]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
Generate a pvs for refraction renders just like for reflection renders, this fixes...
[xonotic/darkplaces.git] / r_shadow.c
index 8b43bf44b6b477a202928a49a4dc3952c4373ba6..dd7114bf1b32003cb6fcfd0cc6861fc98d650812 100644 (file)
@@ -139,12 +139,6 @@ demonstrated by the game Doom3.
 #include "cl_collision.h"
 #include "portals.h"
 #include "image.h"
-#include "dpsoftrast.h"
-
-#ifdef SUPPORTD3D
-#include <d3d9.h>
-extern LPDIRECT3DDEVICE9 vid_d3d9dev;
-#endif
 
 static void R_Shadow_EditLights_Init(void);
 
@@ -157,10 +151,6 @@ typedef enum r_shadow_rendermode_e
        R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
        R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
        R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
-       R_SHADOW_RENDERMODE_LIGHT_VERTEX,
-       R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
-       R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
-       R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
        R_SHADOW_RENDERMODE_LIGHT_GLSL,
        R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
        R_SHADOW_RENDERMODE_VISIBLELIGHTING,
@@ -269,10 +259,13 @@ rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
 rtexture_t *r_shadow_prepasslightingdiffusetexture;
 rtexture_t *r_shadow_prepasslightingspeculartexture;
 
-// keep track of the provided framebuffer info
-static int r_shadow_fb_fbo;
-static rtexture_t *r_shadow_fb_depthtexture;
-static rtexture_t *r_shadow_fb_colortexture;
+int r_shadow_viewfbo;
+rtexture_t *r_shadow_viewdepthtexture;
+rtexture_t *r_shadow_viewcolortexture;
+int r_shadow_viewx;
+int r_shadow_viewy;
+int r_shadow_viewwidth;
+int r_shadow_viewheight;
 
 // lights are reloaded when this changes
 char r_shadow_mapname[MAX_QPATH];
@@ -314,18 +307,18 @@ cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_comp
 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
-cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
+cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes"};
 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
 cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "limit of shadowmap side size - must be at least r_shadow_shadowmapping_bordersize+2"};
 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "limit of shadowmap side size - can not be more than 1/8th of atlassize because lights store 6 sides (2x3 grid) and sometimes 12 sides (4x3 grid for shadows from EF_NOSELFSHADOW entities) and there are multiple lights..."};
-cvar_t r_shadow_shadowmapping_texturesize = { CVAR_SAVE, "r_shadow_shadowmapping_texturesize", "4096", "size of shadowmap atlas texture - all shadowmaps are packed into this texture at frame start"};
+cvar_t r_shadow_shadowmapping_texturesize = { CVAR_SAVE, "r_shadow_shadowmapping_texturesize", "8192", "size of shadowmap atlas texture - all shadowmaps are packed into this texture at frame start"};
 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
-cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
+cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "5", "shadowmap size bias for filtering"};
 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
@@ -334,6 +327,15 @@ cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve perfor
 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
+cvar_t r_shadow_culllights_pvs = {CVAR_SAVE, "r_shadow_culllights_pvs", "1", "check if light overlaps any visible bsp leafs when determining if the light is visible"};
+cvar_t r_shadow_culllights_trace = {CVAR_SAVE, "r_shadow_culllights_trace", "1", "use raytraces from the eye to random places within light bounds to determine if the light is visible"};
+cvar_t r_shadow_culllights_trace_eyejitter = {CVAR_SAVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"};
+cvar_t r_shadow_culllights_trace_enlarge = {CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0", "make light bounds bigger by *(1.0+enlarge)"};
+cvar_t r_shadow_culllights_trace_expand = {CVAR_SAVE, "r_shadow_culllights_trace_expand", "8", "make light bounds bigger by this many units"};
+cvar_t r_shadow_culllights_trace_pad = {CVAR_SAVE, "r_shadow_culllights_trace_pad", "8", "accept traces that hit within this many units of the light bounds"};
+cvar_t r_shadow_culllights_trace_samples = {CVAR_SAVE, "r_shadow_culllights_trace_samples", "16", "use this many traces to random positions (in addition to center trace)"};
+cvar_t r_shadow_culllights_trace_tempsamples = {CVAR_SAVE, "r_shadow_culllights_trace_tempsamples", "16", "use this many traces if the light was created by csqc (no inter-frame caching), -1 disables the check (to avoid flicker entirely)"};
+cvar_t r_shadow_culllights_trace_delay = {CVAR_SAVE, "r_shadow_culllights_trace_delay", "1", "light will be considered visible for this many seconds after any trace connects"};
 cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
 cvar_t r_shadow_bouncegrid_blur = {CVAR_SAVE, "r_shadow_bouncegrid_blur", "0", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"};
 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
@@ -464,19 +466,19 @@ static void R_Shadow_SetShadowMode(void)
                        {
                                if (!r_fb.usedepthtextures)
                                        r_shadow_shadowmappcf = 1;
-                               else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && vid.support.arb_shadow && r_shadow_shadowmapshadowsampler) 
+                               else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && vid.support.arb_shadow && r_shadow_shadowmapshadowsampler)
                                {
                                        r_shadow_shadowmapsampler = true;
                                        r_shadow_shadowmappcf = 1;
                                }
                                else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
                                        r_shadow_shadowmappcf = 1;
-                               else if((strstr(gl_vendor, "ATI") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa")) 
+                               else if((strstr(gl_vendor, "ATI") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa"))
                                        r_shadow_shadowmappcf = 1;
-                               else 
+                               else
                                        r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
                        }
-                       else 
+                       else
                        {
                 r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
                                switch (r_shadow_shadowmapfilterquality)
@@ -498,17 +500,6 @@ static void R_Shadow_SetShadowMode(void)
                                r_shadow_shadowmapsampler = false;
                        r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
                        break;
-               case RENDERPATH_D3D9:
-               case RENDERPATH_D3D10:
-               case RENDERPATH_D3D11:
-               case RENDERPATH_SOFT:
-                       r_shadow_shadowmapsampler = false;
-                       r_shadow_shadowmappcf = 1;
-                       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
-                       break;
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GLES1:
                case RENDERPATH_GLES2:
                        break;
                }
@@ -626,15 +617,6 @@ static void r_shadow_start(void)
                // for performance reasons, do not use directional shading on GLES devices
                r_shadow_bouncegrid_state.capable = vid.support.ext_texture_3d;
                break;
-               // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               break;
        }
 }
 
@@ -804,6 +786,15 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_texture3d);
+       Cvar_RegisterVariable(&r_shadow_culllights_pvs);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_eyejitter);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_enlarge);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_expand);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_pad);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_samples);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_tempsamples);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_delay);
        Cvar_RegisterVariable(&r_shadow_bouncegrid);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_blur);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
@@ -1607,7 +1598,7 @@ static int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float borde
        int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
        float scale = (size - 2*border)/size, len;
        float bias = border / (float)(size - border), dp, dn, ap, an;
-       // check if cone enclosing side would cross frustum plane 
+       // check if cone enclosing side would cross frustum plane
        scale = 2 / (scale*scale + 2);
        Matrix4x4_OriginFromMatrix(&rtlight->matrix_lighttoworld, o);
        for (i = 0;i < 5;i++)
@@ -2054,29 +2045,7 @@ void R_Shadow_RenderMode_Begin(void)
                r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
        }
 
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL20:
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_GLES2:
-               r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
-               break;
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
-               if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
-                       r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
-               else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
-                       r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
-               else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
-                       r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
-               else
-                       r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
-               break;
-       }
+       r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
 
        CHECKGLERROR
 #if 0
@@ -2097,7 +2066,7 @@ void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
 void R_Shadow_RenderMode_Reset(void)
 {
        R_Mesh_ResetTextureState();
-       R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
+       R_Mesh_SetRenderTargets(r_shadow_viewfbo, r_shadow_viewdepthtexture, r_shadow_viewcolortexture, NULL, NULL, NULL);
        R_SetViewport(&r_refdef.view.viewport);
        GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
        GL_DepthRange(0, 1);
@@ -2228,21 +2197,10 @@ void R_Shadow_ClearShadowMapTexture(void)
                GL_ColorMask(0, 0, 0, 0);
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                GL_CullFace(r_refdef.view.cullface_back);
                break;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               // we invert the cull mode because we flip the projection matrix
-               // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
-               GL_CullFace(r_refdef.view.cullface_front);
-               break;
        }
        Vector4Set(clearcolor, 1, 1, 1, 1);
        if (r_shadow_shadowmap2ddepthbuffer)
@@ -2314,21 +2272,10 @@ static void R_Shadow_RenderMode_ShadowMap(int side, int size, int x, int y)
                GL_ColorMask(0,0,0,0);
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                GL_CullFace(r_refdef.view.cullface_back);
                break;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               // we invert the cull mode because we flip the projection matrix
-               // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
-               GL_CullFace(r_refdef.view.cullface_front);
-               break;
        }
 
        // used in R_Q1BSP_DrawShadowMap code to check surfacesides[]
@@ -2565,7 +2512,7 @@ static void R_Shadow_BounceGrid_GenerateSettings(r_shadow_bouncegrid_settings_t
        float bounceminimumintensity = s ? r_shadow_bouncegrid_static_bounceminimumintensity.value : r_shadow_bouncegrid_dynamic_bounceminimumintensity.value;
 
        // prevent any garbage in alignment padded areas as we'll be using memcmp
-       memset(settings, 0, sizeof(*settings)); 
+       memset(settings, 0, sizeof(*settings));
 
        // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
        settings->staticmode                    = s;
@@ -2626,8 +2573,54 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void)
        // calculate texture size enclosing entire world bounds at the spacing
        if (r_refdef.scene.worldmodel)
        {
-               VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
-               VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
+               int lightindex;
+               int range;
+               qboolean bounds_set = false;
+               dlight_t *light;
+               rtlight_t *rtlight;
+
+               // calculate bounds enclosing world lights as they should be noticably tighter 
+               // than the world bounds on maps with unlit monster containers (see e1m7 etc)
+               range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+               for (lightindex = 0;lightindex < range;lightindex++)
+               {
+                       const vec_t *rtlmins, *rtlmaxs;
+
+                       light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                       if (!light)
+                               continue;
+
+                       rtlight = &light->rtlight;
+                       rtlmins = rtlight->cullmins;
+                       rtlmaxs = rtlight->cullmaxs;
+
+                       if (!bounds_set)
+                       {
+                               VectorCopy(rtlmins, mins);
+                               VectorCopy(rtlmaxs, maxs);
+                               bounds_set = true;
+                       }
+                       else
+                       {
+                               mins[0] = min(mins[0], rtlmins[0]);
+                               mins[1] = min(mins[1], rtlmins[1]);
+                               mins[2] = min(mins[2], rtlmins[2]);
+                               maxs[0] = max(maxs[0], rtlmaxs[0]);
+                               maxs[1] = max(maxs[1], rtlmaxs[1]);
+                               maxs[2] = max(maxs[2], rtlmaxs[2]);
+                       }
+               }
+
+               // limit to no larger than the world bounds
+               mins[0] = max(mins[0], r_refdef.scene.worldmodel->normalmins[0]);
+               mins[1] = max(mins[1], r_refdef.scene.worldmodel->normalmins[1]);
+               mins[2] = max(mins[2], r_refdef.scene.worldmodel->normalmins[2]);
+               maxs[0] = min(maxs[0], r_refdef.scene.worldmodel->normalmaxs[0]);
+               maxs[1] = min(maxs[1], r_refdef.scene.worldmodel->normalmaxs[1]);
+               maxs[2] = min(maxs[2], r_refdef.scene.worldmodel->normalmaxs[2]);
+
+               VectorMA(mins, -2.0f, spacing, mins);
+               VectorMA(maxs, 2.0f, spacing, maxs);
        }
        else
        {
@@ -2800,12 +2793,26 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
                w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
                if (!settings->staticmode)
                {
-                       if (R_CullBox(cullmins, cullmaxs))
-                               continue;
+                       // skip if the expanded light box does not touch any visible leafs
                        if (r_refdef.scene.worldmodel
-                        && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
-                        && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
+                               && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
+                               && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
                                continue;
+                       // skip if the expanded light box is not visible to traceline
+                       // note that PrepareLight already did this check but for a smaller box, so we
+                       // end up casting more traces per frame per light when using bouncegrid, which
+                       // is probably fine (and they use the same timer)
+                       if (r_shadow_culllights_trace.integer)
+                       {
+                               if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_shadow_culllights_trace_expand.value, r_shadow_culllights_trace_pad.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs))
+                                       rtlight->trace_timer = realtime;
+                               if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value)
+                                       return;
+                       }
+                       // skip if expanded light box is offscreen
+                       if (R_CullBox(cullmins, cullmaxs))
+                               continue;
+                       // skip if overall light intensity is zero
                        if (w * VectorLength2(rtlight->color) == 0.0f)
                                continue;
                }
@@ -3270,6 +3277,7 @@ static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t sett
        int bouncecount;
        int hitsupercontentsmask;
        int skipsupercontentsmask;
+       int skipmaterialflagsmask;
        int maxbounce;
        int shootparticles;
        int shotparticles;
@@ -3299,10 +3307,11 @@ static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t sett
 
        // figure out what we want to interact with
        if (settings.hitmodels)
-               hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
+               hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
        else
                hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
-       skipsupercontentsmask = SUPERCONTENTS_SKY; // this allows the e1m5 sky shadow to work by ignoring the sky surfaces
+       skipsupercontentsmask = 0;
+       skipmaterialflagsmask = MATERIALFLAGMASK_TRANSLUCENT;
        maxbounce = settings.maxbounce;
 
        for (lightindex = 0;lightindex < range2;lightindex++)
@@ -3403,12 +3412,12 @@ static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t sett
                                {
                                        // static mode fires a LOT of rays but none of them are identical, so they are not cached
                                        // non-stable random in dynamic mode also never reuses a direction, so there's no reason to cache it
-                                       cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, collision_extendmovelength.value, true, false, NULL, true, true);
+                                       cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask, collision_extendmovelength.value, true, false, NULL, true, true);
                                }
                                else
                                {
                                        // dynamic mode fires many rays and most will match the cache from the previous frame
-                                       cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask, skipsupercontentsmask);
+                                       cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
                                }
                                if (bouncecount > 0 || settings.includedirectlighting)
                                {
@@ -3625,176 +3634,6 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        return false;
 }
 
-static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
-{
-       int i;
-       const float *vertex3f;
-       const float *normal3f;
-       float *color4f;
-       float dist, dot, distintensity, shadeintensity, v[3], n[3];
-       switch (r_shadow_rendermode)
-       {
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
-               if (VectorLength2(diffusecolor) > 0)
-               {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
-                       {
-                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                               Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
-                               if ((dot = DotProduct(n, v)) < 0)
-                               {
-                                       shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                                       VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
-                               }
-                               else
-                                       VectorCopy(ambientcolor, color4f);
-                               if (r_refdef.fogenabled)
-                               {
-                                       float f;
-                                       f = RSurf_FogVertex(vertex3f);
-                                       VectorScale(color4f, f, color4f);
-                               }
-                               color4f[3] = 1;
-                       }
-               }
-               else
-               {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
-                       {
-                               VectorCopy(ambientcolor, color4f);
-                               if (r_refdef.fogenabled)
-                               {
-                                       float f;
-                                       Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                                       f = RSurf_FogVertex(vertex3f);
-                                       VectorScale(color4f + 4*i, f, color4f);
-                               }
-                               color4f[3] = 1;
-                       }
-               }
-               break;
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
-               if (VectorLength2(diffusecolor) > 0)
-               {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
-                       {
-                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                               if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
-                               {
-                                       Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
-                                       if ((dot = DotProduct(n, v)) < 0)
-                                       {
-                                               shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                                               color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
-                                               color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
-                                               color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
-                                       }
-                                       else
-                                       {
-                                               color4f[0] = ambientcolor[0] * distintensity;
-                                               color4f[1] = ambientcolor[1] * distintensity;
-                                               color4f[2] = ambientcolor[2] * distintensity;
-                                       }
-                                       if (r_refdef.fogenabled)
-                                       {
-                                               float f;
-                                               f = RSurf_FogVertex(vertex3f);
-                                               VectorScale(color4f, f, color4f);
-                                       }
-                               }
-                               else
-                                       VectorClear(color4f);
-                               color4f[3] = 1;
-                       }
-               }
-               else
-               {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
-                       {
-                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                               if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
-                               {
-                                       color4f[0] = ambientcolor[0] * distintensity;
-                                       color4f[1] = ambientcolor[1] * distintensity;
-                                       color4f[2] = ambientcolor[2] * distintensity;
-                                       if (r_refdef.fogenabled)
-                                       {
-                                               float f;
-                                               f = RSurf_FogVertex(vertex3f);
-                                               VectorScale(color4f, f, color4f);
-                                       }
-                               }
-                               else
-                                       VectorClear(color4f);
-                               color4f[3] = 1;
-                       }
-               }
-               break;
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-               if (VectorLength2(diffusecolor) > 0)
-               {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
-                       {
-                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                               if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
-                               {
-                                       distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
-                                       Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
-                                       if ((dot = DotProduct(n, v)) < 0)
-                                       {
-                                               shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                                               color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
-                                               color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
-                                               color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
-                                       }
-                                       else
-                                       {
-                                               color4f[0] = ambientcolor[0] * distintensity;
-                                               color4f[1] = ambientcolor[1] * distintensity;
-                                               color4f[2] = ambientcolor[2] * distintensity;
-                                       }
-                                       if (r_refdef.fogenabled)
-                                       {
-                                               float f;
-                                               f = RSurf_FogVertex(vertex3f);
-                                               VectorScale(color4f, f, color4f);
-                                       }
-                               }
-                               else
-                                       VectorClear(color4f);
-                               color4f[3] = 1;
-                       }
-               }
-               else
-               {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
-                       {
-                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                               if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
-                               {
-                                       distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
-                                       color4f[0] = ambientcolor[0] * distintensity;
-                                       color4f[1] = ambientcolor[1] * distintensity;
-                                       color4f[2] = ambientcolor[2] * distintensity;
-                                       if (r_refdef.fogenabled)
-                                       {
-                                               float f;
-                                               f = RSurf_FogVertex(vertex3f);
-                                               VectorScale(color4f, f, color4f);
-                                       }
-                               }
-                               else
-                                       VectorClear(color4f);
-                               color4f[3] = 1;
-                       }
-               }
-               break;
-       default:
-               break;
-       }
-}
-
 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
 {
        // used to display how many times a surface is lit for level design purposes
@@ -3803,193 +3642,38 @@ static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, cons
        RSurf_DrawBatch();
 }
 
-static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
+static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const float ambientcolor[3], const float diffusecolor[3], const float specularcolor[3])
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
-       R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
+       R_SetupShader_Surface(ambientcolor, diffusecolor, specularcolor, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
        RSurf_DrawBatch();
 }
 
-static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
-{
-       int renders;
-       int i;
-       int stop;
-       int newfirstvertex;
-       int newlastvertex;
-       int newnumtriangles;
-       int *newe;
-       const int *e;
-       float *c;
-       int maxtriangles = 1024;
-       int newelements[1024*3];
-       R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
-       for (renders = 0;renders < 4;renders++)
-       {
-               stop = true;
-               newfirstvertex = 0;
-               newlastvertex = 0;
-               newnumtriangles = 0;
-               newe = newelements;
-               // due to low fillrate on the cards this vertex lighting path is
-               // designed for, we manually cull all triangles that do not
-               // contain a lit vertex
-               // this builds batches of triangles from multiple surfaces and
-               // renders them at once
-               for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
-               {
-                       if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
-                       {
-                               if (newnumtriangles)
-                               {
-                                       newfirstvertex = min(newfirstvertex, e[0]);
-                                       newlastvertex  = max(newlastvertex, e[0]);
-                               }
-                               else
-                               {
-                                       newfirstvertex = e[0];
-                                       newlastvertex = e[0];
-                               }
-                               newfirstvertex = min(newfirstvertex, e[1]);
-                               newlastvertex  = max(newlastvertex, e[1]);
-                               newfirstvertex = min(newfirstvertex, e[2]);
-                               newlastvertex  = max(newlastvertex, e[2]);
-                               newe[0] = e[0];
-                               newe[1] = e[1];
-                               newe[2] = e[2];
-                               newnumtriangles++;
-                               newe += 3;
-                               if (newnumtriangles >= maxtriangles)
-                               {
-                                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
-                                       newnumtriangles = 0;
-                                       newe = newelements;
-                                       stop = false;
-                               }
-                       }
-               }
-               if (newnumtriangles >= 1)
-               {
-                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
-                       stop = false;
-               }
-               // if we couldn't find any lit triangles, exit early
-               if (stop)
-                       break;
-               // now reduce the intensity for the next overbright pass
-               // we have to clamp to 0 here incase the drivers have improper
-               // handling of negative colors
-               // (some old drivers even have improper handling of >1 color)
-               stop = true;
-               for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
-               {
-                       if (c[0] > 1 || c[1] > 1 || c[2] > 1)
-                       {
-                               c[0] = max(0, c[0] - 1);
-                               c[1] = max(0, c[1] - 1);
-                               c[2] = max(0, c[2] - 1);
-                               stop = false;
-                       }
-                       else
-                               VectorClear(c);
-               }
-               // another check...
-               if (stop)
-                       break;
-       }
-}
-
-static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
-{
-       // OpenGL 1.1 path (anything)
-       float ambientcolorbase[3], diffusecolorbase[3];
-       float ambientcolorpants[3], diffusecolorpants[3];
-       float ambientcolorshirt[3], diffusecolorshirt[3];
-       const float *surfacecolor = rsurface.texture->dlightcolor;
-       const float *surfacepants = rsurface.colormap_pantscolor;
-       const float *surfaceshirt = rsurface.colormap_shirtcolor;
-       rtexture_t *basetexture = rsurface.texture->basetexture;
-       rtexture_t *pantstexture = rsurface.texture->pantstexture;
-       rtexture_t *shirttexture = rsurface.texture->shirttexture;
-       qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
-       qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
-       ambientscale *= 2 * r_refdef.view.colorscale;
-       diffusescale *= 2 * r_refdef.view.colorscale;
-       ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
-       diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
-       ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
-       diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
-       ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
-       diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
-       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
-       rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
-       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
-       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
-       R_Mesh_TexBind(0, basetexture);
-       R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
-       R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
-       switch(r_shadow_rendermode)
-       {
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
-               R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
-               R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
-               R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
-               R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-               break;
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
-               R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
-               R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
-               R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
-               R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-               // fall through
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
-               R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
-               R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
-               R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
-               R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-               break;
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-               break;
-       default:
-               break;
-       }
-       //R_Mesh_TexBind(0, basetexture);
-       R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
-       if (dopants)
-       {
-               R_Mesh_TexBind(0, pantstexture);
-               R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
-       }
-       if (doshirt)
-       {
-               R_Mesh_TexBind(0, shirttexture);
-               R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
-       }
-}
-
 extern cvar_t gl_lightmaps;
 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
 {
-       float ambientscale, diffusescale, specularscale;
        qboolean negated;
-       float lightcolor[3];
-       VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
-       ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient;
-       diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient);
-       specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
+       float ambientcolor[3], diffusecolor[3], specularcolor[3];
+       VectorM(rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient, rsurface.texture->render_rtlight_diffuse, ambientcolor);
+       VectorM(rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient), rsurface.texture->render_rtlight_diffuse, diffusecolor);
+       VectorM(rsurface.rtlight->specularscale, rsurface.texture->render_rtlight_specular, specularcolor);
        if (!r_shadow_usenormalmap.integer)
        {
-               ambientscale += 1.0f * diffusescale;
-               diffusescale = 0;
-               specularscale = 0;
+               VectorMAM(1.0f, ambientcolor, 1.0f, diffusecolor, ambientcolor);
+               VectorClear(diffusecolor);
+               VectorClear(specularcolor);
        }
-       if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
+       VectorMultiply(ambientcolor, rsurface.rtlight->currentcolor, ambientcolor);
+       VectorMultiply(diffusecolor, rsurface.rtlight->currentcolor, diffusecolor);
+       VectorMultiply(specularcolor, rsurface.rtlight->currentcolor, specularcolor);
+       if (VectorLength2(ambientcolor) + VectorLength2(diffusecolor) + VectorLength2(specularcolor) < (1.0f / 1048576.0f))
                return;
-       negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
+       negated = (rsurface.rtlight->currentcolor[0] + rsurface.rtlight->currentcolor[1] + rsurface.rtlight->currentcolor[2] < 0) && vid.support.ext_blend_subtract;
        if(negated)
        {
-               VectorNegate(lightcolor, lightcolor);
+               VectorNegate(ambientcolor, ambientcolor);
+               VectorNegate(diffusecolor, diffusecolor);
+               VectorNegate(specularcolor, specularcolor);
                GL_BlendEquationSubtract(true);
        }
        RSurf_SetupDepthAndCulling();
@@ -4000,13 +3684,7 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
                R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
                break;
        case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-               R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
-               break;
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-               R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
+               R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, ambientcolor, diffusecolor, specularcolor);
                break;
        default:
                Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
@@ -4092,7 +3770,7 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                // this variable must be set for the CompileShadowVolume/CompileShadowMap code
                r_shadow_compilingrtlight = rtlight;
                R_FrameData_SetMark();
-               model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
+               model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL, rtlight->shadow == 0);
                R_FrameData_ReturnToMark();
                numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
                numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
@@ -4383,7 +4061,7 @@ static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist
 {
        shadowmesh_t *mesh;
 
-       RSurf_ActiveWorldEntity();
+       RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
 
        if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
        {
@@ -4403,7 +4081,7 @@ static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist
        else if (r_refdef.scene.worldentity->model)
                r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
 
-       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
 }
 
 static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
@@ -4418,7 +4096,7 @@ static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacel
        if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
                return;
 
-       RSurf_ActiveWorldEntity();
+       RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
 
        if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
        {
@@ -4475,7 +4153,7 @@ static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacel
                r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
        }
 
-       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
 }
 
 static void R_Shadow_DrawEntityShadow(entity_render_t *ent)
@@ -4501,7 +4179,7 @@ static void R_Shadow_DrawEntityShadow(entity_render_t *ent)
                ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
                break;
        }
-       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
 }
 
 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
@@ -4520,7 +4198,7 @@ static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const uns
                return;
 
        // set up properties for rendering light onto this entity
-       RSurf_ActiveWorldEntity();
+       RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
        rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
        Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
        Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
@@ -4528,7 +4206,7 @@ static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const uns
 
        r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
 
-       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
 }
 
 static void R_Shadow_DrawEntityLight(entity_render_t *ent)
@@ -4541,7 +4219,7 @@ static void R_Shadow_DrawEntityLight(entity_render_t *ent)
 
        model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
 
-       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
 }
 
 static void R_Shadow_PrepareLight(rtlight_t *rtlight)
@@ -4610,7 +4288,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
        }
        */
 
-       // if lightstyle is currently off, don't draw the light
+       // skip if lightstyle is currently off
        if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
                return;
 
@@ -4618,10 +4296,27 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
        if (nolight)
                return;
 
-       // if the light box is offscreen, skip it
+       // skip if the light box is not touching any visible leafs
+       if (r_shadow_culllights_pvs.integer
+               && r_refdef.scene.worldmodel
+               && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
+               && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, rtlight->cullmins, rtlight->cullmaxs))
+               return;
+
+       // skip if the light box is not visible to traceline
+       if (r_shadow_culllights_trace.integer)
+       {
+               if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_shadow_culllights_trace_expand.value, r_shadow_culllights_trace_pad.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs))
+                       rtlight->trace_timer = realtime;
+               if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value)
+                       return;
+       }
+
+       // skip if the light box is off screen
        if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
                return;
 
+       // in the typical case this will be quickly replaced by GetLightInfo
        VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
        VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
 
@@ -4648,7 +4343,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
        {
                // dynamic light, world available and can receive realtime lighting
                // calculate lit surfaces and leafs
-               r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
+               r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes, rtlight->shadow == 0);
                R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
                leaflist = r_shadow_buffer_leaflist;
                leafpvs = r_shadow_buffer_leafpvs;
@@ -5237,7 +4932,7 @@ qboolean R_Shadow_PrepareLights_AddSceneLight(rtlight_t *rtlight)
 }
 
 void R_Shadow_DrawLightSprites(void);
-void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
+void R_Shadow_PrepareLights(void)
 {
        int flag;
        int lnum;
@@ -5261,19 +4956,11 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color
                r_shadow_shadowmapdepthtexture != r_fb.usedepthtextures)
                R_Shadow_FreeShadowMaps();
 
-       r_shadow_fb_fbo = fbo;
-       r_shadow_fb_depthtexture = depthtexture;
-       r_shadow_fb_colortexture = colortexture;
-
        r_shadow_usingshadowmaportho = false;
 
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-       case RENDERPATH_SOFT:
 #ifndef USE_GLES2
                if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
                {
@@ -5317,9 +5004,6 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color
                }
 #endif
                break;
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                r_shadow_usingdeferredprepass = false;
                break;
@@ -5474,7 +5158,7 @@ void R_Shadow_PrepareModelShadows(void)
        r_shadow_nummodelshadows = 0;
        r_shadow_shadowmapatlas_modelshadows_size = 0;
 
-       if (!r_refdef.scene.numentities || r_refdef.lightmapintensity <= 0.0f || r_shadows.integer <= 0)
+       if (!r_refdef.scene.numentities || r_refdef.scene.lightmapintensity <= 0.0f || r_shadows.integer <= 0)
                return;
 
        switch (r_shadow_shadowmode)
@@ -5502,7 +5186,7 @@ void R_Shadow_PrepareModelShadows(void)
                return;
        }
 
-       size = 2 * r_shadow_shadowmapmaxsize;
+       size = r_shadow_shadowmaptexturesize / 4;
        scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
        radius = 0.5f * size / scale;
 
@@ -5600,7 +5284,7 @@ static void R_Shadow_DrawModelShadowMaps(void)
        VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
        dot1 = DotProduct(r_refdef.view.forward, shadowdir);
        dot2 = DotProduct(r_refdef.view.up, shadowdir);
-       if (fabs(dot1) <= fabs(dot2)) 
+       if (fabs(dot1) <= fabs(dot2))
                VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
        else
                VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
@@ -5642,7 +5326,7 @@ static void R_Shadow_DrawModelShadowMaps(void)
                relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
                RSurf_ActiveModelEntity(ent, false, false, false);
                ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
-               rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+               rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
        }
 
 #if 0
@@ -5660,36 +5344,10 @@ static void R_Shadow_DrawModelShadowMaps(void)
 
        Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
        Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
-       Matrix4x4_CreateScale3(&scalematrix, size, -size, 1); 
+       Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
        Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
        Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
        Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
-
-       switch (vid.renderpath)
-       {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_GLES1:
-       case RENDERPATH_GLES2:
-               break;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-#ifdef MATRIX4x4_OPENGLORIENTATION
-               r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
-               r_shadow_shadowmapmatrix.m[0][1]        *= -1.0f;
-               r_shadow_shadowmapmatrix.m[0][2]        *= -1.0f;
-               r_shadow_shadowmapmatrix.m[0][3]        *= -1.0f;
-#else
-               r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
-               r_shadow_shadowmapmatrix.m[1][0]        *= -1.0f;
-               r_shadow_shadowmapmatrix.m[2][0]        *= -1.0f;
-               r_shadow_shadowmapmatrix.m[3][0]        *= -1.0f;
-#endif
-               break;
-       }
 }
 
 void R_Shadow_DrawModelShadows(void)
@@ -5706,15 +5364,15 @@ void R_Shadow_DrawModelShadows(void)
        if (!r_shadow_nummodelshadows || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
                return;
 
-       R_ResetViewRendering3D(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture);
+       R_ResetViewRendering3D(r_shadow_viewfbo, r_shadow_viewdepthtexture, r_shadow_viewcolortexture, r_shadow_viewx, r_shadow_viewy, r_shadow_viewwidth, r_shadow_viewheight);
        //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
        //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
        R_Shadow_RenderMode_Begin();
        R_Shadow_RenderMode_ActiveLight(NULL);
-       r_shadow_lightscissor[0] = r_refdef.view.x;
-       r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
-       r_shadow_lightscissor[2] = r_refdef.view.width;
-       r_shadow_lightscissor[3] = r_refdef.view.height;
+       r_shadow_lightscissor[0] = r_shadow_viewx;
+       r_shadow_lightscissor[1] = (r_shadow_viewfbo ? r_shadow_viewheight : vid.height) - r_shadow_viewy - r_shadow_viewheight;
+       r_shadow_lightscissor[2] = r_shadow_viewwidth;
+       r_shadow_lightscissor[3] = r_shadow_viewheight;
        R_Shadow_RenderMode_StencilShadowVolumes(false);
 
        // get shadow dir
@@ -5739,45 +5397,14 @@ void R_Shadow_DrawModelShadows(void)
                        Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
                else
                {
-                       if(ent->entitynumber != 0)
-                       {
-                               if(ent->entitynumber >= MAX_EDICTS) // csqc entity
-                               {
-                                       // FIXME handle this
-                                       VectorNegate(ent->modellight_lightdir, relativelightdirection);
-                               }
-                               else
-                               {
-                                       // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
-                                       int entnum, entnum2, recursion;
-                                       entnum = entnum2 = ent->entitynumber;
-                                       for(recursion = 32; recursion > 0; --recursion)
-                                       {
-                                               entnum2 = cl.entities[entnum].state_current.tagentity;
-                                               if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
-                                                       entnum = entnum2;
-                                               else
-                                                       break;
-                                       }
-                                       if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
-                                       {
-                                               VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
-                                               // transform into modelspace of OUR entity
-                                               Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
-                                               Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
-                                       }
-                                       else
-                                               VectorNegate(ent->modellight_lightdir, relativelightdirection);
-                               }
-                       }
-                       else
-                               VectorNegate(ent->modellight_lightdir, relativelightdirection);
+                       VectorNegate(ent->render_modellight_lightdir, tmp);
+                       Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
                }
 
                VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
                RSurf_ActiveModelEntity(ent, false, false, false);
                ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
-               rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+               rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
        }
 
        // not really the right mode, but this will disable any silly stencil features
@@ -5789,7 +5416,7 @@ void R_Shadow_DrawModelShadows(void)
        //GL_ScissorTest(true);
        //R_EntityMatrix(&identitymatrix);
        //R_Mesh_ResetTextureState();
-       R_ResetViewRendering2D(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture);
+       R_ResetViewRendering2D(r_shadow_viewfbo, r_shadow_viewdepthtexture, r_shadow_viewcolortexture, r_shadow_viewx, r_shadow_viewy, r_shadow_viewwidth, r_shadow_viewheight);
 
        // set up a darkening blend on shadowed areas
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -5836,10 +5463,7 @@ static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequer
 
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_GLES1:
                case RENDERPATH_GLES2:
 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
                        CHECKGLERROR
@@ -5859,18 +5483,6 @@ static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequer
                        CHECKGLERROR
 #endif
                        break;
-               case RENDERPATH_D3D9:
-                       Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_SOFT:
-                       //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
                }
        }
        rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
@@ -5889,13 +5501,9 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
        {
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_GLES1:
                case RENDERPATH_GLES2:
 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
-                       CHECKGLERROR
                        // See if we can use the GPU-side method to prevent implicit sync
                        if (vid.support.arb_query_buffer_object) {
 #define BUFFER_OFFSET(i)    ((GLint *)((unsigned char*)NULL + (i)))
@@ -5910,39 +5518,27 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                                qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, BUFFER_OFFSET(4));
                                qglBindBufferBase(GL_UNIFORM_BUFFER, 0, r_shadow_occlusion_buf);
                                occlude = MATERIALFLAG_OCCLUDE;
-                       } else {
-                               qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
-                               qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels); 
-                               if (visiblepixels < 1 || allpixels < 1)
-                                       return;
-                               rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
+                               cscale *= rtlight->corona_visibility;
+                               CHECKGLERROR
+                               break;
                        }
+                       CHECKGLERROR
+                       qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
+                       qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
+                       if (visiblepixels < 1 || allpixels < 1)
+                               return;
+                       rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
                        cscale *= rtlight->corona_visibility;
                        CHECKGLERROR
                        break;
 #else
                        return;
 #endif
-               case RENDERPATH_D3D9:
-                       Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       return;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       return;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       return;
-               case RENDERPATH_SOFT:
-                       //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       return;
-               default:
-                       return;
                }
        }
        else
        {
-               // FIXME: these traces should scan all render entities instead of cl.world
-               if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
+               if (CL_Cache_TraceLineSurfaces(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT).fraction < 1)
                        return;
        }
        VectorScale(rtlight->currentcolor, cscale, color);
@@ -5986,10 +5582,7 @@ void R_Shadow_DrawCoronas(void)
        r_numqueries = 0;
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
@@ -6006,7 +5599,7 @@ void R_Shadow_DrawCoronas(void)
                                qglGenQueriesARB(r_maxqueries - i, r_queries + i);
                                CHECKGLERROR
                        }
-                       RSurf_ActiveWorldEntity();
+                       RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        GL_CullFace(GL_NONE);
                        GL_DepthMask(false);
@@ -6018,20 +5611,6 @@ void R_Shadow_DrawCoronas(void)
                }
 #endif
                break;
-       case RENDERPATH_D3D9:
-               usequery = false;
-               //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_SOFT:
-               usequery = false;
-               //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
        }
        for (lightindex = 0;lightindex < range;lightindex++)
        {
@@ -6275,7 +5854,7 @@ static void R_Shadow_SelectLightInView(void)
                if (rating >= 0.95)
                {
                        rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
-                       if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1.0f)
+                       if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1.0f)
                        {
                                bestrating = rating;
                                best = light;
@@ -6725,7 +6304,7 @@ static void R_Shadow_SetCursorLocationForView(void)
        vec3_t dest, endpos;
        trace_t trace;
        VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
-       trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true);
+       trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
        if (trace.fraction < 1)
        {
                dist = trace.fraction * r_editlights_cursordistance.value;
@@ -7470,141 +7049,48 @@ LIGHT SAMPLING
 =============================================================================
 */
 
-void R_LightPoint(float *color, const vec3_t p, const int flags)
-{
-       int i, numlights, flag;
-       float f, relativepoint[3], dist, dist2, lightradius2;
-       vec3_t diffuse, n;
-       rtlight_t *light;
-       dlight_t *dlight;
-
-       if (r_fullbright.integer)
-       {
-               VectorSet(color, 1, 1, 1);
-               return;
-       }
-
-       VectorClear(color);
-
-       if (flags & LP_LIGHTMAP)
-       {
-               if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
-               {
-                       VectorClear(diffuse);
-                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
-                       VectorAdd(color, diffuse, color);
-               }
-               else
-                       VectorSet(color, 1, 1, 1);
-               color[0] += r_refdef.scene.ambient;
-               color[1] += r_refdef.scene.ambient;
-               color[2] += r_refdef.scene.ambient;
-       }
-
-       if (flags & LP_RTWORLD)
-       {
-               flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
-               numlights = (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
-               for (i = 0; i < numlights; i++)
-               {
-                       dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
-                       if (!dlight)
-                               continue;
-                       light = &dlight->rtlight;
-                       if (!(light->flags & flag))
-                               continue;
-                       // sample
-                       lightradius2 = light->radius * light->radius;
-                       VectorSubtract(light->shadoworigin, p, relativepoint);
-                       dist2 = VectorLength2(relativepoint);
-                       if (dist2 >= lightradius2)
-                               continue;
-                       dist = sqrt(dist2) / light->radius;
-                       f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
-                       if (f <= 0)
-                               continue;
-                       // todo: add to both ambient and diffuse
-                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1)
-                               VectorMA(color, f, light->currentcolor, color);
-               }
-       }
-       if (flags & LP_DYNLIGHT)
-       {
-               // sample dlights
-               for (i = 0;i < r_refdef.scene.numlights;i++)
-               {
-                       light = r_refdef.scene.lights[i];
-                       // sample
-                       lightradius2 = light->radius * light->radius;
-                       VectorSubtract(light->shadoworigin, p, relativepoint);
-                       dist2 = VectorLength2(relativepoint);
-                       if (dist2 >= lightradius2)
-                               continue;
-                       dist = sqrt(dist2) / light->radius;
-                       f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
-                       if (f <= 0)
-                               continue;
-                       // todo: add to both ambient and diffuse
-                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1)
-                               VectorMA(color, f, light->color, color);
-               }
-       }
-}
-
-void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
+void R_CompleteLightPoint(float *ambient, float *diffuse, float *lightdir, const vec3_t p, const int flags, float lightmapintensity, float ambientintensity)
 {
-       int i, numlights, flag;
+       int i, numlights, flag, q;
        rtlight_t *light;
        dlight_t *dlight;
        float relativepoint[3];
        float color[3];
-       float dir[3];
        float dist;
        float dist2;
        float intensity;
-       float sample[5*3];
+       float sa[3], sx[3], sy[3], sz[3], sd[3];
        float lightradius2;
 
-       if (r_fullbright.integer)
-       {
-               VectorSet(ambient, 1, 1, 1);
-               VectorClear(diffuse);
-               VectorClear(lightdir);
-               return;
-       }
+       // use first order spherical harmonics to combine directional lights
+       for (q = 0; q < 3; q++)
+               sa[q] = sx[q] = sy[q] = sz[q] = sd[q] = 0;
 
-       if (flags == LP_LIGHTMAP)
+       if (flags & LP_LIGHTMAP)
        {
-               VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
-               VectorClear(diffuse);
-               VectorClear(lightdir);
                if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
-                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
+               {
+                       float tempambient[3];
+                       for (q = 0; q < 3; q++)
+                               tempambient[q] = color[q] = relativepoint[q] = 0;
+                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
+                       // calculate a weighted average light direction as well
+                       intensity = VectorLength(color);
+                       for (q = 0; q < 3; q++)
+                       {
+                               sa[q] += (0.5f * color[q] + tempambient[q]) * lightmapintensity;
+                               sx[q] += (relativepoint[0] * color[q]) * lightmapintensity;
+                               sy[q] += (relativepoint[1] * color[q]) * lightmapintensity;
+                               sz[q] += (relativepoint[2] * color[q]) * lightmapintensity;
+                               sd[q] += (intensity * relativepoint[q]) * lightmapintensity;
+                       }
+               }
                else
-                       VectorSet(ambient, 1, 1, 1);
-               return;
-       }
-
-       memset(sample, 0, sizeof(sample));
-       VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
-
-       if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
-       {
-               vec3_t tempambient;
-               VectorClear(tempambient);
-               VectorClear(color);
-               VectorClear(relativepoint);
-               r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
-               VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
-               VectorScale(color, r_refdef.lightmapintensity, color);
-               VectorAdd(sample, tempambient, sample);
-               VectorMA(sample    , 0.5f            , color, sample    );
-               VectorMA(sample + 3, relativepoint[0], color, sample + 3);
-               VectorMA(sample + 6, relativepoint[1], color, sample + 6);
-               VectorMA(sample + 9, relativepoint[2], color, sample + 9);
-               // calculate a weighted average light direction as well
-               intensity = VectorLength(color);
-               VectorMA(sample + 12, intensity, relativepoint, sample + 12);
+               {
+                       // unlit map - fullbright but scaled by lightmapintensity
+                       for (q = 0; q < 3; q++)
+                               sa[q] += lightmapintensity;
+               }
        }
 
        if (flags & LP_RTWORLD)
@@ -7629,19 +7115,20 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const
                        intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
                        if (intensity <= 0.0f)
                                continue;
-                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
+                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
                                continue;
-                       // scale down intensity to add to both ambient and diffuse
-                       //intensity *= 0.5f;
+                       for (q = 0; q < 3; q++)
+                               color[q] = light->currentcolor[q] * intensity;
+                       intensity = VectorLength(color);
                        VectorNormalize(relativepoint);
-                       VectorScale(light->currentcolor, intensity, color);
-                       VectorMA(sample    , 0.5f            , color, sample    );
-                       VectorMA(sample + 3, relativepoint[0], color, sample + 3);
-                       VectorMA(sample + 6, relativepoint[1], color, sample + 6);
-                       VectorMA(sample + 9, relativepoint[2], color, sample + 9);
-                       // calculate a weighted average light direction as well
-                       intensity *= VectorLength(color);
-                       VectorMA(sample + 12, intensity, relativepoint, sample + 12);
+                       for (q = 0; q < 3; q++)
+                       {
+                               sa[q] += 0.5f * color[q];
+                               sx[q] += relativepoint[0] * color[q];
+                               sy[q] += relativepoint[1] * color[q];
+                               sz[q] += relativepoint[2] * color[q];
+                               sd[q] += intensity * relativepoint[q];
+                       }
                }
                // FIXME: sample bouncegrid too!
        }
@@ -7662,32 +7149,32 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const
                        intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
                        if (intensity <= 0.0f)
                                continue;
-                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
+                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
                                continue;
-                       // scale down intensity to add to both ambient and diffuse
-                       //intensity *= 0.5f;
+                       for (q = 0; q < 3; q++)
+                               color[q] = light->currentcolor[q] * intensity;
+                       intensity = VectorLength(color);
                        VectorNormalize(relativepoint);
-                       VectorScale(light->currentcolor, intensity, color);
-                       VectorMA(sample    , 0.5f            , color, sample    );
-                       VectorMA(sample + 3, relativepoint[0], color, sample + 3);
-                       VectorMA(sample + 6, relativepoint[1], color, sample + 6);
-                       VectorMA(sample + 9, relativepoint[2], color, sample + 9);
-                       // calculate a weighted average light direction as well
-                       intensity *= VectorLength(color);
-                       VectorMA(sample + 12, intensity, relativepoint, sample + 12);
+                       for (q = 0; q < 3; q++)
+                       {
+                               sa[q] += 0.5f * color[q];
+                               sx[q] += relativepoint[0] * color[q];
+                               sy[q] += relativepoint[1] * color[q];
+                               sz[q] += relativepoint[2] * color[q];
+                               sd[q] += intensity * relativepoint[q];
+                       }
                }
        }
 
-       // calculate the direction we'll use to reduce the sample to a directional light source
-       VectorCopy(sample + 12, dir);
-       //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
-       VectorNormalize(dir);
-       // extract the diffuse color along the chosen direction and scale it
-       diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
-       diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
-       diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
-       // subtract some of diffuse from ambient
-       VectorMA(sample, -0.333f, diffuse, ambient);
-       // store the normalized lightdir
-       VectorCopy(dir, lightdir);
+       // calculate the weighted-average light direction (bentnormal)
+       for (q = 0; q < 3; q++)
+               lightdir[q] = sd[q];
+       VectorNormalize(lightdir);
+       for (q = 0; q < 3; q++)
+       {
+               // extract the diffuse color along the chosen direction and scale it
+               diffuse[q] = (lightdir[0] * sx[q] + lightdir[1] * sy[q] + lightdir[2] * sz[q]);
+               // subtract some of diffuse from ambient
+               ambient[q] = sa[q] + -0.333f * diffuse[q] + ambientintensity;
+       }
 }