]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
fix rtlights cubemapname load/save
[xonotic/darkplaces.git] / r_shadow.c
index e92bafc61ae5d23a83d5e1a7127f56f07e098f96..c1f41eeee059f324fb842ab67a029b63461c5164 100644 (file)
@@ -115,6 +115,7 @@ the (currently upcoming) game Doom3.
 #include "r_shadow.h"
 #include "cl_collision.h"
 #include "portals.h"
+#include "image.h"
 
 extern void R_Shadow_EditLights_Init(void);
 
@@ -147,6 +148,9 @@ rtexture_t *r_shadow_blankbumptexture;
 rtexture_t *r_shadow_blankglosstexture;
 rtexture_t *r_shadow_blankwhitetexture;
 
+// used only for light filters (cubemaps)
+rtexturepool_t *r_shadow_filters_texturepool;
+
 cvar_t r_shadow_realtime_world_lightmaps = {0, "r_shadow_realtime_world_lightmaps", "0"};
 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
@@ -170,6 +174,8 @@ cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegener
 cvar_t r_shadow_worldshadows = {0, "r_shadow_worldshadows", "1"};
 cvar_t r_shadow_dlightshadows = {CVAR_SAVE, "r_shadow_dlightshadows", "1"};
 cvar_t r_shadow_showtris = {0, "r_shadow_showtris", "0"};
+cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
+cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
 
 int c_rt_lights, c_rt_clears, c_rt_scissored;
 int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
@@ -201,6 +207,7 @@ void r_shadow_start(void)
        r_shadow_blankglosstexture = NULL;
        r_shadow_blankwhitetexture = NULL;
        r_shadow_texturepool = NULL;
+       r_shadow_filters_texturepool = NULL;
        R_Shadow_ClearWorldLights();
        r_shadow_reloadlights = true;
 }
@@ -216,6 +223,7 @@ void r_shadow_shutdown(void)
        r_shadow_blankglosstexture = NULL;
        r_shadow_blankwhitetexture = NULL;
        R_FreeTexturePool(&r_shadow_texturepool);
+       R_FreeTexturePool(&r_shadow_filters_texturepool);
        maxshadowelements = 0;
        shadowelements = NULL;
        maxvertexupdate = 0;
@@ -291,11 +299,38 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_worldshadows);
        Cvar_RegisterVariable(&r_shadow_dlightshadows);
        Cvar_RegisterVariable(&r_shadow_showtris);
+       Cvar_RegisterVariable(&r_shadow_staticworldlights);
+       Cvar_RegisterVariable(&r_shadow_cull);
+       if (gamemode == GAME_TENEBRAE)
+       {
+               Cvar_SetValue("r_shadow_gloss", 2);
+               Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
+       }
        Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
        R_Shadow_EditLights_Init();
        R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
 }
 
+matrix4x4_t matrix_attenuationxyz =
+{
+       {
+               {0.5, 0.0, 0.0, 0.5},
+               {0.0, 0.5, 0.0, 0.5},
+               {0.0, 0.0, 0.5, 0.5},
+               {0.0, 0.0, 0.0, 1.0}
+       }
+};
+
+matrix4x4_t matrix_attenuationz =
+{
+       {
+               {0.0, 0.0, 0.5, 0.5},
+               {0.0, 0.0, 0.0, 0.0},
+               {0.0, 0.0, 0.0, 0.0},
+               {0.0, 0.0, 0.0, 1.0}
+       }
+};
+
 void R_Shadow_ResizeTriangleFacingLight(int numtris)
 {
        // make sure trianglefacinglight is big enough for this volume
@@ -837,7 +872,7 @@ void R_Shadow_Stage_Begin(void)
        R_Mesh_State_Texture(&m);
        GL_Color(0, 0, 0, 1);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
-       qglDisable(GL_SCISSOR_TEST);
+       GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
        r_shadowstage = SHADOWSTAGE_NONE;
 
        c_rt_lights = c_rt_clears = c_rt_scissored = 0;
@@ -952,7 +987,7 @@ void R_Shadow_Stage_End(void)
        //qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
        qglColorMask(1, 1, 1, 1);
-       qglDisable(GL_SCISSOR_TEST);
+       GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
        qglDepthFunc(GL_LEQUAL);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglDisable(GL_STENCIL_TEST);
@@ -974,7 +1009,7 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        // (?!?  seems like a driver bug) so abort if gl_stencil is false
        if (!gl_stencil || BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
        {
-               qglDisable(GL_SCISSOR_TEST);
+               GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
                return false;
        }
        for (i = 0;i < 3;i++)
@@ -1120,15 +1155,16 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        ix2 = x2 + 1.0f;
        iy2 = y2 + 1.0f;
        //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
-       if (ix1 < r_refdef.x) ix1 = r_refdef.x;
-       if (iy1 < r_refdef.y) iy1 = r_refdef.y;
-       if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width;
-       if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height;
+       if (ix1 < r_view_x) ix1 = r_view_x;
+       if (iy1 < r_view_y) iy1 = r_view_y;
+       if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
+       if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
        if (ix2 <= ix1 || iy2 <= iy1)
                return true;
        // set up the scissor rectangle
-       qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
-       qglEnable(GL_SCISSOR_TEST);
+       GL_Scissor(ix1, vid.realheight - iy2, ix2 - ix1, iy2 - iy1);
+       //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
+       //qglEnable(GL_SCISSOR_TEST);
        c_rt_scissored++;
        return false;
 }
@@ -1253,7 +1289,7 @@ void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, co
        }
 }
 
-void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
 {
        int renders;
        float color[3], color2[3];
@@ -1291,14 +1327,16 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
 
                        memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(basetexture);
-                       m.texcubemap[1] = R_GetTexture(lightcubemap);
                        m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       if (lightcubemap)
+                       {
+                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+                               m.pointer_texcoord[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+                       }
                        R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       if (lightcubemap)
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
                        VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
@@ -1341,14 +1379,16 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
 
                        memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(basetexture);
-                       m.texcubemap[1] = R_GetTexture(lightcubemap);
                        m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       if (lightcubemap)
+                       {
+                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+                               m.pointer_texcoord[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+                       }
                        R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       if (lightcubemap)
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
                        VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
@@ -1426,14 +1466,16 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
 
                        memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(basetexture);
-                       m.texcubemap[1] = R_GetTexture(lightcubemap);
                        m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       if (lightcubemap)
+                       {
+                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+                               m.pointer_texcoord[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+                       }
                        R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       if (lightcubemap)
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
                        VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
@@ -1479,14 +1521,16 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
 
                        memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(basetexture);
-                       m.texcubemap[1] = R_GetTexture(lightcubemap);
                        m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       if (lightcubemap)
+                       {
+                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+                               m.pointer_texcoord[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+                       }
                        R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       if (lightcubemap)
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
                        VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
@@ -1524,9 +1568,9 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        color[1] = bound(0, color2[1], 1);
                        color[2] = bound(0, color2[2], 1);
                        if (r_textureunits.integer >= 2)
-                               R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
+                               R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltolight);
                        else
-                               R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
+                               R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltolight);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
@@ -1534,7 +1578,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
        }
 }
 
-void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
 {
        int renders;
        float color[3], color2[3], colorscale;
@@ -1597,14 +1641,16 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
 
                        memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(glosstexture);
-                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       if (lightcubemap)
+                       {
+                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+                               m.pointer_texcoord[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+                       }
                        m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
                        R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       if (lightcubemap)
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
                        VectorScale(lightcolor, colorscale, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
@@ -1719,14 +1765,16 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
 
                        memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(glosstexture);
-                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       if (lightcubemap)
+                       {
+                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+                               m.pointer_texcoord[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+                       }
                        m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
                        R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       if (lightcubemap)
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
                        VectorScale(lightcolor, colorscale, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
@@ -1742,152 +1790,102 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
        }
 }
 
-void R_Shadow_DrawStaticWorldLight_Shadow(worldlight_t *light, matrix4x4_t *matrix)
+void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
 {
-       R_Mesh_Matrix(matrix);
-       if (r_shadow_showtris.integer)
-       {
-               shadowmesh_t *mesh;
-               rmeshstate_t m;
-               int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
-               int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
-               qglDisable(GL_DEPTH_TEST);
-               qglDisable(GL_STENCIL_TEST);
-               //qglDisable(GL_CULL_FACE);
-               qglColorMask(1,1,1,1);
-               memset(&m, 0, sizeof(m));
-               R_Mesh_State_Texture(&m);
-               GL_Color(0,0.1,0,1);
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               for (mesh = light->meshchain_shadow;mesh;mesh = mesh->next)
-               {
-                       GL_VertexPointer(mesh->vertex3f);
-                       R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
-               }
-               //qglEnable(GL_CULL_FACE);
-               if (depthenabled)
-                       qglEnable(GL_DEPTH_TEST);
-               if (stencilenabled)
-               {
-                       qglEnable(GL_STENCIL_TEST);
-                       qglColorMask(0,0,0,0);
-               }
-       }
-       R_Shadow_RenderShadowMeshVolume(light->meshchain_shadow);
+       int j, k;
+       float scale;
+       R_RTLight_Uncompile(rtlight);
+       memset(rtlight, 0, sizeof(*rtlight));
+
+       VectorCopy(light->origin, rtlight->shadoworigin);
+       VectorCopy(light->color, rtlight->color);
+       rtlight->radius = light->radius;
+       rtlight->cullradius = rtlight->radius;
+       rtlight->cullradius2 = rtlight->cullradius * rtlight->cullradius;
+       rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->cullradius;
+       rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->cullradius;
+       rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->cullradius;
+       rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->cullradius;
+       rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->cullradius;
+       rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->cullradius;
+       rtlight->cubemapname[0] = 0;
+       if (light->cubemapname[0])
+               strcpy(rtlight->cubemapname, light->cubemapname);
+       else if (light->cubemapnum > 0)
+               sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
+       rtlight->shadow = light->shadow;
+       rtlight->corona = light->corona;
+       rtlight->style = light->style;
+       rtlight->isstatic = isstatic;
+       Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
+       // ConcatScale won't work here because this needs to scale rotate and
+       // translate, not just rotate
+       scale = 1.0f / rtlight->radius;
+       for (k = 0;k < 3;k++)
+               for (j = 0;j < 4;j++)
+                       rtlight->matrix_worldtolight.m[k][j] *= scale;
+       Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &rtlight->matrix_worldtolight);
+       Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationz, &matrix_attenuationz, &rtlight->matrix_worldtolight);
+
+       rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
+       rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
+       VectorScale(rtlight->color, rtlight->radius * d_lightstylevalue[rtlight->style] * 0.25f, rtlight->lightmap_light);
+       rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
 }
 
-void R_Shadow_DrawStaticWorldLight_Light(worldlight_t *light, matrix4x4_t *matrix, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
-{
-       shadowmesh_t *mesh;
-       R_Mesh_Matrix(matrix);
-       if (r_shadow_showtris.integer)
-       {
-               rmeshstate_t m;
-               int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
-               int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
-               qglDisable(GL_DEPTH_TEST);
-               qglDisable(GL_STENCIL_TEST);
-               //qglDisable(GL_CULL_FACE);
-               memset(&m, 0, sizeof(m));
-               R_Mesh_State_Texture(&m);
-               GL_Color(0.2,0,0,1);
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               for (mesh = light->meshchain_light;mesh;mesh = mesh->next)
-               {
-                       GL_VertexPointer(mesh->vertex3f);
-                       R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
-               }
-               //qglEnable(GL_CULL_FACE);
-               if (depthenabled)
-                       qglEnable(GL_DEPTH_TEST);
-               if (stencilenabled)
-                       qglEnable(GL_STENCIL_TEST);
-       }
-       for (mesh = light->meshchain_light;mesh;mesh = mesh->next)
-       {
-               R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, NULL);
-               R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, NULL);
-       }
-}
-
-cvar_t r_editlights = {0, "r_editlights", "0"};
-cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
-cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
-cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
-cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
-cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
-cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
-cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
-worldlight_t *r_shadow_worldlightchain;
-worldlight_t *r_shadow_selectedlight;
-vec3_t r_editlights_cursorlocation;
-
-static int lightpvsbytes;
-static qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8];
-
-void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname, int castshadow)
+// compiles rtlight geometry
+// (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
+void R_RTLight_Compile(rtlight_t *rtlight)
 {
        int i, j, k, l, maxverts = 256, tris;
        float *vertex3f = NULL, mins[3], maxs[3];
-       worldlight_t *e;
        shadowmesh_t *mesh, *castmesh = NULL;
-
-       if (radius < 15 || DotProduct(color, color) < 0.03)
-       {
-               Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
-               return;
-       }
-
-       e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t));
-       VectorCopy(origin, e->origin);
-       VectorCopy(color, e->light);
-       e->lightradius = radius;
-       e->style = style;
-       if (e->style < 0 || e->style >= MAX_LIGHTSTYLES)
-       {
-               Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", e->style, MAX_LIGHTSTYLES);
-               e->style = 0;
-       }
-       e->castshadows = castshadow;
-
-       e->cullradius = e->lightradius;
-       for (k = 0;k < 3;k++)
-       {
-               mins[k] = e->origin[k] - e->lightradius;
-               maxs[k] = e->origin[k] + e->lightradius;
-       }
-
-       e->next = r_shadow_worldlightchain;
-       r_shadow_worldlightchain = e;
-       if (cubemapname && cubemapname[0])
-       {
-               e->cubemapname = Mem_Alloc(r_shadow_mempool, strlen(cubemapname) + 1);
-               strcpy(e->cubemapname, cubemapname);
-               // FIXME: add cubemap loading (and don't load a cubemap twice)
-       }
-       // FIXME: rewrite this to store ALL geometry into a cache in the light
-       if (e->castshadows)
+       int lightpvsbytes;
+       qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8];
+       qbyte lightfullpvs[(MAX_MAP_LEAFS + 7)/ 8];
+
+       // compile the light
+       rtlight->compiled = true;
+       VectorCopy(rtlight->cullmins, mins);
+       VectorCopy(rtlight->cullmaxs, maxs);
+       if (rtlight->shadow)
                castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
-       e->meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
+       rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
        if (cl.worldmodel)
        {
+               lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, rtlight->shadoworigin, 0, lightfullpvs, sizeof(lightfullpvs));
+               memset(lightpvs, 0, lightpvsbytes);
                if (cl.worldmodel->brushq3.num_leafs)
                {
                        q3mleaf_t *leaf;
                        q3mface_t *face;
-                       lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightpvs, sizeof(lightpvs));
-                       VectorCopy(e->origin, e->mins);
-                       VectorCopy(e->origin, e->maxs);
+
+                       // make a pvs that only includes things within the box
+                       for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++)
+                               if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+                                       SETPVSBIT(lightpvs, leaf->clusterindex);
+
+                       // make a cluster list for fast visibility checking during rendering
+                       for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+                               if (CHECKPVSBIT(lightpvs, i))
+                                       rtlight->static_numclusters++;
+                       rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int));
+                       for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+                               if (CHECKPVSBIT(lightpvs, i))
+                                       rtlight->static_clusterindices[rtlight->static_numclusters++] = i;
+
+                       VectorCopy(rtlight->shadoworigin, rtlight->cullmins);
+                       VectorCopy(rtlight->shadoworigin, rtlight->cullmaxs);
                        for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++)
                                face->lighttemp_castshadow = false;
                        for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++)
                        {
-                               if ((leaf->clusterindex < 0 || lightpvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7))) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+                               if (CHECKPVSBIT(lightpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
                                {
                                        for (k = 0;k < 3;k++)
                                        {
-                                               if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
-                                               if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
+                                               if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k];
+                                               if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k];
                                        }
                                        for (j = 0;j < leaf->numleaffaces;j++)
                                        {
@@ -1906,22 +1904,22 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                                        face->lighttemp_castshadow = false;
                                        if (!(face->texture->surfaceflags & (Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY)))
                                        {
-                                               if (e->castshadows)
+                                               if (rtlight->shadow)
                                                        if (!(face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT))
                                                                Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, face->data_vertex3f, NULL, NULL, NULL, NULL, face->num_triangles, face->data_element3i);
                                                if (!(face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
-                                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_light, face->texture->skin.base, face->texture->skin.gloss, face->texture->skin.nmap, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, face->num_triangles, face->data_element3i);
+                                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_light, face->texture->skin.base, face->texture->skin.gloss, face->texture->skin.nmap, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, face->num_triangles, face->data_element3i);
                                        }
                                }
                        }
                }
-               else if (cl.worldmodel->brushq1.numleafs)
+               else if (cl.worldmodel->brushq1.num_leafs)
                {
                        mleaf_t *leaf;
                        msurface_t *surf;
-                       VectorCopy(e->origin, e->mins);
-                       VectorCopy(e->origin, e->maxs);
-                       i = CL_PointQ1Contents(e->origin);
+                       VectorCopy(rtlight->shadoworigin, rtlight->cullmins);
+                       VectorCopy(rtlight->shadoworigin, rtlight->cullmaxs);
+                       i = CL_PointQ1Contents(rtlight->shadoworigin);
 
                        for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
                                surf->lighttemp_castshadow = false;
@@ -1931,41 +1929,53 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                                qbyte *byteleafpvs;
                                qbyte *bytesurfacepvs;
 
-                               byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numleafs);
+                               byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.num_leafs);
                                bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numsurfaces);
 
-                               Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, mins, maxs, e->mins, e->maxs);
+                               Portal_Visibility(cl.worldmodel, rtlight->shadoworigin, byteleafpvs, bytesurfacepvs, NULL, 0, true, mins, maxs, rtlight->cullmins, rtlight->cullmaxs);
 
-                               for (i = 0, leaf = cl.worldmodel->brushq1.leafs;i < cl.worldmodel->brushq1.numleafs;i++, leaf++)
+                               // make a pvs that only includes things within the box
+                               for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
                                {
                                        if (byteleafpvs[i] && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
                                        {
+                                               SETPVSBIT(lightpvs, leaf->clusterindex);
                                                for (k = 0;k < 3;k++)
                                                {
-                                                       if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
-                                                       if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
+                                                       if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k];
+                                                       if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k];
                                                }
                                        }
                                }
-
+       
                                for (i = 0, surf = cl.worldmodel->brushq1.surfaces;i < cl.worldmodel->brushq1.numsurfaces;i++, surf++)
                                        if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
                                                surf->lighttemp_castshadow = true;
 
                                Mem_Free(byteleafpvs);
                                Mem_Free(bytesurfacepvs);
+       
+                               // make a cluster list for fast visibility checking during rendering
+                               for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+                                       if (CHECKPVSBIT(lightpvs, i))
+                                               rtlight->static_numclusters++;
+                               rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int));
+                               for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+                                       if (CHECKPVSBIT(lightpvs, i))
+                                               rtlight->static_clusterindices[rtlight->static_numclusters++] = i;
                        }
                        else
                        {
-                               lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightpvs, sizeof(lightpvs));
-                               for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.visleafs;i++, leaf++)
+                               for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
                                {
-                                       if (lightpvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+                                       if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
                                        {
+                                               // make a pvs that only includes things within the box
+                                               SETPVSBIT(lightpvs, leaf->clusterindex);
                                                for (k = 0;k < 3;k++)
                                                {
-                                                       if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
-                                                       if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
+                                                       if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k];
+                                                       if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k];
                                                }
                                                for (j = 0;j < leaf->nummarksurfaces;j++)
                                                {
@@ -1975,6 +1985,20 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                                                }
                                        }
                                }
+
+                               // make a pvs that only includes things within the box
+                               for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
+                                       if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+                                               SETPVSBIT(lightpvs, leaf->clusterindex);
+
+                               // make a cluster list for fast visibility checking during rendering
+                               for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+                                       if (CHECKPVSBIT(lightpvs, i))
+                                               rtlight->static_numclusters++;
+                               rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int));
+                               for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
+                                       if (CHECKPVSBIT(lightpvs, i))
+                                               rtlight->static_clusterindices[rtlight->static_numclusters++] = i;
                        }
 
                        // add surfaces to shadow casting mesh and light mesh
@@ -1983,10 +2007,10 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                                if (surf->lighttemp_castshadow)
                                {
                                        surf->lighttemp_castshadow = false;
-                                       if (e->castshadows && (surf->flags & SURF_SHADOWCAST))
+                                       if (rtlight->shadow && (surf->flags & SURF_SHADOWCAST))
                                                Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, surf->mesh.data_vertex3f, NULL, NULL, NULL, NULL, surf->mesh.num_triangles, surf->mesh.data_element3i);
                                        if (!(surf->flags & SURF_DRAWSKY))
-                                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_light, surf->texinfo->texture->skin.base, surf->texinfo->texture->skin.gloss, surf->texinfo->texture->skin.nmap, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, surf->mesh.num_triangles, surf->mesh.data_element3i);
+                                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_light, surf->texinfo->texture->skin.base, surf->texinfo->texture->skin.gloss, surf->texinfo->texture->skin.nmap, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, surf->mesh.num_triangles, surf->mesh.data_element3i);
                                }
                        }
                }
@@ -1995,10 +2019,11 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
        // limit box to light bounds (in case it grew larger)
        for (k = 0;k < 3;k++)
        {
-               if (e->mins[k] < e->origin[k] - e->lightradius) e->mins[k] = e->origin[k] - e->lightradius;
-               if (e->maxs[k] > e->origin[k] + e->lightradius) e->maxs[k] = e->origin[k] + e->lightradius;
+               if (rtlight->cullmins[k] < rtlight->shadoworigin[k] - rtlight->radius) rtlight->cullmins[k] = rtlight->shadoworigin[k] - rtlight->radius;
+               if (rtlight->cullmaxs[k] > rtlight->shadoworigin[k] + rtlight->radius) rtlight->cullmaxs[k] = rtlight->shadoworigin[k] + rtlight->radius;
        }
-       e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin);
+       rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
+       rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
 
        // cast shadow volume from castmesh
        castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh, false, true);
@@ -2016,13 +2041,13 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                        vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
                        // now that we have the buffers big enough, construct and add
                        // the shadow volume mesh
-                       if (e->castshadows)
-                               e->meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+                       if (rtlight->shadow)
+                               rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
                        for (mesh = castmesh;mesh;mesh = mesh->next)
                        {
                                Mod_BuildTriangleNeighbors(mesh->neighbor3i, mesh->element3i, mesh->numtriangles);
-                               if ((tris = R_Shadow_ConstructShadowVolume(castmesh->numverts, 0, castmesh->numtriangles, castmesh->element3i, castmesh->neighbor3i, castmesh->vertex3f, NULL, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value)))
-                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
+                               if ((tris = R_Shadow_ConstructShadowVolume(castmesh->numverts, 0, castmesh->numtriangles, castmesh->element3i, castmesh->neighbor3i, castmesh->vertex3f, NULL, shadowelements, vertex3f, rtlight->shadoworigin, r_shadow_projectdistance.value)))
+                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
                        }
                        Mem_Free(vertex3f);
                        vertex3f = NULL;
@@ -2031,33 +2056,437 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                Mod_ShadowMesh_Free(castmesh);
        }
 
-       e->meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, e->meshchain_shadow, false, false);
-       e->meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, e->meshchain_light, true, false);
+       rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
+       rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
 
        k = 0;
-       if (e->meshchain_shadow)
-               for (mesh = e->meshchain_shadow;mesh;mesh = mesh->next)
+       if (rtlight->static_meshchain_shadow)
+               for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
                        k += mesh->numtriangles;
        l = 0;
-       if (e->meshchain_light)
-               for (mesh = e->meshchain_light;mesh;mesh = mesh->next)
+       if (rtlight->static_meshchain_light)
+               for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
                        l += mesh->numtriangles;
-       Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles, %i light triangles\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], k, l);
+       Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles, %i light triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], k, l);
+}
+
+void R_RTLight_Uncompile(rtlight_t *rtlight)
+{
+       if (rtlight->compiled)
+       {
+               if (rtlight->static_meshchain_shadow)
+                       Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
+               rtlight->static_meshchain_shadow = NULL;
+               if (rtlight->static_meshchain_light)
+                       Mod_ShadowMesh_Free(rtlight->static_meshchain_light);
+               rtlight->static_meshchain_light = NULL;
+               if (rtlight->static_clusterindices)
+                       Mem_Free(rtlight->static_clusterindices);
+               rtlight->static_clusterindices = NULL;
+               rtlight->static_numclusters = 0;
+               rtlight->compiled = false;
+       }
+}
+
+int shadowframecount = 0;
+
+void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t shadoworigin, vec_t shadowradius, vec3_t cullmins, vec3_t cullmaxs)
+{
+       // rough checks
+       if ((BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) || !r_shadow_cull.integer) && (ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawShadowVolume)
+       {
+               vec3_t relativeshadoworigin;
+               Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativeshadoworigin);
+               ent->model->DrawShadowVolume (ent, relativeshadoworigin, shadowradius);
+       }
+}
+
+void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
+
+void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
+{
+       int i, shadow;
+       entity_render_t *ent;
+       float f;
+       vec3_t relativelightorigin, relativeeyeorigin, lightcolor;
+       rtexture_t *cubemaptexture;
+       matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
+
+       if (d_lightstylevalue[rtlight->style] <= 0)
+               return;
+       if (rtlight->compiled)
+       {
+               if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
+                       return;
+               for (i = 0;i < rtlight->static_numclusters;i++)
+                       if (CHECKPVSBIT(r_pvsbits, rtlight->static_clusterindices[i]))
+                               break;
+               if (i == rtlight->static_numclusters)
+                       return;
+       }
+       else if (VIS_CullBox(rtlight->cullmins, rtlight->cullmaxs))
+               return;
+       if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
+               return;
+
+       if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
+               R_RTLight_Compile(rtlight);
+       
+       f = d_lightstylevalue[rtlight->style] * (1.0f / 256.0f);
+       VectorScale(rtlight->color, f, lightcolor);
+       /*
+       if (rtlight->selected)
+       {
+               f = 2 + sin(realtime * M_PI * 4.0);
+               VectorScale(lightcolor, f, lightcolor);
+       }
+       */
+
+       if (rtlight->cubemapname[0])
+               cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname);
+       else
+               cubemaptexture = NULL;
+
+       shadow = rtlight->shadow && (rtlight->isstatic ? r_shadow_worldshadows.integer : r_shadow_dlightshadows.integer);
+       if (shadow && (gl_stencil || visiblevolumes))
+       {
+               if (!visiblevolumes)
+                       R_Shadow_Stage_ShadowVolumes();
+               ent = &cl_entities[0].render;
+               if (r_shadow_staticworldlights.integer && rtlight->compiled)
+               {
+                       R_Mesh_Matrix(&ent->matrix);
+                       if (r_shadow_showtris.integer)
+                       {
+                               shadowmesh_t *mesh;
+                               rmeshstate_t m;
+                               int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
+                               int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
+                               qglDisable(GL_DEPTH_TEST);
+                               qglDisable(GL_STENCIL_TEST);
+                               //qglDisable(GL_CULL_FACE);
+                               qglColorMask(1,1,1,1);
+                               memset(&m, 0, sizeof(m));
+                               R_Mesh_State_Texture(&m);
+                               GL_Color(0,0.1,0,1);
+                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                               for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
+                               {
+                                       GL_VertexPointer(mesh->vertex3f);
+                                       R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
+                               }
+                               //qglEnable(GL_CULL_FACE);
+                               if (depthenabled)
+                                       qglEnable(GL_DEPTH_TEST);
+                               if (stencilenabled)
+                               {
+                                       qglEnable(GL_STENCIL_TEST);
+                                       qglColorMask(0,0,0,0);
+                               }
+                       }
+                       R_Shadow_RenderShadowMeshVolume(rtlight->static_meshchain_shadow);
+               }
+               else
+                       R_TestAndDrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs);
+               if (r_drawentities.integer)
+                       for (i = 0;i < r_refdef.numentities;i++)
+                               if (r_refdef.entities[i]->flags & RENDER_SHADOW)
+                                       R_TestAndDrawShadowVolume(r_refdef.entities[i], rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs);
+       }
+
+       if (!visiblevolumes)
+       {
+               if (shadow && gl_stencil)
+                       R_Shadow_Stage_LightWithShadows();
+               else
+                       R_Shadow_Stage_LightWithoutShadows();
+
+               ent = &cl_entities[0].render;
+               if (ent->model && ent->model->DrawLight)
+               {
+                       Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
+                       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
+                       Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
+                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
+                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
+                       if (r_shadow_staticworldlights.integer && rtlight->compiled)
+                       {
+                               //R_Shadow_DrawStaticWorldLight_Light(rtlight, &ent->matrix, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
+                               shadowmesh_t *mesh;
+                               R_Mesh_Matrix(&ent->matrix);
+                               if (r_shadow_showtris.integer)
+                               {
+                                       rmeshstate_t m;
+                                       int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
+                                       int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
+                                       qglDisable(GL_DEPTH_TEST);
+                                       qglDisable(GL_STENCIL_TEST);
+                                       //qglDisable(GL_CULL_FACE);
+                                       memset(&m, 0, sizeof(m));
+                                       R_Mesh_State_Texture(&m);
+                                       GL_Color(0.2,0,0,1);
+                                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                                       for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
+                                       {
+                                               GL_VertexPointer(mesh->vertex3f);
+                                               R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
+                                       }
+                                       //qglEnable(GL_CULL_FACE);
+                                       if (depthenabled)
+                                               qglEnable(GL_DEPTH_TEST);
+                                       if (stencilenabled)
+                                               qglEnable(GL_STENCIL_TEST);
+                               }
+                               for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
+                               {
+                                       R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, cubemaptexture);
+                                       R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, cubemaptexture);
+                               }
+                       }
+                       else
+                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
+               }
+               if (r_drawentities.integer)
+               {
+                       for (i = 0;i < r_refdef.numentities;i++)
+                       {
+                               ent = r_refdef.entities[i];
+                               if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
+                                && BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
+                                && (ent->flags & RENDER_LIGHT))
+                               {
+                                       Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
+                                       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
+                                       Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
+                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
+                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
+                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
+                               }
+                       }
+               }
+       }
 }
 
-void R_Shadow_FreeWorldLight(worldlight_t *light)
+void R_ShadowVolumeLighting(int visiblevolumes)
 {
-       worldlight_t **lightpointer;
+       int lnum;
+       dlight_t *light;
+       rmeshstate_t m;
+
+       if (visiblevolumes)
+       {
+               memset(&m, 0, sizeof(m));
+               R_Mesh_State_Texture(&m);
+
+               GL_BlendFunc(GL_ONE, GL_ONE);
+               GL_DepthMask(false);
+               GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
+               qglDisable(GL_CULL_FACE);
+               GL_Color(0.0, 0.0125, 0.1, 1);
+       }
+       else
+               R_Shadow_Stage_Begin();
+       shadowframecount++;
+       if (r_shadow_realtime_world.integer)
+       {
+               R_Shadow_LoadWorldLightsIfNeeded();
+               if (r_shadow_debuglight.integer >= 0)
+               {
+                       for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
+                               if (lnum == r_shadow_debuglight.integer)
+                                       R_DrawRTLight(&light->rtlight, visiblevolumes);
+               }
+               else
+                       for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
+                               R_DrawRTLight(&light->rtlight, visiblevolumes);
+       }
+       if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
+               for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
+                       R_DrawRTLight(&light->rtlight, visiblevolumes);
+
+       if (visiblevolumes)
+       {
+               qglEnable(GL_CULL_FACE);
+               GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
+       }
+       else
+               R_Shadow_Stage_End();
+}
+
+cvar_t r_editlights = {0, "r_editlights", "0"};
+cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
+cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
+cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
+cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
+cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
+cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
+cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
+dlight_t *r_shadow_worldlightchain;
+dlight_t *r_shadow_selectedlight;
+vec3_t r_editlights_cursorlocation;
+
+typedef struct cubemapinfo_s
+{
+       char basename[64];
+       rtexture_t *texture;
+}
+cubemapinfo_t;
+
+#define MAX_CUBEMAPS 128
+static int numcubemaps;
+static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
+
+//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
+typedef struct suffixinfo_s
+{
+       char *suffix;
+       int flipx, flipy, flipdiagonal;
+}
+suffixinfo_t;
+static suffixinfo_t suffix[3][6] =
+{
+       {
+               {"posx", false, false, false},
+               {"negx", false, false, false},
+               {"posy", false, false, false},
+               {"negy", false, false, false},
+               {"posz", false, false, false},
+               {"negz", false, false, false}
+       },
+       {
+               {"px", false, false, false},
+               {"nx", false, false, false},
+               {"py", false, false, false},
+               {"ny", false, false, false},
+               {"pz", false, false, false},
+               {"nz", false, false, false}
+       },
+       {
+               {"ft", true, false, true},
+               {"bk", false, true, true},
+               {"lf", true, true, false},
+               {"rt", false, false, false},
+               {"up", false, false, false},
+               {"dn", false, false, false}
+       }
+};
+
+static int componentorder[4] = {0, 1, 2, 3};
+
+rtexture_t *R_Shadow_LoadCubemap(const char *basename)
+{
+       int i, j, cubemapsize;
+       qbyte *cubemappixels, *image_rgba;
+       rtexture_t *cubemaptexture;
+       char name[256];
+       // must start 0 so the first loadimagepixels has no requested width/height
+       cubemapsize = 0;
+       cubemappixels = NULL;
+       cubemaptexture = NULL;
+       for (j = 0;j < 3 && !cubemappixels;j++)
+       {
+               for (i = 0;i < 6;i++)
+               {
+                       snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
+                       if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
+                       {
+                               if (image_width == image_height)
+                               {
+                                       if (!cubemappixels && image_width >= 1)
+                                       {
+                                               cubemapsize = image_width;
+                                               // note this clears to black, so unavailable sizes are black
+                                               cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
+                                       }
+                                       if (cubemappixels)
+                                               Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
+                               }
+                               else
+                                       Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
+                               Mem_Free(image_rgba);
+                       }
+               }
+       }
+       if (cubemappixels)
+       {
+               if (!r_shadow_filters_texturepool)
+                       r_shadow_filters_texturepool = R_AllocTexturePool();
+               cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+               Mem_Free(cubemappixels);
+       }
+       else
+       {
+               Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
+               for (j = 0;j < 3;j++)
+                       for (i = 0;i < 6;i++)
+                               Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
+               Con_Printf(" and was unable to find any of them.\n");
+       }
+       return cubemaptexture;
+}
+
+rtexture_t *R_Shadow_Cubemap(const char *basename)
+{
+       int i;
+       for (i = 0;i < numcubemaps;i++)
+               if (!strcasecmp(cubemaps[i].basename, basename))
+                       return cubemaps[i].texture;
+       if (i >= MAX_CUBEMAPS)
+               return NULL;
+       numcubemaps++;
+       strcpy(cubemaps[i].basename, basename);
+       cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
+       return cubemaps[i].texture;
+}
+
+void R_Shadow_FreeCubemaps(void)
+{
+       numcubemaps = 0;
+       R_FreeTexturePool(&r_shadow_filters_texturepool);
+}
+
+void R_Shadow_NewWorldLight(vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname)
+{
+       dlight_t *light;
+
+       if (radius < 15 || DotProduct(color, color) < 0.03)
+       {
+               Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
+               return;
+       }
+
+       light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
+       VectorCopy(origin, light->origin);
+       VectorCopy(angles, light->angles);
+       VectorCopy(color, light->color);
+       light->radius = radius;
+       light->style = style;
+       if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
+       {
+               Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
+               light->style = 0;
+       }
+       light->shadow = shadowenable;
+       light->corona = corona;
+       if (cubemapname && cubemapname[0] && strlen(cubemapname) < sizeof(light->cubemapname))
+               strcpy(light->cubemapname, cubemapname);
+       Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
+       light->next = r_shadow_worldlightchain;
+       r_shadow_worldlightchain = light;
+
+       R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
+       if (r_shadow_staticworldlights.integer)
+               R_RTLight_Compile(&light->rtlight);
+}
+
+void R_Shadow_FreeWorldLight(dlight_t *light)
+{
+       dlight_t **lightpointer;
        for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
        if (*lightpointer != light)
                Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
        *lightpointer = light->next;
-       if (light->cubemapname)
-               Mem_Free(light->cubemapname);
-       if (light->meshchain_shadow)
-               Mod_ShadowMesh_Free(light->meshchain_shadow);
-       if (light->meshchain_light)
-               Mod_ShadowMesh_Free(light->meshchain_light);
+       R_RTLight_Uncompile(&light->rtlight);
        Mem_Free(light);
 }
 
@@ -2066,9 +2495,10 @@ void R_Shadow_ClearWorldLights(void)
        while (r_shadow_worldlightchain)
                R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
        r_shadow_selectedlight = NULL;
+       R_Shadow_FreeCubemaps();
 }
 
-void R_Shadow_SelectLight(worldlight_t *light)
+void R_Shadow_SelectLight(dlight_t *light)
 {
        if (r_shadow_selectedlight)
                r_shadow_selectedlight->selected = false;
@@ -2088,12 +2518,12 @@ void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
 {
        float intensity;
-       const worldlight_t *light;
+       const dlight_t *light;
        light = calldata1;
        intensity = 0.5;
        if (light->selected)
                intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
-       if (!light->meshchain_shadow)
+       if (!light->shadow)
                intensity *= 0.5f;
        R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
 }
@@ -2102,7 +2532,7 @@ void R_Shadow_DrawLightSprites(void)
 {
        int i;
        cachepic_t *pic;
-       worldlight_t *light;
+       dlight_t *light;
 
        for (i = 0;i < 5;i++)
        {
@@ -2119,7 +2549,7 @@ void R_Shadow_DrawLightSprites(void)
 void R_Shadow_SelectLightInView(void)
 {
        float bestrating, rating, temp[3];
-       worldlight_t *best, *light;
+       dlight_t *best, *light;
        best = NULL;
        bestrating = 0;
        for (light = r_shadow_worldlightchain;light;light = light->next)
@@ -2143,7 +2573,7 @@ void R_Shadow_LoadWorldLights(void)
 {
        int n, a, style, shadow;
        char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
-       float origin[3], radius, color[3];
+       float origin[3], radius, color[3], angles[3], corona;
        if (cl.worldmodel == NULL)
        {
                Con_Printf("No map loaded.\n");
@@ -2171,18 +2601,22 @@ void R_Shadow_LoadWorldLights(void)
                                shadow = false;
                                t++;
                        }
-                       a = sscanf(t, "%f %f %f %f %f %f %f %d %s", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname);
-                       if (a < 9)
+                       a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2]);
+                       if (a < 13)
+                               VectorClear(angles);
+                       if (a < 10)
+                               corona = 0;
+                       if (a < 9 || !strcmp(cubemapname, "\"\""))
                                cubemapname[0] = 0;
                        *s = '\n';
                        if (a < 8)
                        {
-                               Con_Printf("found %d parameters on line %i, should be 8 or 9 parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style cubemapname)\n", a, n + 1);
+                               Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2])\n", a, n + 1);
                                break;
                        }
                        VectorScale(color, r_editlights_rtlightscolorscale.value, color);
                        radius *= r_editlights_rtlightssizescale.value;
-                       R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadow);
+                       R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadow, cubemapname);
                        s++;
                        n++;
                }
@@ -2194,7 +2628,7 @@ void R_Shadow_LoadWorldLights(void)
 
 void R_Shadow_SaveWorldLights(void)
 {
-       worldlight_t *light;
+       dlight_t *light;
        int bufchars, bufmaxchars;
        char *buf, *oldbuf;
        char name[MAX_QPATH];
@@ -2212,7 +2646,7 @@ void R_Shadow_SaveWorldLights(void)
        buf = NULL;
        for (light = r_shadow_worldlightchain;light;light = light->next)
        {
-               sprintf(line, "%s%f %f %f %f %f %f %f %d %s\n", light->castshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->lightradius / r_editlights_rtlightssizescale.value, light->light[0] / r_editlights_rtlightscolorscale.value, light->light[1] / r_editlights_rtlightscolorscale.value, light->light[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "");
+               sprintf(line, "%s%f %f %f %f %f %f %f %d %s %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "\"\"", light->corona, light->angles[0], light->angles[1], light->angles[2]);
                if (bufchars + (int) strlen(line) > bufmaxchars)
                {
                        bufmaxchars = bufchars + strlen(line) + 2048;
@@ -2272,7 +2706,7 @@ void R_Shadow_LoadLightsFile(void)
                        radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
                        radius = bound(15, radius, 4096);
                        VectorScale(color, (2.0f / (8388608.0f)), color);
-                       R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
+                       R_Shadow_NewWorldLight(origin, vec3_origin, color, radius, 0, style, true, NULL);
                        s++;
                        n++;
                }
@@ -2284,9 +2718,9 @@ void R_Shadow_LoadLightsFile(void)
 
 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
 {
-       int entnum, style, islight;
+       int entnum, style, islight, skin, pflags, effects;
        char key[256], value[1024];
-       float origin[3], radius, color[3], light, fadescale, lightscale, originhack[3], overridecolor[3];
+       float origin[3], angles[3], radius, color[3], light, fadescale, lightscale, originhack[3], overridecolor[3];
        const char *data;
 
        if (cl.worldmodel == NULL)
@@ -2302,11 +2736,15 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                light = 0;
                origin[0] = origin[1] = origin[2] = 0;
                originhack[0] = originhack[1] = originhack[2] = 0;
+               angles[0] = angles[1] = angles[2] = 0;
                color[0] = color[1] = color[2] = 1;
                overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
                fadescale = 1;
                lightscale = 1;
                style = 0;
+               skin = 0;
+               pflags = 0;
+               effects = 0;
                islight = false;
                while (1)
                {
@@ -2329,6 +2767,10 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                light = atof(value);
                        else if (!strcmp("origin", key))
                                sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
+                       else if (!strcmp("angle", key))
+                               angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
+                       else if (!strcmp("angles", key))
+                               sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
                        else if (!strcmp("color", key))
                                sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
                        else if (!strcmp("wait", key))
@@ -2412,6 +2854,12 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                if (!strcmp("fade", key))
                                        fadescale = atof(value);
                        }
+                       else if (!strcmp("skin", key))
+                               skin = (int)atof(value);
+                       else if (!strcmp("pflags", key))
+                               pflags = (int)atof(value);
+                       else if (!strcmp("effects", key))
+                               effects = (int)atof(value);
                }
                if (light <= 0 && islight)
                        light = 300;
@@ -2419,14 +2867,22 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                        lightscale = 1;
                if (fadescale <= 0)
                        fadescale = 1;
+               if (gamemode == GAME_TENEBRAE)
+               {
+                       if (effects & EF_NODRAW)
+                       {
+                               pflags |= PFLAGS_FULLDYNAMIC;
+                               effects &= ~EF_NODRAW;
+                       }
+               }
                radius = min(light * r_editlights_quakelightsizescale.value * lightscale / fadescale, 1048576);
                light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f);
                if (color[0] == 1 && color[1] == 1 && color[2] == 1)
                        VectorCopy(overridecolor, color);
                VectorScale(color, light, color);
                VectorAdd(origin, originhack, origin);
-               if (radius >= 15)
-                       R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
+               if (radius >= 15 && !(pflags & PFLAGS_FULLDYNAMIC))
+                       R_Shadow_NewWorldLight(origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL);
        }
 }
 
@@ -2506,13 +2962,13 @@ void R_Shadow_EditLights_Spawn_f(void)
                return;
        }
        color[0] = color[1] = color[2] = 1;
-       R_Shadow_NewWorldLight(r_editlights_cursorlocation, 200, color, 0, NULL, true);
+       R_Shadow_NewWorldLight(r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL);
 }
 
 void R_Shadow_EditLights_Edit_f(void)
 {
-       vec3_t origin, color;
-       vec_t radius;
+       vec3_t origin, angles, color;
+       vec_t radius, corona;
        int style, shadows;
        char cubemapname[1024];
        if (!r_editlights.integer)
@@ -2526,19 +2982,21 @@ void R_Shadow_EditLights_Edit_f(void)
                return;
        }
        VectorCopy(r_shadow_selectedlight->origin, origin);
-       radius = r_shadow_selectedlight->lightradius;
-       VectorCopy(r_shadow_selectedlight->light, color);
+       VectorCopy(r_shadow_selectedlight->angles, angles);
+       VectorCopy(r_shadow_selectedlight->color, color);
+       radius = r_shadow_selectedlight->radius;
        style = r_shadow_selectedlight->style;
        if (r_shadow_selectedlight->cubemapname)
                strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
        else
                cubemapname[0] = 0;
-       shadows = r_shadow_selectedlight->castshadows;
+       shadows = r_shadow_selectedlight->shadow;
+       corona = r_shadow_selectedlight->corona;
        if (!strcmp(Cmd_Argv(1), "origin"))
        {
                if (Cmd_Argc() != 5)
                {
-                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
                        return;
                }
                origin[0] = atof(Cmd_Argv(2));
@@ -2549,7 +3007,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                origin[0] = atof(Cmd_Argv(2));
@@ -2558,7 +3016,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                origin[1] = atof(Cmd_Argv(2));
@@ -2567,7 +3025,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                origin[2] = atof(Cmd_Argv(2));
@@ -2576,7 +3034,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 5)
                {
-                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
                        return;
                }
                origin[0] += atof(Cmd_Argv(2));
@@ -2587,7 +3045,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                origin[0] += atof(Cmd_Argv(2));
@@ -2596,7 +3054,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                origin[1] += atof(Cmd_Argv(2));
@@ -2605,16 +3063,54 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                origin[2] += atof(Cmd_Argv(2));
        }
+       if (!strcmp(Cmd_Argv(1), "angles"))
+       {
+               if (Cmd_Argc() != 5)
+               {
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+                       return;
+               }
+               angles[0] = atof(Cmd_Argv(2));
+               angles[1] = atof(Cmd_Argv(3));
+               angles[2] = atof(Cmd_Argv(4));
+       }
+       else if (!strcmp(Cmd_Argv(1), "anglesx"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               angles[0] = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "anglesy"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               angles[1] = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "anglesz"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               angles[2] = atof(Cmd_Argv(2));
+       }
        else if (!strcmp(Cmd_Argv(1), "color"))
        {
                if (Cmd_Argc() != 5)
                {
-                       Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
                        return;
                }
                color[0] = atof(Cmd_Argv(2));
@@ -2625,7 +3121,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                radius = atof(Cmd_Argv(2));
@@ -2634,7 +3130,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                style = atoi(Cmd_Argv(2));
@@ -2643,7 +3139,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() > 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                if (Cmd_Argc() == 3)
@@ -2655,26 +3151,37 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
        }
+       else if (!strcmp(Cmd_Argv(1), "corona"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               corona = atof(Cmd_Argv(2));
+       }
        else
        {
                Con_Printf("usage: r_editlights_edit [property] [value]\n");
                Con_Printf("Selected light's properties:\n");
-               Con_Printf("Origin: %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
-               Con_Printf("Radius: %f\n", r_shadow_selectedlight->lightradius);
-               Con_Printf("Color: %f %f %f\n", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);
-               Con_Printf("Style: %i\n", r_shadow_selectedlight->style);
+               Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
+               Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
+               Con_Printf("Color  : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
+               Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
+               Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
+               Con_Printf("Style  : %i\n", r_shadow_selectedlight->style);
+               Con_Printf("Shadows: %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
                Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
-               Con_Printf("Shadows: %s\n", r_shadow_selectedlight->castshadows ? "yes" : "no");
                return;
        }
        R_Shadow_FreeWorldLight(r_shadow_selectedlight);
        r_shadow_selectedlight = NULL;
-       R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadows);
+       R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadows, cubemapname);
 }
 
 extern int con_vislines;
@@ -2687,12 +3194,14 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void)
        x = 0;
        y = con_vislines;
        sprintf(temp, "Light properties");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Origin %f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Radius %f", r_shadow_selectedlight->lightradius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Color %f %f %f", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Origin  %f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Angles  %f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Color   %f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Radius  %f", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Corona  %f", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Style   %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Shadows %s", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
        sprintf(temp, "Cubemap %s", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Shadows %s", r_shadow_selectedlight->castshadows ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
 }
 
 void R_Shadow_EditLights_ToggleShadow_f(void)
@@ -2707,7 +3216,24 @@ void R_Shadow_EditLights_ToggleShadow_f(void)
                Con_Printf("No selected light.\n");
                return;
        }
-       R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->lightradius, r_shadow_selectedlight->light, r_shadow_selectedlight->style, r_shadow_selectedlight->cubemapname, !r_shadow_selectedlight->castshadows);
+       R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
+       R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+       r_shadow_selectedlight = NULL;
+}
+
+void R_Shadow_EditLights_ToggleCorona_f(void)
+{
+       if (!r_editlights.integer)
+       {
+               Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (!r_shadow_selectedlight)
+       {
+               Con_Printf("No selected light.\n");
+               return;
+       }
+       R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
        R_Shadow_FreeWorldLight(r_shadow_selectedlight);
        r_shadow_selectedlight = NULL;
 }
@@ -2761,11 +3287,16 @@ void R_Shadow_EditLights_Help_f(void)
 "movex x: adjust x component of light location\n"
 "movey y: adjust y component of light location\n"
 "movez z: adjust z component of light location\n"
+"angles x y z : set light angles\n"
+"anglesx x: set x component of light angles\n"
+"anglesy y: set y component of light angles\n"
+"anglesz z: set z component of light angles\n"
 "color r g b : set color of light (can be brighter than 1 1 1)\n"
 "radius radius : set radius (size) of light\n"
 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
 "cubemap basename : set filter cubemap of light (not yet supported)\n"
 "shadows 1/0 : turn on/off shadows\n"
+"corona n : set corona intensity\n"
 "<nothing> : print light properties to console\n"
        );
 }
@@ -2788,6 +3319,8 @@ void R_Shadow_EditLights_Init(void)
        Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
        Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
        Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
+       Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
        Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
        Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
 }
+