]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
optional portal based determination of lit surfaces (good speed gain, enough to make...
[xonotic/darkplaces.git] / r_shadow.c
index 54ce7584e5db1a2ea93d856c987fdab6f274d231..e2964debe866f42f8fa545b4c312ab7132eb982b 100644 (file)
@@ -2,6 +2,7 @@
 #include "quakedef.h"
 #include "r_shadow.h"
 #include "cl_collision.h"
+#include "portals.h"
 
 extern void R_Shadow_EditLights_Init(void);
 
@@ -23,22 +24,27 @@ int maxtrianglefacinglight;
 qbyte *trianglefacinglight;
 
 rtexturepool_t *r_shadow_texturepool;
-rtexture_t *r_shadow_normalsattenuationtexture;
 rtexture_t *r_shadow_normalscubetexture;
 rtexture_t *r_shadow_attenuation2dtexture;
 rtexture_t *r_shadow_blankbumptexture;
 rtexture_t *r_shadow_blankglosstexture;
 rtexture_t *r_shadow_blankwhitetexture;
 
-cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "2"};
+cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
+cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
 cvar_t r_shadow_realtime = {0, "r_shadow_realtime", "0"};
-cvar_t r_shadow_erasebydrawing = {0, "r_shadow_erasebydrawing", "0"};
-cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "0"};
 cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
-cvar_t r_shadow_bumpscale = {0, "r_shadow_bumpscale", "4"};
+cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
+cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
+cvar_t r_shadow_shadownudge = {0, "r_shadow_shadownudge", "1"};
+cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
+
+int c_rt_lights, c_rt_clears, c_rt_scissored;
+int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
+int c_rtcached_shadowmeshes, c_rtcached_shadowtris;
 
 void R_Shadow_ClearWorldLights(void);
 void R_Shadow_SaveWorldLights(void);
@@ -54,7 +60,6 @@ void r_shadow_start(void)
        shadowelements = NULL;
        maxtrianglefacinglight = 0;
        trianglefacinglight = NULL;
-       r_shadow_normalsattenuationtexture = NULL;
        r_shadow_normalscubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_blankbumptexture = NULL;
@@ -69,7 +74,6 @@ void r_shadow_shutdown(void)
 {
        R_Shadow_ClearWorldLights();
        r_shadow_reloadlights = true;
-       r_shadow_normalsattenuationtexture = NULL;
        r_shadow_normalscubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_blankbumptexture = NULL;
@@ -91,39 +95,33 @@ void r_shadow_newmap(void)
 
 void R_Shadow_Init(void)
 {
+       Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
        Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
        Cvar_RegisterVariable(&r_shadow_lightintensityscale);
        Cvar_RegisterVariable(&r_shadow_realtime);
-       Cvar_RegisterVariable(&r_shadow_texture3d);
        Cvar_RegisterVariable(&r_shadow_gloss);
        Cvar_RegisterVariable(&r_shadow_debuglight);
-       Cvar_RegisterVariable(&r_shadow_erasebydrawing);
        Cvar_RegisterVariable(&r_shadow_scissor);
-       Cvar_RegisterVariable(&r_shadow_bumpscale);
+       Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
+       Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
+       Cvar_RegisterVariable(&r_shadow_shadownudge);
+       Cvar_RegisterVariable(&r_shadow_portallight);
        R_Shadow_EditLights_Init();
        R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
 }
 
-void R_Shadow_ProjectVertices(const float *in, float *out, int numverts, const float *relativelightorigin, float projectdistance)
+void R_Shadow_ProjectVertices(float *verts, int numverts, const float *relativelightorigin, float projectdistance)
 {
        int i;
+       float *in, *out, diff[4];
+       in = verts;
+       out = verts + numverts * 4;
        for (i = 0;i < numverts;i++, in += 4, out += 4)
        {
-#if 1
-               out[0] = in[0] + 1000000.0f * (in[0] - relativelightorigin[0]);
-               out[1] = in[1] + 1000000.0f * (in[1] - relativelightorigin[1]);
-               out[2] = in[2] + 1000000.0f * (in[2] - relativelightorigin[2]);
-#elif 0
-               VectorSubtract(in, relativelightorigin, temp);
-               f = lightradius / sqrt(DotProduct(temp,temp));
-               if (f < 1)
-                       f = 1;
-               VectorMA(relativelightorigin, f, temp, out);
-#else
-               VectorSubtract(in, relativelightorigin, temp);
-               f = projectdistance / sqrt(DotProduct(temp,temp));
-               VectorMA(in, f, temp, out);
-#endif
+               VectorSubtract(in, relativelightorigin, diff);
+               VectorNormalizeFast(diff);
+               VectorMA(in, projectdistance, diff, out);
+               VectorMA(in, r_shadow_shadownudge.value, diff, in);
        }
 }
 
@@ -141,7 +139,7 @@ void R_Shadow_MakeTriangleShadowFlags(const int *elements, const float *vertex,
                // of the comparison use it, therefore they are both multiplied the
                // same amount...  furthermore the subtract can be done on the
                // vectors, saving a little bit of math in the dotproducts
-#if 0
+#if 1
                // fast version
                // subtracts v1 from v0 and v2, combined into a crossproduct,
                // combined with a dotproduct of the light location relative to the
@@ -155,7 +153,7 @@ void R_Shadow_MakeTriangleShadowFlags(const int *elements, const float *vertex,
 #else
                // readable version
                {
-               float dir0[3], dir1[3], temp[3], f;
+               float dir0[3], dir1[3], temp[3];
 
                // calculate two mostly perpendicular edge directions
                VectorSubtract(v0, v1, dir0);
@@ -174,9 +172,7 @@ void R_Shadow_MakeTriangleShadowFlags(const int *elements, const float *vertex,
                // I.E. flat, so all points give the same answer)
                // the normal is not normalized because it is used on both sides of
                // the comparison, so it's magnitude does not matter
-               //trianglefacinglight[i] = DotProduct(relativelightorigin, temp) >= DotProduct(v0, temp);
-               f = DotProduct(relativelightorigin, temp) - DotProduct(v0, temp);
-               trianglefacinglight[i] = f > 0 && f < lightradius * sqrt(DotProduct(temp, temp));
+               trianglefacinglight[i] = DotProduct(relativelightorigin, temp) >= DotProduct(v0, temp);
                }
 #endif
        }
@@ -304,13 +300,13 @@ void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, v
        if (maxshadowelements < numtris * 24)
                R_Shadow_ResizeShadowElements(numtris);
 
+       // check which triangles are facing the light
+       R_Shadow_MakeTriangleShadowFlags(elements, varray_vertex, numtris, trianglefacinglight, relativelightorigin, lightradius);
+
        // generate projected vertices
        // by clever use of elements we'll construct the whole shadow from
        // the unprojected vertices and these projected vertices
-       R_Shadow_ProjectVertices(varray_vertex, varray_vertex + numverts * 4, numverts, relativelightorigin, projectdistance);
-
-       // check which triangles are facing the light
-       R_Shadow_MakeTriangleShadowFlags(elements, varray_vertex, numtris, trianglefacinglight, relativelightorigin, lightradius);
+       R_Shadow_ProjectVertices(varray_vertex, numverts, relativelightorigin, projectdistance);
 
        // output triangle elements
        tris = R_Shadow_BuildShadowVolumeTriangles(elements, neighbors, numtris, numverts, trianglefacinglight, shadowelements);
@@ -327,11 +323,15 @@ void R_Shadow_RenderVolume(int numverts, int numtris, int *elements)
                qglCullFace(GL_BACK); // quake is backwards, this culls front faces
                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
                R_Mesh_Draw(numverts, numtris, elements);
+               c_rt_shadowmeshes++;
+               c_rt_shadowtris += numtris;
                // decrement stencil if frontface is behind depthbuffer
                qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
        }
        R_Mesh_Draw(numverts, numtris, elements);
+       c_rt_shadowmeshes++;
+       c_rt_shadowtris += numtris;
 }
 
 void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
@@ -347,6 +347,8 @@ void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
                        R_Mesh_ResizeCheck(mesh->numverts);
                        memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
                        R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->elements);
+                       c_rtcached_shadowmeshes++;
+                       c_rtcached_shadowtris += mesh->numtriangles;
                }
                // decrement stencil if frontface is behind depthbuffer
                qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
@@ -357,46 +359,12 @@ void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
                R_Mesh_ResizeCheck(mesh->numverts);
                memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
                R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->elements);
+               c_rtcached_shadowmeshes++;
+               c_rtcached_shadowtris += mesh->numtriangles;
        }
 }
 
-float r_shadow_atten1;
-#define ATTEN3DSIZE 64
-static void R_Shadow_Make3DTextures(void)
-{
-       int x, y, z;
-       float v[3], intensity, ilen, bordercolor[4];
-       qbyte *data;
-       data = Mem_Alloc(tempmempool, ATTEN3DSIZE * ATTEN3DSIZE * ATTEN3DSIZE * 4);
-       for (z = 0;z < ATTEN3DSIZE;z++)
-       {
-               for (y = 0;y < ATTEN3DSIZE;y++)
-               {
-                       for (x = 0;x < ATTEN3DSIZE;x++)
-                       {
-                               v[0] = (x + 0.5f) * (2.0f / (float) ATTEN3DSIZE) - 1.0f;
-                               v[1] = (y + 0.5f) * (2.0f / (float) ATTEN3DSIZE) - 1.0f;
-                               v[2] = (z + 0.5f) * (2.0f / (float) ATTEN3DSIZE) - 1.0f;
-                               intensity = 1.0f - sqrt(DotProduct(v, v));
-                               if (intensity > 0)
-                                       intensity *= intensity;
-                               ilen = 127.0f * bound(0, intensity * r_shadow_atten1, 1) / sqrt(DotProduct(v, v));
-                               data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = 128.0f + ilen * v[0];
-                               data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = 128.0f + ilen * v[1];
-                               data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = 128.0f + ilen * v[2];
-                               data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = 255;
-                       }
-               }
-       }
-       r_shadow_normalsattenuationtexture = R_LoadTexture3D(r_shadow_texturepool, "normalsattenuation", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
-       Mem_Free(data);
-       bordercolor[0] = 0.5f;
-       bordercolor[1] = 0.5f;
-       bordercolor[2] = 0.5f;
-       bordercolor[3] = 1.0f;
-       qglTexParameterfv(GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, bordercolor);
-}
-
+float r_shadow_attenpower, r_shadow_attenscale;
 static void R_Shadow_MakeTextures(void)
 {
        int x, y, d, side;
@@ -404,16 +372,17 @@ static void R_Shadow_MakeTextures(void)
        qbyte *data;
        R_FreeTexturePool(&r_shadow_texturepool);
        r_shadow_texturepool = R_AllocTexturePool();
-       r_shadow_atten1 = r_shadow_lightattenuationscale.value;
+       r_shadow_attenpower = r_shadow_lightattenuationpower.value;
+       r_shadow_attenscale = r_shadow_lightattenuationscale.value;
        data = Mem_Alloc(tempmempool, 6*128*128*4);
        data[0] = 128;
        data[1] = 128;
        data[2] = 255;
        data[3] = 255;
        r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-       data[0] = 255;
-       data[1] = 255;
-       data[2] = 255;
+       data[0] = 64;
+       data[1] = 64;
+       data[2] = 64;
        data[3] = 255;
        r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
        data[0] = 255;
@@ -475,13 +444,13 @@ static void R_Shadow_MakeTextures(void)
        {
                for (x = 0;x < 128;x++)
                {
-                       v[0] = (x + 0.5f) * (2.0f / 128.0f) - 1.0f;
-                       v[1] = (y + 0.5f) * (2.0f / 128.0f) - 1.0f;
+                       v[0] = (x + 0.5f) * (2.0f / (128.0f - 8.0f)) - 1.0f;
+                       v[1] = (y + 0.5f) * (2.0f / (128.0f - 8.0f)) - 1.0f;
                        v[2] = 0;
                        intensity = 1.0f - sqrt(DotProduct(v, v));
                        if (intensity > 0)
-                               intensity *= intensity;
-                       intensity = bound(0, intensity * r_shadow_atten1 * 256.0f, 255.0f);
+                               intensity = pow(intensity, r_shadow_attenpower);
+                       intensity = bound(0, intensity * r_shadow_attenscale * 256.0f, 255.0f);
                        d = bound(0, intensity, 255);
                        data[((0*128+y)*128+x)*4+0] = d;
                        data[((0*128+y)*128+x)*4+1] = d;
@@ -489,28 +458,22 @@ static void R_Shadow_MakeTextures(void)
                        data[((0*128+y)*128+x)*4+3] = d;
                }
        }
-       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", 128, 128, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_MIPMAP, NULL);
+       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", 128, 128, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
        Mem_Free(data);
-       if (r_shadow_texture3d.integer)
-               R_Shadow_Make3DTextures();
 }
 
 void R_Shadow_Stage_Begin(void)
 {
        rmeshstate_t m;
 
-       if (r_shadow_texture3d.integer && !gl_texture3d)
-       {
-               Con_Printf("3D texture support not detected, falling back on slower 2D + 1D + normalization lighting\n");
-               Cvar_SetValueQuick(&r_shadow_texture3d, 0);
-       }
        //cl.worldmodel->numlights = min(cl.worldmodel->numlights, 1);
        if (!r_shadow_attenuation2dtexture
-        || (r_shadow_texture3d.integer && !r_shadow_normalsattenuationtexture)
-        || r_shadow_lightattenuationscale.value != r_shadow_atten1)
+        || r_shadow_lightattenuationpower.value != r_shadow_attenpower
+        || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
                R_Shadow_MakeTextures();
        if (r_shadow_reloadlights && cl.worldmodel)
        {
+               R_Shadow_ClearWorldLights();
                r_shadow_reloadlights = false;
                R_Shadow_LoadWorldLights();
                if (r_shadow_worldlightchain == NULL)
@@ -527,6 +490,10 @@ void R_Shadow_Stage_Begin(void)
        R_Mesh_State(&m);
        GL_Color(0, 0, 0, 1);
        r_shadowstage = SHADOWSTAGE_NONE;
+
+       c_rt_lights = c_rt_clears = c_rt_scissored = 0;
+       c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0;
+       c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
 }
 
 void R_Shadow_Stage_ShadowVolumes(void)
@@ -541,15 +508,22 @@ void R_Shadow_Stage_ShadowVolumes(void)
        qglDepthFunc(GL_LESS);
        qglEnable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-       qglStencilFunc(GL_ALWAYS, 0, 0xFF);
+       qglStencilFunc(GL_ALWAYS, 128, 0xFF);
        qglEnable(GL_CULL_FACE);
        qglEnable(GL_DEPTH_TEST);
        r_shadowstage = SHADOWSTAGE_STENCIL;
-       if (!r_shadow_erasebydrawing.integer)
-               qglClear(GL_STENCIL_BUFFER_BIT);
+       qglClear(GL_STENCIL_BUFFER_BIT);
+       c_rt_clears++;
+       // LordHavoc note: many shadow volumes reside entirely inside the world
+       // (that is to say they are entirely bounded by their lit surfaces),
+       // which can be optimized by handling things as an inverted light volume,
+       // with the shadow boundaries of the world being simulated by an altered
+       // (129) bias to stencil clearing on such lights
+       // FIXME: generate inverted light volumes for use as shadow volumes and
+       // optimize for them as noted above
 }
 
-void R_Shadow_Stage_Light(void)
+void R_Shadow_Stage_LightWithoutShadows(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
@@ -562,38 +536,37 @@ void R_Shadow_Stage_Light(void)
        qglColorMask(1, 1, 1, 1);
        qglDepthMask(0);
        qglDepthFunc(GL_EQUAL);
-       qglEnable(GL_STENCIL_TEST);
+       qglDisable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-       // only draw light where this geometry was already rendered AND the
-       // stencil is 0 (non-zero means shadow)
-       qglStencilFunc(GL_EQUAL, 0, 0xFF);
+       qglStencilFunc(GL_EQUAL, 128, 0xFF);
        qglEnable(GL_CULL_FACE);
        qglEnable(GL_DEPTH_TEST);
        r_shadowstage = SHADOWSTAGE_LIGHT;
+       c_rt_lights++;
 }
 
-int R_Shadow_Stage_EraseShadowVolumes(void)
+void R_Shadow_Stage_LightWithShadows(void)
 {
-       if (r_shadow_erasebydrawing.integer)
-       {
-               rmeshstate_t m;
-               memset(&m, 0, sizeof(m));
-               R_Mesh_TextureState(&m);
-               GL_Color(1, 1, 1, 1);
-               qglColorMask(0, 0, 0, 0);
-               qglDisable(GL_BLEND);
-               qglDepthMask(0);
-               qglDepthFunc(GL_LESS);
-               qglEnable(GL_STENCIL_TEST);
-               qglStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
-               qglStencilFunc(GL_ALWAYS, 0, 0xFF);
-               qglDisable(GL_CULL_FACE);
-               qglDisable(GL_DEPTH_TEST);
-               r_shadowstage = SHADOWSTAGE_ERASESTENCIL;
-               return true;
-       }
-       else
-               return false;
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       R_Mesh_TextureState(&m);
+       qglActiveTexture(GL_TEXTURE0_ARB);
+
+       qglEnable(GL_BLEND);
+       qglBlendFunc(GL_ONE, GL_ONE);
+       GL_Color(1, 1, 1, 1);
+       qglColorMask(1, 1, 1, 1);
+       qglDepthMask(0);
+       qglDepthFunc(GL_EQUAL);
+       qglEnable(GL_STENCIL_TEST);
+       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+       // only draw light where this geometry was already rendered AND the
+       // stencil is 128 (values other than this mean shadow)
+       qglStencilFunc(GL_EQUAL, 128, 0xFF);
+       qglEnable(GL_CULL_FACE);
+       qglEnable(GL_DEPTH_TEST);
+       r_shadowstage = SHADOWSTAGE_LIGHT;
+       c_rt_lights++;
 }
 
 void R_Shadow_Stage_End(void)
@@ -610,7 +583,7 @@ void R_Shadow_Stage_End(void)
        qglDepthFunc(GL_LEQUAL);
        qglDisable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-       qglStencilFunc(GL_ALWAYS, 0, 0xFF);
+       qglStencilFunc(GL_ALWAYS, 128, 0xFF);
        qglEnable(GL_CULL_FACE);
        qglEnable(GL_DEPTH_TEST);
        // force mesh state to reset by using various combinations of features
@@ -693,6 +666,8 @@ int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const
                return true;
        // ok some of it is infront of the view, transform each corner back to
        // worldspace and then to screenspace and make screen rect
+       // initialize these variables just to avoid compiler warnings
+       x1 = y1 = x2 = y2 = 0;
        for (i = 0;i < 8;i++)
        {
                v2[0] = (i & 1) ? smins[0] : smaxs[0];
@@ -757,6 +732,7 @@ int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const
        // set up the scissor rectangle
        qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
        qglEnable(GL_SCISSOR_TEST);
+       c_rt_scissored++;
        return false;
 }
 
@@ -855,8 +831,8 @@ void R_Shadow_GenTexCoords_LightCubeMap(float *out, int numverts, const float *v
 
 void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
 {
-       int renders, mult;
-       float scale, colorscale;
+       int renders;
+       float color[3];
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
        if (!bumptexture)
@@ -865,70 +841,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
        // mult is how many times the final pass of the lighting will be
        // performed to get more brightness than otherwise possible
        // limit mult to 64 for sanity sake
-       if (r_shadow_texture3d.integer)
-       {
-               if (r_textureunits.integer >= 4 && !lightcubemap)
-               {
-                       // 4 texture 3D combine path, one pass, no light cubemap support
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.tex3d[1] = R_GetTexture(r_shadow_normalsattenuationtexture);
-                       m.tex[2] = R_GetTexture(basetexture);
-                       m.tex[3] = R_GetTexture(r_shadow_blankwhitetexture);
-                       m.texcombinergb[0] = GL_REPLACE;
-                       m.texcombinergb[1] = GL_DOT3_RGB_ARB;
-                       m.texcombinergb[2] = GL_MODULATE;
-                       m.texcombinergb[3] = GL_MODULATE;
-                       R_Mesh_TextureState(&m);
-                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-                       memcpy(varray_texcoord[2], texcoords, numverts * sizeof(float[4]));
-                       R_Shadow_GenTexCoords_Diffuse_Attenuation3D(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
-                       qglActiveTexture(GL_TEXTURE3_ARB);
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB);
-                       colorscale = r_colorscale * r_shadow_lightintensityscale.value;
-                       for (mult = 1, scale = ixtable[mult];mult < 64 && (lightcolor[0] * scale * colorscale > 1 || lightcolor[1] * scale * colorscale > 1 || lightcolor[2] * scale * colorscale > 1);mult++, scale = ixtable[mult]);
-                       colorscale *= scale;
-                       GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1);
-                       for (renders = 0;renders < mult;renders++)
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                       qglActiveTexture(GL_TEXTURE3_ARB);
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
-               }
-               else
-               {
-                       // 2 texture no3D combine path, two pass
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.tex3d[1] = R_GetTexture(r_shadow_normalsattenuationtexture);
-                       m.texcombinergb[0] = GL_REPLACE;
-                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       R_Mesh_TextureState(&m);
-                       qglColorMask(0,0,0,1);
-                       qglDisable(GL_BLEND);
-                       GL_Color(1,1,1,1);
-                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-                       R_Shadow_GenTexCoords_Diffuse_Attenuation3D(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.tex3d[1] = 0;
-                       m.texcubemap[1] = R_GetTexture(lightcubemap);
-                       m.texcombinergb[0] = GL_MODULATE;
-                       m.texcombinergb[1] = GL_MODULATE;
-                       R_Mesh_TextureState(&m);
-                       qglColorMask(1,1,1,1);
-                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-                       qglEnable(GL_BLEND);
-                       if (lightcubemap)
-                               R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin);
-
-                       colorscale = r_colorscale * r_shadow_lightintensityscale.value;
-                       for (mult = 1, scale = ixtable[mult];mult < 64 && (lightcolor[0] * scale * colorscale > 1 || lightcolor[1] * scale * colorscale > 1 || lightcolor[2] * scale * colorscale > 1);mult++, scale = ixtable[mult]);
-                       colorscale *= scale;
-                       GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1);
-                       for (renders = 0;renders < mult;renders++)
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-               }
-       }
-       else if (r_textureunits.integer >= 4)
+       if (r_textureunits.integer >= 4)
        {
                // 4 texture no3D combine path, two pass
                m.tex[0] = R_GetTexture(bumptexture);
@@ -945,6 +858,8 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
                R_Shadow_GenTexCoords_Attenuation2D1D(varray_texcoord[2], varray_texcoord[3], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
                R_Mesh_Draw(numverts, numtriangles, elements);
+               c_rt_lightmeshes++;
+               c_rt_lighttris += numtriangles;
 
                m.tex[0] = R_GetTexture(basetexture);
                m.texcubemap[1] = R_GetTexture(lightcubemap);
@@ -953,18 +868,20 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                m.tex[2] = 0;
                m.tex[3] = 0;
                R_Mesh_TextureState(&m);
-               qglColorMask(1,1,1,1);
+               qglColorMask(1,1,1,0);
                qglBlendFunc(GL_DST_ALPHA, GL_ONE);
                qglEnable(GL_BLEND);
                if (lightcubemap)
                        R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin);
 
-               colorscale = r_colorscale * r_shadow_lightintensityscale.value;
-               for (mult = 1, scale = ixtable[mult];mult < 64 && (lightcolor[0] * scale * colorscale > 1 || lightcolor[1] * scale * colorscale > 1 || lightcolor[2] * scale * colorscale > 1);mult++, scale = ixtable[mult]);
-               colorscale *= scale;
-               GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1);
-               for (renders = 0;renders < mult;renders++)
+               VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+               for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+               {
+                       GL_Color(color[0], color[1], color[2], 1);
                        R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+               }
        }
        else
        {
@@ -977,6 +894,8 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                GL_Color(1,1,1,1);
                R_Shadow_GenTexCoords_Attenuation2D1D(varray_texcoord[0], varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
                R_Mesh_Draw(numverts, numtriangles, elements);
+               c_rt_lightmeshes++;
+               c_rt_lighttris += numtriangles;
 
                m.tex[0] = R_GetTexture(bumptexture);
                m.tex[1] = 0;
@@ -989,30 +908,34 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
                R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
                R_Mesh_Draw(numverts, numtriangles, elements);
+               c_rt_lightmeshes++;
+               c_rt_lighttris += numtriangles;
 
                m.tex[0] = R_GetTexture(basetexture);
                m.texcubemap[1] = R_GetTexture(lightcubemap);
                m.texcombinergb[0] = GL_MODULATE;
                m.texcombinergb[1] = GL_MODULATE;
                R_Mesh_TextureState(&m);
-               qglColorMask(1,1,1,1);
+               qglColorMask(1,1,1,0);
                qglBlendFunc(GL_DST_ALPHA, GL_ONE);
                if (lightcubemap)
                        R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin);
 
-               colorscale = r_colorscale * r_shadow_lightintensityscale.value;
-               for (mult = 1, scale = ixtable[mult];mult < 64 && (lightcolor[0] * scale * colorscale > 1 || lightcolor[1] * scale * colorscale > 1 || lightcolor[2] * scale * colorscale > 1);mult++, scale = ixtable[mult]);
-               colorscale *= scale;
-               GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1);
-               for (renders = 0;renders < mult;renders++)
+               VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+               for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+               {
+                       GL_Color(color[0], color[1], color[2], 1);
                        R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+               }
        }
 }
 
 void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
 {
-       int renders, mult;
-       float scale, colorscale;
+       int renders;
+       float color[3];
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
        if (!bumptexture)
@@ -1034,6 +957,8 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
                R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, relativeeyeorigin);
                R_Mesh_Draw(numverts, numtriangles, elements);
+               c_rt_lightmeshes++;
+               c_rt_lighttris += numtriangles;
 
                m.tex[0] = 0;
                m.texcubemap[1] = 0;
@@ -1045,10 +970,16 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                // these comments are a test run through this math for intensity 0.5
                // 0.5 * 0.5 = 0.25
                R_Mesh_Draw(numverts, numtriangles, elements);
+               c_rt_lightmeshes++;
+               c_rt_lighttris += numtriangles;
                // 0.25 * 0.25 = 0.0625
                R_Mesh_Draw(numverts, numtriangles, elements);
+               c_rt_lightmeshes++;
+               c_rt_lighttris += numtriangles;
                // 0.0625 * 0.0625 = 0.00390625
                R_Mesh_Draw(numverts, numtriangles, elements);
+               c_rt_lightmeshes++;
+               c_rt_lighttris += numtriangles;
 
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
@@ -1056,42 +987,33 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
                R_Shadow_GenTexCoords_Attenuation2D1D(varray_texcoord[0], varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
                R_Mesh_Draw(numverts, numtriangles, elements);
+               c_rt_lightmeshes++;
+               c_rt_lighttris += numtriangles;
 
                m.tex[0] = R_GetTexture(glosstexture);
                m.texcubemap[1] = R_GetTexture(lightcubemap);
                R_Mesh_TextureState(&m);
-               qglColorMask(1,1,1,1);
+               qglColorMask(1,1,1,0);
                qglBlendFunc(GL_DST_ALPHA, GL_ONE);
                memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
                if (lightcubemap)
                        R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin);
 
-               // the 0.25f makes specular lighting much dimmer than diffuse (intentionally)
-               colorscale = r_colorscale * 0.25f * r_shadow_lightintensityscale.value;
-               for (mult = 1, scale = ixtable[mult];mult < 64 && (lightcolor[0] * scale * colorscale > 1 || lightcolor[1] * scale * colorscale > 1 || lightcolor[2] * scale * colorscale > 1);mult++, scale = ixtable[mult]);
-               colorscale *= scale;
-               GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1);
-               for (renders = 0;renders < mult;renders++)
+               VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+               for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+               {
+                       GL_Color(color[0], color[1], color[2], 1);
                        R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+               }
        }
 }
 
-#define PRECOMPUTEDSHADOWVOLUMES 1
 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light)
 {
-#if PRECOMPUTEDSHADOWVOLUMES
        R_Mesh_Matrix(matrix);
        R_Shadow_RenderShadowMeshVolume(light->shadowvolume);
-#else
-       shadowmesh_t *mesh;
-       R_Mesh_Matrix(matrix);
-       for (mesh = light->shadowvolume;mesh;mesh = mesh->next)
-       {
-               R_Mesh_ResizeCheck(mesh->numverts * 2);
-               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-               R_Shadow_Volume(mesh->numverts, mesh->numtriangles, varray_vertex, mesh->elements, mesh->neighbors, light->origin, light->lightradius, light->lightradius);
-       }
-#endif
 }
 
 cvar_t r_editlights = {0, "r_editlights", "0"};
@@ -1099,32 +1021,55 @@ cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
 cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
 cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
+cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
+cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
+cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
 worldlight_t *r_shadow_worldlightchain;
 worldlight_t *r_shadow_selectedlight;
 vec3_t r_editlights_cursorlocation;
 
 static int castshadowcount = 1;
-void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname)
+void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname, int castshadow)
 {
-       int i, j, k, l, maxverts, *mark;
-       float *verts, *v, *v0, *v1, f, projectdistance, temp[3], temp2[3], temp3[3], radius2;
+       int i, j, k, l, maxverts, *mark, tris;
+       float *verts, *v, f, temp[3], radius2;
+       //float projectdistance, *v0, *v1, temp2[3], temp3[3];
        worldlight_t *e;
-       shadowmesh_t *mesh;
+       shadowmesh_t *mesh, *castmesh;
        mleaf_t *leaf;
        msurface_t *surf;
        qbyte *pvs;
+       surfmesh_t *surfmesh;
+
+       if (radius < 15 || DotProduct(color, color) < 0.03)
+       {
+               Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
+               return;
+       }
 
        e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t));
        VectorCopy(origin, e->origin);
        VectorCopy(color, e->light);
        e->lightradius = radius;
-       VectorCopy(origin, e->mins);
-       VectorCopy(origin, e->maxs);
-       e->cullradius = 0;
        e->style = style;
+       if (e->style < 0 || e->style >= MAX_LIGHTSTYLES)
+       {
+               Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", e->style, MAX_LIGHTSTYLES);
+               e->style = 0;
+       }
+       e->castshadows = castshadow;
+
+       e->cullradius = e->lightradius;
+       e->mins[0] = e->origin[0] - e->lightradius;
+       e->maxs[0] = e->origin[0] + e->lightradius;
+       e->mins[1] = e->origin[1] - e->lightradius;
+       e->maxs[1] = e->origin[1] + e->lightradius;
+       e->mins[2] = e->origin[2] - e->lightradius;
+       e->maxs[2] = e->origin[2] + e->lightradius;
+
        e->next = r_shadow_worldlightchain;
        r_shadow_worldlightchain = e;
-       if (cubemapname)
+       if (cubemapname && cubemapname[0])
        {
                e->cubemapname = Mem_Alloc(r_shadow_mempool, strlen(cubemapname) + 1);
                strcpy(e->cubemapname, cubemapname);
@@ -1133,36 +1078,82 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
        if (cl.worldmodel)
        {
                castshadowcount++;
-               leaf = Mod_PointInLeaf(origin, cl.worldmodel);
-               pvs = Mod_LeafPVS(leaf, cl.worldmodel);
-               for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
+               if (r_shadow_portallight.integer)
                {
-                       if (pvs[i >> 3] & (1 << (i & 7)))
+                       qbyte *byteleafpvs;
+                       qbyte *bytesurfacepvs;
+                       byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->numleafs + 1);
+                       bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->numsurfaces);
+                       Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, e->lightradius);
+
+                       for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
+                       {
+                               if (byteleafpvs[i+1])
+                               {
+                                       temp[0] = bound(leaf->mins[0], e->origin[0], leaf->maxs[0]) - e->origin[0];
+                                       temp[1] = bound(leaf->mins[1], e->origin[1], leaf->maxs[1]) - e->origin[1];
+                                       temp[2] = bound(leaf->mins[2], e->origin[2], leaf->maxs[2]) - e->origin[2];
+                                       if (DotProduct(temp, temp) < e->lightradius * e->lightradius)
+                                               leaf->worldnodeframe = castshadowcount;
+                               }
+                       }
+
+                       for (i = 0, surf = cl.worldmodel->surfaces;i < cl.worldmodel->numsurfaces;i++, surf++)
                        {
-                               VectorCopy(origin, temp);
-                               if (temp[0] < leaf->mins[0]) temp[0] = leaf->mins[0];
-                               if (temp[0] > leaf->maxs[0]) temp[0] = leaf->maxs[0];
-                               if (temp[1] < leaf->mins[1]) temp[1] = leaf->mins[1];
-                               if (temp[1] > leaf->maxs[1]) temp[1] = leaf->maxs[1];
-                               if (temp[2] < leaf->mins[2]) temp[2] = leaf->mins[2];
-                               if (temp[2] > leaf->maxs[2]) temp[2] = leaf->maxs[2];
-                               VectorSubtract(temp, origin, temp);
-                               if (DotProduct(temp, temp) < e->lightradius * e->lightradius)
+                               if (bytesurfacepvs[i])
                                {
-                                       leaf->worldnodeframe = castshadowcount;
-                                       for (j = 0, mark = leaf->firstmarksurface;j < leaf->nummarksurfaces;j++, mark++)
+                                       f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
+                                       if (surf->flags & SURF_PLANEBACK)
+                                               f = -f;
+                                       if (f > 0 && f < e->lightradius)
                                        {
-                                               surf = cl.worldmodel->surfaces + *mark;
-                                               if (surf->castshadow != castshadowcount)
+                                               temp[0] = bound(surf->poly_mins[0], e->origin[0], surf->poly_maxs[0]) - e->origin[0];
+                                               temp[1] = bound(surf->poly_mins[1], e->origin[1], surf->poly_maxs[1]) - e->origin[1];
+                                               temp[2] = bound(surf->poly_mins[2], e->origin[2], surf->poly_maxs[2]) - e->origin[2];
+                                               if (DotProduct(temp, temp) < e->lightradius * e->lightradius)
+                                                       surf->castshadow = castshadowcount;
+                                       }
+                               }
+                       }
+
+                       Mem_Free(byteleafpvs);
+                       Mem_Free(bytesurfacepvs);
+               }
+               else
+               {
+                       leaf = Mod_PointInLeaf(origin, cl.worldmodel);
+                       pvs = Mod_LeafPVS(leaf, cl.worldmodel);
+                       for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
+                       {
+                               if (pvs[i >> 3] & (1 << (i & 7)))
+                               {
+                                       VectorCopy(origin, temp);
+                                       if (temp[0] < leaf->mins[0]) temp[0] = leaf->mins[0];
+                                       if (temp[0] > leaf->maxs[0]) temp[0] = leaf->maxs[0];
+                                       if (temp[1] < leaf->mins[1]) temp[1] = leaf->mins[1];
+                                       if (temp[1] > leaf->maxs[1]) temp[1] = leaf->maxs[1];
+                                       if (temp[2] < leaf->mins[2]) temp[2] = leaf->mins[2];
+                                       if (temp[2] > leaf->maxs[2]) temp[2] = leaf->maxs[2];
+                                       VectorSubtract(temp, origin, temp);
+                                       if (DotProduct(temp, temp) < e->lightradius * e->lightradius)
+                                       {
+                                               leaf->worldnodeframe = castshadowcount;
+                                               for (j = 0, mark = leaf->firstmarksurface;j < leaf->nummarksurfaces;j++, mark++)
                                                {
-                                                       f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
-                                                       if (surf->flags & SURF_PLANEBACK)
-                                                               f = -f;
-                                                       if (f > 0 && f < e->lightradius)
+                                                       surf = cl.worldmodel->surfaces + *mark;
+                                                       if (surf->castshadow != castshadowcount)
                                                        {
-                                                               VectorSubtract(e->origin, surf->poly_center, temp);
-                                                               if (DotProduct(temp, temp) - surf->poly_radius2 < e->lightradius * e->lightradius)
-                                                                       surf->castshadow = castshadowcount;
+                                                               f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
+                                                               if (surf->flags & SURF_PLANEBACK)
+                                                                       f = -f;
+                                                               if (f > 0 && f < e->lightradius)
+                                                               {
+                                                                       temp[0] = bound(surf->poly_mins[0], e->origin[0], surf->poly_maxs[0]) - e->origin[0];
+                                                                       temp[1] = bound(surf->poly_mins[1], e->origin[1], surf->poly_maxs[1]) - e->origin[1];
+                                                                       temp[2] = bound(surf->poly_mins[2], e->origin[2], surf->poly_maxs[2]) - e->origin[2];
+                                                                       if (DotProduct(temp, temp) < e->lightradius * e->lightradius)
+                                                                               surf->castshadow = castshadowcount;
+                                                               }
                                                        }
                                                }
                                        }
@@ -1219,139 +1210,64 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                if (e->maxs[1] > e->origin[1] + e->lightradius) e->maxs[1] = e->origin[1] + e->lightradius;
                if (e->mins[2] < e->origin[2] - e->lightradius) e->mins[2] = e->origin[2] - e->lightradius;
                if (e->maxs[2] > e->origin[2] + e->lightradius) e->maxs[2] = e->origin[2] + e->lightradius;
-               Con_Printf("%f %f %f, %f %f %f, %f, %f, %d, %d\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], e->cullradius, e->lightradius, e->numleafs, e->numsurfaces);
-               // clip shadow volumes against eachother to remove unnecessary
-               // polygons (and sections of polygons)
-               maxverts = 256;
-               verts = NULL;
-               castshadowcount++;
-               for (j = 0;j < e->numsurfaces;j++)
-               {
-                       surf = e->surfaces[j];
-                       if (surf->flags & SURF_SHADOWCAST)
-                       {
-                               surf->castshadow = castshadowcount;
-                               if (maxverts < surf->poly_numverts)
-                                       maxverts = surf->poly_numverts;
-                       }
-               }
-               e->shadowvolume = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
-#if !PRECOMPUTEDSHADOWVOLUMES
-               // make a mesh to cast a shadow volume from
-               for (j = 0;j < e->numsurfaces;j++)
-                       if (e->surfaces[j]->castshadow == castshadowcount)
-                               Mod_ShadowMesh_AddPolygon(r_shadow_mempool, e->shadowvolume, e->surfaces[j]->poly_numverts, e->surfaces[j]->poly_verts);
-#else
-#if 1
-               {
-               int tris;
-               shadowmesh_t *castmesh, *mesh;
-               surfmesh_t *surfmesh;
-               // make a mesh to cast a shadow volume from
-               castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
-               for (j = 0;j < e->numsurfaces;j++)
-                       if (e->surfaces[j]->castshadow == castshadowcount)
-                               for (surfmesh = e->surfaces[j]->mesh;surfmesh;surfmesh = surfmesh->chain)
-                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, surfmesh->numverts, surfmesh->verts, surfmesh->numtriangles, surfmesh->index);
-               castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh);
 
-               // cast shadow volume from castmesh
-               for (mesh = castmesh;mesh;mesh = mesh->next)
+               if (e->castshadows)
                {
-                       R_Shadow_ResizeTriangleFacingLight(castmesh->numtriangles);
-                       R_Shadow_ResizeShadowElements(castmesh->numtriangles);
-
-                       if (maxverts < castmesh->numverts * 2)
-                       {
-                               maxverts = castmesh->numverts * 2;
-                               if (verts)
-                                       Mem_Free(verts);
-                               verts = NULL;
-                       }
-                       if (verts == NULL && maxverts > 0)
-                               verts = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[4]));
-
-                       // now that we have the buffers big enough, construct shadow volume mesh
-                       memcpy(verts, castmesh->verts, castmesh->numverts * sizeof(float[4]));
-                       R_Shadow_ProjectVertices(verts, verts + castmesh->numverts * 4, castmesh->numverts, e->origin, e->lightradius);
-                       R_Shadow_MakeTriangleShadowFlags(castmesh->elements, verts, castmesh->numtriangles, trianglefacinglight, e->origin, e->lightradius);
-                       tris = R_Shadow_BuildShadowVolumeTriangles(castmesh->elements, castmesh->neighbors, castmesh->numtriangles, castmesh->numverts, trianglefacinglight, shadowelements);
-                       // add the constructed shadow volume mesh
-                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, castmesh->numverts, verts, tris, shadowelements);
-               }
-               // we're done with castmesh now
-               Mod_ShadowMesh_Free(castmesh);
-               }
-#else
-               // make a shadow volume mesh
-               if (verts == NULL && maxverts > 0)
-                       verts = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[4]));
-               for (j = 0;j < e->numsurfaces;j++)
-               {
-                       surf = e->surfaces[j];
-                       if (surf->castshadow != castshadowcount)
-                               continue;
-                       projectdistance = 1000000.0f;//e->lightradius;
-                       // copy the original polygon, for the front cap of the volume
-                       for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
-                               VectorCopy(v0, v1);
-                       Mod_ShadowMesh_AddPolygon(r_shadow_mempool, e->shadowvolume, surf->poly_numverts, verts);
-                       // project the original polygon, reversed, for the back cap of the volume
-                       for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
+                       maxverts = 256;
+                       verts = NULL;
+                       castshadowcount++;
+                       for (j = 0;j < e->numsurfaces;j++)
                        {
-                               VectorSubtract(v0, e->origin, temp);
-                               //VectorNormalize(temp);
-                               VectorMA(v0, projectdistance, temp, v1);
+                               surf = e->surfaces[j];
+                               if (surf->flags & SURF_SHADOWCAST)
+                               {
+                                       surf->castshadow = castshadowcount;
+                                       if (maxverts < surf->poly_numverts)
+                                               maxverts = surf->poly_numverts;
+                               }
                        }
-                       Mod_ShadowMesh_AddPolygon(r_shadow_mempool, e->shadowvolume, surf->poly_numverts, verts);
-                       // project the shadow volume sides
-                       for (l = surf->poly_numverts - 1, k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;l = k, k++, v0 = v1, v1 += 3)
+                       e->shadowvolume = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
+                       // make a mesh to cast a shadow volume from
+                       castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
+                       for (j = 0;j < e->numsurfaces;j++)
+                               if (e->surfaces[j]->castshadow == castshadowcount)
+                                       for (surfmesh = e->surfaces[j]->mesh;surfmesh;surfmesh = surfmesh->chain)
+                                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, surfmesh->numverts, surfmesh->verts, surfmesh->numtriangles, surfmesh->index);
+                       castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh);
+
+                       // cast shadow volume from castmesh
+                       for (mesh = castmesh;mesh;mesh = mesh->next)
                        {
-                               if (surf->neighborsurfaces == NULL || surf->neighborsurfaces[l] == NULL || surf->neighborsurfaces[l]->castshadow != castshadowcount)
-                               {
-                                       VectorCopy(v1, &verts[0]);
-                                       VectorCopy(v0, &verts[3]);
-                                       VectorCopy(v0, &verts[6]);
-                                       VectorCopy(v1, &verts[9]);
-                                       VectorSubtract(&verts[6], e->origin, temp);
-                                       //VectorNormalize(temp);
-                                       VectorMA(&verts[6], projectdistance, temp, &verts[6]);
-                                       VectorSubtract(&verts[9], e->origin, temp);
-                                       //VectorNormalize(temp);
-                                       VectorMA(&verts[9], projectdistance, temp, &verts[9]);
-
-#if 0
-                                       VectorSubtract(&verts[0], &verts[3], temp);
-                                       VectorSubtract(&verts[6], &verts[3], temp2);
-                                       CrossProduct(temp, temp2, temp3);
-                                       VectorNormalize(temp3);
-                                       if (DotProduct(surf->poly_center, temp3) > DotProduct(&verts[0], temp3))
-                                       {
-                                               VectorCopy(v0, &verts[0]);
-                                               VectorCopy(v1, &verts[3]);
-                                               VectorCopy(v1, &verts[6]);
-                                               VectorCopy(v0, &verts[9]);
-                                               VectorSubtract(&verts[6], e->origin, temp);
-                                               //VectorNormalize(temp);
-                                               VectorMA(&verts[6], projectdistance, temp, &verts[6]);
-                                               VectorSubtract(&verts[9], e->origin, temp);
-                                               //VectorNormalize(temp);
-                                               VectorMA(&verts[9], projectdistance, temp, &verts[9]);
-                                               Con_Printf("flipped shadow volume edge %8p %i\n", surf, l);
-                                       }
-#endif
+                               R_Shadow_ResizeTriangleFacingLight(castmesh->numtriangles);
+                               R_Shadow_ResizeShadowElements(castmesh->numtriangles);
 
-                                       Mod_ShadowMesh_AddPolygon(r_shadow_mempool, e->shadowvolume, 4, verts);
+                               if (maxverts < castmesh->numverts * 2)
+                               {
+                                       maxverts = castmesh->numverts * 2;
+                                       if (verts)
+                                               Mem_Free(verts);
+                                       verts = NULL;
                                }
+                               if (verts == NULL && maxverts > 0)
+                                       verts = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[4]));
+
+                               // now that we have the buffers big enough, construct shadow volume mesh
+                               memcpy(verts, castmesh->verts, castmesh->numverts * sizeof(float[4]));
+                               R_Shadow_ProjectVertices(verts, castmesh->numverts, e->origin, 10000000.0f);//, e->lightradius);
+                               R_Shadow_MakeTriangleShadowFlags(castmesh->elements, verts, castmesh->numtriangles, trianglefacinglight, e->origin, e->lightradius);
+                               tris = R_Shadow_BuildShadowVolumeTriangles(castmesh->elements, castmesh->neighbors, castmesh->numtriangles, castmesh->numverts, trianglefacinglight, shadowelements);
+                               // add the constructed shadow volume mesh
+                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, castmesh->numverts, verts, tris, shadowelements);
                        }
+                       // we're done with castmesh now
+                       Mod_ShadowMesh_Free(castmesh);
+                       e->shadowvolume = Mod_ShadowMesh_Finish(r_shadow_mempool, e->shadowvolume);
+                       for (l = 0, mesh = e->shadowvolume;mesh;mesh = mesh->next)
+                               l += mesh->numtriangles;
+                       Con_Printf("static shadow volume built containing %i triangles\n", l);
                }
-#endif
-#endif
-               e->shadowvolume = Mod_ShadowMesh_Finish(r_shadow_mempool, e->shadowvolume);
-               for (l = 0, mesh = e->shadowvolume;mesh;mesh = mesh->next)
-                       l += mesh->numtriangles;
-               Con_Printf("static shadow volume built containing %i triangles\n", l);
        }
+       Con_Printf("%f %f %f, %f %f %f, %f, %f, %d, %d\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], e->cullradius, e->lightradius, e->numleafs, e->numsurfaces);
 }
 
 void R_Shadow_FreeWorldLight(worldlight_t *light)
@@ -1388,29 +1304,105 @@ void R_Shadow_SelectLight(worldlight_t *light)
                r_shadow_selectedlight->selected = true;
 }
 
-void R_Shadow_FreeSelectedWorldLight(void)
+
+void R_DrawLightSprite(int texnum, const vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca)
 {
-       if (r_shadow_selectedlight)
+       rmeshstate_t m;
+       float diff[3];
+
+       if (fogenabled)
        {
-               R_Shadow_FreeWorldLight(r_shadow_selectedlight);
-               r_shadow_selectedlight = NULL;
+               VectorSubtract(origin, r_origin, diff);
+               ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
        }
+
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE;
+       m.tex[0] = texnum;
+       R_Mesh_Matrix(&r_identitymatrix);
+       R_Mesh_State(&m);
+
+       GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
+       varray_texcoord[0][ 0] = 0;varray_texcoord[0][ 1] = 0;
+       varray_texcoord[0][ 4] = 0;varray_texcoord[0][ 5] = 1;
+       varray_texcoord[0][ 8] = 1;varray_texcoord[0][ 9] = 1;
+       varray_texcoord[0][12] = 1;varray_texcoord[0][13] = 0;
+       varray_vertex[0] = origin[0] - vright[0] * scale - vup[0] * scale;
+       varray_vertex[1] = origin[1] - vright[1] * scale - vup[1] * scale;
+       varray_vertex[2] = origin[2] - vright[2] * scale - vup[2] * scale;
+       varray_vertex[4] = origin[0] - vright[0] * scale + vup[0] * scale;
+       varray_vertex[5] = origin[1] - vright[1] * scale + vup[1] * scale;
+       varray_vertex[6] = origin[2] - vright[2] * scale + vup[2] * scale;
+       varray_vertex[8] = origin[0] + vright[0] * scale + vup[0] * scale;
+       varray_vertex[9] = origin[1] + vright[1] * scale + vup[1] * scale;
+       varray_vertex[10] = origin[2] + vright[2] * scale + vup[2] * scale;
+       varray_vertex[12] = origin[0] + vright[0] * scale - vup[0] * scale;
+       varray_vertex[13] = origin[1] + vright[1] * scale - vup[1] * scale;
+       varray_vertex[14] = origin[2] + vright[2] * scale - vup[2] * scale;
+       R_Mesh_Draw(4, 2, polygonelements);
+}
+
+void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
+{
+       cachepic_t *pic;
+       pic = Draw_CachePic("gfx/crosshair1.tga");
+       if (pic)
+               R_DrawLightSprite(R_GetTexture(pic->tex), r_editlights_cursorlocation, r_editlights_cursorgrid.value * 0.5f, 1, 1, 1, 0.5);
+}
+
+void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
+{
+       float intensity;
+       const worldlight_t *light;
+       light = calldata1;
+       intensity = 0.5;
+       if (light->selected)
+               intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
+       if (light->shadowvolume)
+               R_DrawLightSprite(calldata2, light->origin, 8, intensity, intensity, intensity, 0.5);
+       else
+               R_DrawLightSprite(calldata2, light->origin, 8, intensity * 0.5, intensity * 0.5, intensity * 0.5, 0.5);
+}
+
+void R_Shadow_DrawLightSprites(void)
+{
+       int i, texnums[5];
+       cachepic_t *pic;
+       worldlight_t *light;
+
+       for (i = 0;i < 5;i++)
+       {
+               pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1));
+               if (pic)
+                       texnums[i] = R_GetTexture(pic->tex);
+               else
+                       texnums[i] = 0;
+       }
+
+       for (light = r_shadow_worldlightchain;light;light = light->next)
+               R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, texnums[((int) light) % 5]);
+       R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
 }
 
 void R_Shadow_SelectLightInView(void)
 {
-       float bestrating, rating, temp[3], dist;
+       float bestrating, rating, temp[3];
        worldlight_t *best, *light;
        best = NULL;
-       bestrating = 1e30;
+       bestrating = 0;
        for (light = r_shadow_worldlightchain;light;light = light->next)
        {
                VectorSubtract(light->origin, r_refdef.vieworg, temp);
-               dist = sqrt(DotProduct(temp, temp));
-               if (DotProduct(temp, vpn) >= 0.97 * dist && bestrating > dist && CL_TraceLine(light->origin, r_refdef.vieworg, NULL, NULL, 0, true, NULL) == 1.0f)
+               rating = (DotProduct(temp, vpn) / sqrt(DotProduct(temp, temp)));
+               if (rating >= 0.95)
                {
-                       bestrating = dist;
-                       best = light;
+                       rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
+                       if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.vieworg, NULL, NULL, 0, true, NULL) == 1.0f)
+                       {
+                               bestrating = rating;
+                               best = light;
+                       }
                }
        }
        R_Shadow_SelectLight(best);
@@ -1418,9 +1410,14 @@ void R_Shadow_SelectLightInView(void)
 
 void R_Shadow_LoadWorldLights(void)
 {
-       int n, a, style;
+       int n, a, style, shadow;
        char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
        float origin[3], radius, color[3];
+       if (cl.worldmodel == NULL)
+       {
+               Con_Printf("No map loaded.\n");
+               return;
+       }
        COM_StripExtension(cl.worldmodel->name, name);
        strcat(name, ".rtlights");
        lightsstring = COM_LoadFile(name, false);
@@ -1436,7 +1433,14 @@ void R_Shadow_LoadWorldLights(void)
                        if (!*s)
                                break;
                        *s = 0;
-                       a = sscanf(t, "%f %f %f %f %f %f %f %d %s", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, &cubemapname);
+                       shadow = true;
+                       // check for modifier flags
+                       if (*t == '!')
+                       {
+                               shadow = false;
+                               t++;
+                       }
+                       a = sscanf(t, "%f %f %f %f %f %f %f %d %s", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname);
                        if (a < 9)
                                cubemapname[0] = 0;
                        *s = '\n';
@@ -1445,7 +1449,9 @@ void R_Shadow_LoadWorldLights(void)
                                Con_Printf("found %d parameters on line %i, should be 8 or 9 parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style cubemapname)\n", a, n + 1);
                                break;
                        }
-                       R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname);
+                       VectorScale(color, r_editlights_rtlightscolorscale.value, color);
+                       radius *= r_editlights_rtlightssizescale.value;
+                       R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadow);
                        s++;
                        n++;
                }
@@ -1464,13 +1470,18 @@ void R_Shadow_SaveWorldLights(void)
        char line[1024];
        if (!r_shadow_worldlightchain)
                return;
+       if (cl.worldmodel == NULL)
+       {
+               Con_Printf("No map loaded.\n");
+               return;
+       }
        COM_StripExtension(cl.worldmodel->name, name);
        strcat(name, ".rtlights");
        bufchars = bufmaxchars = 0;
        buf = NULL;
        for (light = r_shadow_worldlightchain;light;light = light->next)
        {
-               sprintf(line, "%g %g %g %g %g %g %g %d %s\n", light->origin[0], light->origin[1], light->origin[2], light->lightradius, light->light[0], light->light[1], light->light[2], light->style, light->cubemapname ? light->cubemapname : "");
+               sprintf(line, "%s%g %g %g %g %g %g %g %d %s\n", light->castshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->lightradius / r_editlights_rtlightssizescale.value, light->light[0] / r_editlights_rtlightscolorscale.value, light->light[1] / r_editlights_rtlightscolorscale.value, light->light[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "");
                if (bufchars + strlen(line) > bufmaxchars)
                {
                        bufmaxchars = bufchars + strlen(line) + 2048;
@@ -1498,8 +1509,13 @@ void R_Shadow_SaveWorldLights(void)
 void R_Shadow_LoadLightsFile(void)
 {
        int n, a, style;
-       char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
+       char name[MAX_QPATH], *lightsstring, *s, *t;
        float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
+       if (cl.worldmodel == NULL)
+       {
+               Con_Printf("No map loaded.\n");
+               return;
+       }
        COM_StripExtension(cl.worldmodel->name, name);
        strcat(name, ".lights");
        lightsstring = COM_LoadFile(name, false);
@@ -1524,8 +1540,8 @@ void R_Shadow_LoadLightsFile(void)
                        }
                        radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
                        radius = bound(15, radius, 4096);
-                       VectorScale(color, (1.0f / (8388608.0f)), color);
-                       R_Shadow_NewWorldLight(origin, radius, color, style, NULL);
+                       VectorScale(color, (2.0f / (8388608.0f)), color);
+                       R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
                        s++;
                        n++;
                }
@@ -1542,6 +1558,11 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
        float origin[3], radius, color[3], light, scale, originhack[3], overridecolor[3];
        const char *data;
 
+       if (cl.worldmodel == NULL)
+       {
+               Con_Printf("No map loaded.\n");
+               return;
+       }
        data = cl.worldmodel->entities;
        if (!data)
                return;
@@ -1618,8 +1639,8 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                                originhack[1] = 0;
                                                originhack[2] = 48;
                                                overridecolor[0] = 1;
-                                               overridecolor[1] = 0.7;
-                                               overridecolor[2] = 0.2;
+                                               overridecolor[1] = 0.5;
+                                               overridecolor[2] = 0.1;
                                        }
                                        if (!strcmp(value, "light_flame_small_yellow"))
                                        {
@@ -1627,8 +1648,8 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                                originhack[1] = 0;
                                                originhack[2] = 40;
                                                overridecolor[0] = 1;
-                                               overridecolor[1] = 0.7;
-                                               overridecolor[2] = 0.2;
+                                               overridecolor[1] = 0.5;
+                                               overridecolor[2] = 0.1;
                                        }
                                        if (!strcmp(value, "light_torch_small_white"))
                                        {
@@ -1636,8 +1657,8 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                                originhack[1] = 0;
                                                originhack[2] = 40;
                                                overridecolor[0] = 1;
-                                               overridecolor[1] = 0.9;
-                                               overridecolor[2] = 0.7;
+                                               overridecolor[1] = 0.5;
+                                               overridecolor[2] = 0.1;
                                        }
                                        if (!strcmp(value, "light_torch_small_walltorch"))
                                        {
@@ -1645,8 +1666,8 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                                originhack[1] = 0;
                                                originhack[2] = 40;
                                                overridecolor[0] = 1;
-                                               overridecolor[1] = 0.7;
-                                               overridecolor[2] = 0.2;
+                                               overridecolor[1] = 0.5;
+                                               overridecolor[2] = 0.1;
                                        }
                                }
                        }
@@ -1655,14 +1676,14 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                }
                if (light <= 0 && islight)
                        light = 300;
-               radius = bound(0, light / scale, 1048576) + 15.0f;
-               light = bound(0, light, 1048576) * (1.0f / 256.0f);
+               radius = bound(15, light * r_editlights_quakelightsizescale.value / scale, 1048576);
+               light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f);
                if (color[0] == 1 && color[1] == 1 && color[2] == 1)
                        VectorCopy(overridecolor, color);
                VectorScale(color, light, color);
                VectorAdd(origin, originhack, origin);
                if (radius >= 15)
-                       R_Shadow_NewWorldLight(origin, radius, color, style, NULL);
+                       R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
        }
 }
 
@@ -1688,20 +1709,6 @@ void R_Shadow_SetCursorLocationForView(void)
        r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
 }
 
-extern void R_DrawCrosshairSprite(rtexture_t *texture, vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca);
-void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
-{
-       cachepic_t *pic;
-       pic = Draw_CachePic("gfx/crosshair1.tga");
-       if (pic)
-               R_DrawCrosshairSprite(pic->tex, r_editlights_cursorlocation, r_editlights_cursorgrid.value * 0.5f, 1, 1, 1, 1);
-}
-
-void R_Shadow_DrawCursor(void)
-{
-       R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
-}
-
 void R_Shadow_UpdateLightingMode(void)
 {
        r_shadow_lightingmode = 0;
@@ -1716,11 +1723,11 @@ void R_Shadow_UpdateLightingMode(void)
 
 void R_Shadow_UpdateWorldLightSelection(void)
 {
+       R_Shadow_SetCursorLocationForView();
        if (r_editlights.integer)
        {
                R_Shadow_SelectLightInView();
-               R_Shadow_SetCursorLocationForView();
-               R_Shadow_DrawCursor();
+               R_Shadow_DrawLightSprites();
        }
        else
                R_Shadow_SelectLight(NULL);
@@ -1733,11 +1740,7 @@ void R_Shadow_EditLights_Clear_f(void)
 
 void R_Shadow_EditLights_Reload_f(void)
 {
-       if (cl.worldmodel)
-       {
-               R_Shadow_ClearWorldLights();
-               R_Shadow_LoadWorldLights();
-       }
+       r_shadow_reloadlights = true;
 }
 
 void R_Shadow_EditLights_Save_f(void)
@@ -1760,60 +1763,27 @@ void R_Shadow_EditLights_ImportLightsFile_f(void)
 
 void R_Shadow_EditLights_Spawn_f(void)
 {
-       vec3_t origin, color;
-       vec_t radius;
-       int style;
-       const char *cubemapname;
+       vec3_t color;
        if (!r_editlights.integer)
        {
                Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
                return;
        }
-       if (Cmd_Argc() <= 7)
+       if (Cmd_Argc() != 1)
        {
-               radius = 200;
-               color[0] = color[1] = color[2] = 1;
-               style = 0;
-               cubemapname = NULL;
-               if (Cmd_Argc() >= 2)
-               {
-                       radius = atof(Cmd_Argv(1));
-                       if (Cmd_Argc() >= 3)
-                       {
-                               color[0] = atof(Cmd_Argv(2));
-                               color[1] = color[0];
-                               color[2] = color[0];
-                               if (Cmd_Argc() >= 5)
-                               {
-                                       color[1] = atof(Cmd_Argv(3));
-                                       color[2] = atof(Cmd_Argv(4));
-                                       if (Cmd_Argc() >= 6)
-                                       {
-                                               style = atoi(Cmd_Argv(5));
-                                               if (Cmd_Argc() >= 7)
-                                                       cubemapname = Cmd_Argv(6);
-                                       }
-                               }
-                       }
-               }
-               if (cubemapname && !cubemapname[0])
-                       cubemapname = NULL;
-               if (radius >= 16 && color[0] >= 0 && color[1] >= 0 && color[2] >= 0 && style >= 0 && style < 256 && (color[0] >= 0.1 || color[1] >= 0.1 || color[2] >= 0.1))
-               {
-                       VectorCopy(r_editlights_cursorlocation, origin);
-                       R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname);
-                       return;
-               }
+               Con_Printf("r_editlights_spawn does not take parameters\n");
+               return;
        }
-       Con_Printf("usage: r_editlights_spawn radius red green blue [style [cubemap]]\n");
+       color[0] = color[1] = color[2] = 1;
+       R_Shadow_NewWorldLight(r_editlights_cursorlocation, 200, color, 0, NULL, true);
 }
 
 void R_Shadow_EditLights_Edit_f(void)
 {
        vec3_t origin, color;
        vec_t radius;
-       int style;
-       const char *cubemapname;
+       int style, shadows;
+       char cubemapname[1024];
        if (!r_editlights.integer)
        {
                Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
@@ -1824,45 +1794,191 @@ void R_Shadow_EditLights_Edit_f(void)
                Con_Printf("No selected light.\n");
                return;
        }
-       if (Cmd_Argc() <= 7)
+       VectorCopy(r_shadow_selectedlight->origin, origin);
+       radius = r_shadow_selectedlight->lightradius;
+       VectorCopy(r_shadow_selectedlight->light, color);
+       style = r_shadow_selectedlight->style;
+       if (r_shadow_selectedlight->cubemapname)
+               strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
+       else
+               cubemapname[0] = 0;
+       shadows = r_shadow_selectedlight->castshadows;
+       if (!strcmp(Cmd_Argv(1), "origin"))
        {
-               radius = 200;
-               color[0] = color[1] = color[2] = 1;
-               style = 0;
-               cubemapname = NULL;
-               if (Cmd_Argc() >= 2)
+               if (Cmd_Argc() != 5)
                {
-                       radius = atof(Cmd_Argv(1));
-                       if (Cmd_Argc() >= 3)
-                       {
-                               color[0] = atof(Cmd_Argv(2));
-                               color[1] = color[0];
-                               color[2] = color[0];
-                               if (Cmd_Argc() >= 5)
-                               {
-                                       color[1] = atof(Cmd_Argv(3));
-                                       color[2] = atof(Cmd_Argv(4));
-                                       if (Cmd_Argc() >= 6)
-                                       {
-                                               style = atoi(Cmd_Argv(5));
-                                               if (Cmd_Argc() >= 7)
-                                                       cubemapname = Cmd_Argv(6);
-                                       }
-                               }
-                       }
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0));
+                       return;
                }
-               if (cubemapname && !cubemapname[0])
-                       cubemapname = NULL;
-               if (radius >= 16 && color[0] >= 0 && color[1] >= 0 && color[2] >= 0 && style >= 0 && style < 256 && (color[0] >= 0.1 || color[1] >= 0.1 || color[2] >= 0.1))
+               origin[0] = atof(Cmd_Argv(2));
+               origin[1] = atof(Cmd_Argv(3));
+               origin[2] = atof(Cmd_Argv(4));
+       }
+       else if (!strcmp(Cmd_Argv(1), "originx"))
+       {
+               if (Cmd_Argc() != 3)
                {
-                       VectorCopy(r_shadow_selectedlight->origin, origin);
-                       R_Shadow_FreeWorldLight(r_shadow_selectedlight);
-                       r_shadow_selectedlight = NULL;
-                       R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname);
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
                        return;
                }
+               origin[0] = atof(Cmd_Argv(2));
        }
-       Con_Printf("usage: r_editlights_edit radius red green blue [style [cubemap]]\n");
+       else if (!strcmp(Cmd_Argv(1), "originy"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       return;
+               }
+               origin[1] = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "originz"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       return;
+               }
+               origin[2] = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "move"))
+       {
+               if (Cmd_Argc() != 5)
+               {
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0));
+                       return;
+               }
+               origin[0] += atof(Cmd_Argv(2));
+               origin[1] += atof(Cmd_Argv(3));
+               origin[2] += atof(Cmd_Argv(4));
+       }
+       else if (!strcmp(Cmd_Argv(1), "movex"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       return;
+               }
+               origin[0] += atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "movey"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       return;
+               }
+               origin[1] += atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "movez"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       return;
+               }
+               origin[2] += atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "color"))
+       {
+               if (Cmd_Argc() != 5)
+               {
+                       Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(0));
+                       return;
+               }
+               color[0] = atof(Cmd_Argv(2));
+               color[1] = atof(Cmd_Argv(3));
+               color[2] = atof(Cmd_Argv(4));
+       }
+       else if (!strcmp(Cmd_Argv(1), "radius"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       return;
+               }
+               radius = atof(Cmd_Argv(2));
+       }
+       else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "style"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       return;
+               }
+               style = atoi(Cmd_Argv(2));
+       }
+       else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "cubemap"))
+       {
+               if (Cmd_Argc() > 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       return;
+               }
+               if (Cmd_Argc() == 3)
+                       strcpy(cubemapname, Cmd_Argv(2));
+               else
+                       cubemapname[0] = 0;
+       }
+       else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "shadows"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       return;
+               }
+               shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
+       }
+       else
+       {
+               Con_Printf("usage: r_editlights_edit [property] [value]\n");
+               Con_Printf("Selected light's properties:\n");
+               Con_Printf("Origin: %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
+               Con_Printf("Radius: %f\n", r_shadow_selectedlight->lightradius);
+               Con_Printf("Color: %f %f %f\n", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);
+               Con_Printf("Style: %i\n", r_shadow_selectedlight->style);
+               Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
+               Con_Printf("Shadows: %s\n", r_shadow_selectedlight->castshadows ? "yes" : "no");
+               return;
+       }
+       R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+       r_shadow_selectedlight = NULL;
+       R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadows);
+}
+
+extern int con_vislines;
+void R_Shadow_EditLights_DrawSelectedLightProperties(void)
+{
+       float x, y;
+       char temp[256];
+       if (r_shadow_selectedlight == NULL)
+               return;
+       x = 0;
+       y = con_vislines;
+       sprintf(temp, "Light properties");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Origin %f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Radius %f", r_shadow_selectedlight->lightradius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Color %f %f %f", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Cubemap %s", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Shadows %s", r_shadow_selectedlight->castshadows ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+}
+
+void R_Shadow_EditLights_ToggleShadow_f(void)
+{
+       if (!r_editlights.integer)
+       {
+               Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (!r_shadow_selectedlight)
+       {
+               Con_Printf("No selected light.\n");
+               return;
+       }
+       R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->lightradius, r_shadow_selectedlight->light, r_shadow_selectedlight->style, r_shadow_selectedlight->cubemapname, !r_shadow_selectedlight->castshadows);
+       R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+       r_shadow_selectedlight = NULL;
 }
 
 void R_Shadow_EditLights_Remove_f(void)
@@ -1877,7 +1993,8 @@ void R_Shadow_EditLights_Remove_f(void)
                Con_Printf("No selected light.\n");
                return;
        }
-       R_Shadow_FreeSelectedWorldLight();
+       R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+       r_shadow_selectedlight = NULL;
 }
 
 void R_Shadow_EditLights_Init(void)
@@ -1887,12 +2004,16 @@ void R_Shadow_EditLights_Init(void)
        Cvar_RegisterVariable(&r_editlights_cursorpushback);
        Cvar_RegisterVariable(&r_editlights_cursorpushoff);
        Cvar_RegisterVariable(&r_editlights_cursorgrid);
+       Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
+       Cvar_RegisterVariable(&r_editlights_rtlightssizescale);
+       Cvar_RegisterVariable(&r_editlights_rtlightscolorscale);
        Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
        Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
        Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
        Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
        Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
        Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
+       Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
        Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
        Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
 }