       if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1.0f)
+                       if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1.0f)
                        {
                                bestrating = rating;
                                best = light;
@@ -6250,7 +6796,7 @@ static void R_Shadow_SetCursorLocationForView(void)
        vec3_t dest, endpos;
        trace_t trace;
        VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
-       trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, collision_extendmovelength.value, true, false, NULL, false, true);
+       trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
        if (trace.fraction < 1)
        {
                dist = trace.fraction * r_editlights_cursordistance.value;
@@ -6730,9 +7276,9 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void)
        // draw properties on screen
        if (!r_editlights_drawproperties.integer)
                return;
-       x = vid_conwidth.value - 240;
+       x = vid_conwidth.value - 320;
        y = 5;
-       DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
+       DrawQ_Pic(x-5, y-5, NULL, 250, 243, 0, 0, 0, 0.75, 0);
        lightnumber = -1;
        lightcount = 0;
        range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
@@ -6765,6 +7311,17 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void)
        dpsnprintf(temp, sizeof(temp), "Specular     : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
        dpsnprintf(temp, sizeof(temp), "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
        dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+       y += 8;
+       dpsnprintf(temp, sizeof(temp), "Render stats\n"); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT); y += 8;
+       dpsnprintf(temp, sizeof(temp), "Current color: %.3f %.3f %.3f\n", r_shadow_selectedlight->rtlight.currentcolor[0], r_shadow_selectedlight->rtlight.currentcolor[1], r_shadow_selectedlight->rtlight.currentcolor[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT); y += 8;
+       dpsnprintf(temp, sizeof(temp), "Shadow size  : %ix%ix6\n", r_shadow_selectedlight->rtlight.shadowmapatlassidesize, r_shadow_selectedlight->rtlight.shadowmapatlassidesize); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT); y += 8;
+       dpsnprintf(temp, sizeof(temp), "World surfs  : %i\n", r_shadow_selectedlight->rtlight.cached_numsurfaces); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT); y += 8;
+       dpsnprintf(temp, sizeof(temp), "Shadow ents  : %i + %i noself\n", r_shadow_selectedlight->rtlight.cached_numshadowentities, r_shadow_selectedlight->rtlight.cached_numshadowentities_noselfshadow); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT); y += 8;
+       dpsnprintf(temp, sizeof(temp), "Lit ents     : %i + %i noself\n", r_shadow_selectedlight->rtlight.cached_numlightentities, r_shadow_selectedlight->rtlight.cached_numlightentities_noselfshadow); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT); y += 8;
+       dpsnprintf(temp, sizeof(temp), "BG photons   : %.3f\n", r_shadow_selectedlight->rtlight.bouncegrid_photons); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT); y += 8;
+       dpsnprintf(temp, sizeof(temp), "BG radius    : %.0f\n", r_shadow_selectedlight->rtlight.bouncegrid_effectiveradius); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT); y += 8;
+       dpsnprintf(temp, sizeof(temp), "BG color     : %.3f %.3f %.3f\n", r_shadow_selectedlight->rtlight.bouncegrid_photoncolor[0], r_shadow_selectedlight->rtlight.bouncegrid_photoncolor[1], r_shadow_selectedlight->rtlight.bouncegrid_photoncolor[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT); y += 8;
+       dpsnprintf(temp, sizeof(temp), "BG stats     : %i traces %i hits\n", r_shadow_selectedlight->rtlight.bouncegrid_traces, r_shadow_selectedlight->rtlight.bouncegrid_hits); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT); y += 8;
 }
 
 static void R_Shadow_EditLights_ToggleShadow_f(void)
@@ -6984,141 +7541,48 @@ LIGHT SAMPLING
 =============================================================================
 */
 
-void R_LightPoint(float *color, const vec3_t p, const int flags)
+void R_CompleteLightPoint(float *ambient, float *diffuse, float *lightdir, const vec3_t p, const int flags, float lightmapintensity, float ambientintensity)
 {
-       int i, numlights, flag;
-       float f, relativepoint[3], dist, dist2, lightradius2;
-       vec3_t diffuse, n;
-       rtlight_t *light;
-       dlight_t *dlight;
-
-       if (r_fullbright.integer)
-       {
-               VectorSet(color, 1, 1, 1);
-               return;
-       }
-
-       VectorClear(color);
-
-       if (flags & LP_LIGHTMAP)
-       {
-               if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
-               {
-                       VectorClear(diffuse);
-                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
-                       VectorAdd(color, diffuse, color);
-               }
-               else
-                       VectorSet(color, 1, 1, 1);
-               color[0] += r_refdef.scene.ambient;
-               color[1] += r_refdef.scene.ambient;
-               color[2] += r_refdef.scene.ambient;
-       }
-
-       if (flags & LP_RTWORLD)
-       {
-               flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
-               numlights = (int)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, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1)
-                               VectorMA(color, f, light->currentcolor, color);
-               }
-       }
-       if (flags & LP_DYNLIGHT)
-       {
-               // sample dlights
-               for (i = 0;i < r_refdef.scene.numlights;i++)
-               {
-                       light = r_refdef.scene.lights[i];
-                       // 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, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1)
-                               VectorMA(color, f, light->color, color);
-               }
-       }
-}
-
-void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
-{
-       int i, numlights, flag;
+       int i, numlights, flag, q;
        rtlight_t *light;
        dlight_t *dlight;
        float relativepoint[3];
        float color[3];
-       float dir[3];
        float dist;
        float dist2;
        float intensity;
-       float sample[5*3];
+       float sa[3], sx[3], sy[3], sz[3], sd[3];
        float lightradius2;
 
-       if (r_fullbright.integer)
-       {
-               VectorSet(ambient, 1, 1, 1);
-               VectorClear(diffuse);
-               VectorClear(lightdir);
-               return;
-       }
+       // use first order spherical harmonics to combine directional lights
+       for (q = 0; q < 3; q++)
+               sa[q] = sx[q] = sy[q] = sz[q] = sd[q] = 0;
 
-       if (flags == LP_LIGHTMAP)
+       if (flags & LP_LIGHTMAP)
        {
-               VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
-               VectorClear(diffuse);
-               VectorClear(lightdir);
                if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
-                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
+               {
+                       float tempambient[3];
+                       for (q = 0; q < 3; q++)
+                               tempambient[q] = color[q] = relativepoint[q] = 0;
+                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
+                       // calculate a weighted average light direction as well
+                       intensity = VectorLength(color);
+                       for (q = 0; q < 3; q++)
+                       {
+                               sa[q] += (0.5f * color[q] + tempambient[q]) * lightmapintensity;
+                               sx[q] += (relativepoint[0] * color[q]) * lightmapintensity;
+                               sy[q] += (relativepoint[1] * color[q]) * lightmapintensity;
+                               sz[q] += (relativepoint[2] * color[q]) * lightmapintensity;
+                               sd[q] += (intensity * relativepoint[q]) * lightmapintensity;
+                       }
+               }
                else
-                       VectorSet(ambient, 1, 1, 1);
-               return;
-       }
-
-       memset(sample, 0, sizeof(sample));
-       VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
-
-       if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
-       {
-               vec3_t tempambient;
-               VectorClear(tempambient);
-               VectorClear(color);
-               VectorClear(relativepoint);
-               r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
-               VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
-               VectorScale(color, r_refdef.lightmapintensity, color);
-               VectorAdd(sample, tempambient, sample);
-               VectorMA(sample    , 0.5f            , color, sample    );
-               VectorMA(sample + 3, relativepoint[0], color, sample + 3);
-               VectorMA(sample + 6, relativepoint[1], color, sample + 6);
-               VectorMA(sample + 9, relativepoint[2], color, sample + 9);
-               // calculate a weighted average light direction as well
-               intensity = VectorLength(color);
-               VectorMA(sample + 12, intensity, relativepoint, sample + 12);
+               {
+                       // unlit map - fullbright but scaled by lightmapintensity
+                       for (q = 0; q < 3; q++)
+                               sa[q] += lightmapintensity;
+               }
        }
 
        if (flags & LP_RTWORLD)
@@ -7143,19 +7607,20 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const
                        intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
                        if (intensity <= 0.0f)
                                continue;
-                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
+                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
                                continue;
-                       // scale down intensity to add to both ambient and diffuse
-                       //intensity *= 0.5f;
+                       for (q = 0; q < 3; q++)
+                               color[q] = light->currentcolor[q] * intensity;
+                       intensity = VectorLength(color);
                        VectorNormalize(relativepoint);
-                       VectorScale(light->currentcolor, intensity, color);
-                       VectorMA(sample    , 0.5f            , color, sample    );
-                       VectorMA(sample + 3, relativepoint[0], color, sample + 3);
-                       VectorMA(sample + 6, relativepoint[1], color, sample + 6);
-                       VectorMA(sample + 9, relativepoint[2], color, sample + 9);
-                       // calculate a weighted average light direction as well
-                       intensity *= VectorLength(color);
-                       VectorMA(sample + 12, intensity, relativepoint, sample + 12);
+                       for (q = 0; q < 3; q++)
+                       {
+                               sa[q] += 0.5f * color[q];
+                               sx[q] += relativepoint[0] * color[q];
+                               sy[q] += relativepoint[1] * color[q];
+                               sz[q] += relativepoint[2] * color[q];
+                               sd[q] += intensity * relativepoint[q];
+                       }
                }
                // FIXME: sample bouncegrid too!
        }
@@ -7176,32 +7641,32 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const
                        intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
                        if (intensity <= 0.0f)
                                continue;
-                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
+                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
                                continue;
-                       // scale down intensity to add to both ambient and diffuse
-                       //intensity *= 0.5f;
+                       for (q = 0; q < 3; q++)
+                               color[q] = light->currentcolor[q] * intensity;
+                       intensity = VectorLength(color);
                        VectorNormalize(relativepoint);
-                       VectorScale(light->currentcolor, intensity, color);
-                       VectorMA(sample    , 0.5f            , color, sample    );
-                       VectorMA(sample + 3, relativepoint[0], color, sample + 3);
-                       VectorMA(sample + 6, relativepoint[1], color, sample + 6);
-                       VectorMA(sample + 9, relativepoint[2], color, sample + 9);
-                       // calculate a weighted average light direction as well
-                       intensity *= VectorLength(color);
-                       VectorMA(sample + 12, intensity, relativepoint, sample + 12);
+                       for (q = 0; q < 3; q++)
+                       {
+                               sa[q] += 0.5f * color[q];
+                               sx[q] += relativepoint[0] * color[q];
+                               sy[q] += relativepoint[1] * color[q];
+                               sz[q] += relativepoint[2] * color[q];
+                               sd[q] += intensity * relativepoint[q];
+                       }
                }
        }
 
-       // calculate the direction we'll use to reduce the sample to a directional light source
-       VectorCopy(sample + 12, dir);
-       //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
-       VectorNormalize(dir);
-       // extract the diffuse color along the chosen direction and scale it
-       diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
-       diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
-       diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
-       // subtract some of diffuse from ambient
-       VectorMA(sample, -0.333f, diffuse, ambient);
-       // store the normalized lightdir
-       VectorCopy(dir, lightdir);
+       // calculate the weighted-average light direction (bentnormal)
+       for (q = 0; q < 3; q++)
+               lightdir[q] = sd[q];
+       VectorNormalize(lightdir);
+       for (q = 0; q < 3; q++)
+       {
+               // extract the diffuse color along the chosen direction and scale it
+               diffuse[q] = (lightdir[0] * sx[q] + lightdir[1] * sy[q] + lightdir[2] * sz[q]);
+               // subtract some of diffuse from ambient
+               ambient[q] = sa[q] + -0.333f * diffuse[q] + ambientintensity;
+       }
 }