]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
fixed GL_Scissor call in rtlight code (apparently I need to feed it a top to bottom...
[xonotic/darkplaces.git] / r_shadow.c
index e57f8515a8bcf38d842e14ac2f7120b19a694df8..f5d07e3172e2c81a3f3bffc64ba0076392f38280 100644 (file)
@@ -302,6 +302,26 @@ void R_Shadow_Init(void)
        R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
 }
 
+matrix4x4_t matrix_attenuationxyz =
+{
+       {
+               {0.5, 0.0, 0.0, 0.5},
+               {0.0, 0.5, 0.0, 0.5},
+               {0.0, 0.0, 0.5, 0.5},
+               {0.0, 0.0, 0.0, 1.0}
+       }
+};
+
+matrix4x4_t matrix_attenuationz =
+{
+       {
+               {0.0, 0.0, 0.5, 0.5},
+               {0.0, 0.0, 0.0, 0.0},
+               {0.0, 0.0, 0.0, 0.0},
+               {0.0, 0.0, 0.0, 1.0}
+       }
+};
+
 void R_Shadow_ResizeTriangleFacingLight(int numtris)
 {
        // make sure trianglefacinglight is big enough for this volume
@@ -843,7 +863,7 @@ void R_Shadow_Stage_Begin(void)
        R_Mesh_State_Texture(&m);
        GL_Color(0, 0, 0, 1);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
-       qglDisable(GL_SCISSOR_TEST);
+       GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
        r_shadowstage = SHADOWSTAGE_NONE;
 
        c_rt_lights = c_rt_clears = c_rt_scissored = 0;
@@ -958,7 +978,7 @@ void R_Shadow_Stage_End(void)
        //qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
        qglColorMask(1, 1, 1, 1);
-       qglDisable(GL_SCISSOR_TEST);
+       GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
        qglDepthFunc(GL_LEQUAL);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglDisable(GL_STENCIL_TEST);
@@ -980,7 +1000,7 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        // (?!?  seems like a driver bug) so abort if gl_stencil is false
        if (!gl_stencil || BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
        {
-               qglDisable(GL_SCISSOR_TEST);
+               GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
                return false;
        }
        for (i = 0;i < 3;i++)
@@ -1133,8 +1153,9 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        if (ix2 <= ix1 || iy2 <= iy1)
                return true;
        // set up the scissor rectangle
-       qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
-       qglEnable(GL_SCISSOR_TEST);
+       GL_Scissor(ix1, vid.realheight - iy2, ix2 - ix1, iy2 - iy1);
+       //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
+       //qglEnable(GL_SCISSOR_TEST);
        c_rt_scissored++;
        return false;
 }
@@ -1259,7 +1280,7 @@ void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, co
        }
 }
 
-void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
 {
        int renders;
        float color[3], color2[3];
@@ -1302,7 +1323,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        {
                                m.texcubemap[1] = R_GetTexture(lightcubemap);
                                m.pointer_texcoord[1] = varray_texcoord3f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
                        R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
@@ -1354,7 +1375,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        {
                                m.texcubemap[1] = R_GetTexture(lightcubemap);
                                m.pointer_texcoord[1] = varray_texcoord3f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
                        R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
@@ -1441,7 +1462,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        {
                                m.texcubemap[1] = R_GetTexture(lightcubemap);
                                m.pointer_texcoord[1] = varray_texcoord3f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
                        R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
@@ -1496,7 +1517,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        {
                                m.texcubemap[1] = R_GetTexture(lightcubemap);
                                m.pointer_texcoord[1] = varray_texcoord3f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
                        R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
@@ -1538,9 +1559,9 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        color[1] = bound(0, color2[1], 1);
                        color[2] = bound(0, color2[2], 1);
                        if (r_textureunits.integer >= 2)
-                               R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
+                               R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltolight);
                        else
-                               R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
+                               R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltolight);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
@@ -1548,7 +1569,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
        }
 }
 
-void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
 {
        int renders;
        float color[3], color2[3], colorscale;
@@ -1615,7 +1636,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        {
                                m.texcubemap[1] = R_GetTexture(lightcubemap);
                                m.pointer_texcoord[1] = varray_texcoord3f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
                        m.pointer_texcoord[0] = texcoord2f;
                        R_Mesh_State_Texture(&m);
@@ -1739,7 +1760,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        {
                                m.texcubemap[1] = R_GetTexture(lightcubemap);
                                m.pointer_texcoord[1] = varray_texcoord3f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
                        m.pointer_texcoord[0] = texcoord2f;
                        R_Mesh_State_Texture(&m);
@@ -1794,7 +1815,7 @@ void R_Shadow_DrawStaticWorldLight_Shadow(worldlight_t *light, matrix4x4_t *matr
        R_Shadow_RenderShadowMeshVolume(light->meshchain_shadow);
 }
 
-void R_Shadow_DrawStaticWorldLight_Light(worldlight_t *light, matrix4x4_t *matrix, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
+void R_Shadow_DrawStaticWorldLight_Light(worldlight_t *light, matrix4x4_t *matrix, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
 {
        shadowmesh_t *mesh;
        R_Mesh_Matrix(matrix);
@@ -1823,8 +1844,8 @@ void R_Shadow_DrawStaticWorldLight_Light(worldlight_t *light, matrix4x4_t *matri
        }
        for (mesh = light->meshchain_light;mesh;mesh = mesh->next)
        {
-               R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, light->cubemap);
-               R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, light->cubemap);
+               R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, light->cubemap);
+               R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, light->cubemap);
        }
 }
 
@@ -1842,6 +1863,7 @@ vec3_t r_editlights_cursorlocation;
 
 static int lightpvsbytes;
 static qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8];
+static qbyte lightfullpvs[(MAX_MAP_LEAFS + 7)/ 8];
 
 typedef struct cubemapinfo_s
 {
@@ -1963,7 +1985,7 @@ void R_Shadow_FreeCubemaps(void)
        R_FreeTexturePool(&r_shadow_filters_texturepool);
 }
 
-void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname, int castshadow)
+void R_Shadow_NewWorldLight(vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname)
 {
        int i, j, k, l, maxverts = 256, tris;
        float *vertex3f = NULL, mins[3], maxs[3];
@@ -1978,21 +2000,28 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
 
        e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t));
        VectorCopy(origin, e->origin);
-       VectorCopy(color, e->light);
-       e->lightradius = radius;
+       VectorCopy(angles, e->angles);
+       VectorCopy(color, e->color);
+       e->radius = radius;
        e->style = style;
        if (e->style < 0 || e->style >= MAX_LIGHTSTYLES)
        {
                Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", e->style, MAX_LIGHTSTYLES);
                e->style = 0;
        }
-       e->castshadows = castshadow;
+       e->drawshadows = shadowenable;
+       e->corona = corona;
 
-       e->cullradius = e->lightradius;
+       Matrix4x4_CreateFromQuakeEntity(&e->matrix_lighttoworld, e->origin[0], e->origin[1], e->origin[2], e->angles[0], e->angles[1], e->angles[2], e->radius);
+       Matrix4x4_Invert_Simple(&e->matrix_worldtolight, &e->matrix_lighttoworld);
+       Matrix4x4_Concat(&e->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &e->matrix_worldtolight);
+       Matrix4x4_Concat(&e->matrix_worldtoattenuationz, &matrix_attenuationz, &e->matrix_worldtolight);
+
+       e->cullradius = e->radius;
        for (k = 0;k < 3;k++)
        {
-               mins[k] = e->origin[k] - e->lightradius;
-               maxs[k] = e->origin[k] + e->lightradius;
+               mins[k] = e->origin[k] - e->radius;
+               maxs[k] = e->origin[k] + e->radius;
        }
 
        e->next = r_shadow_worldlightchain;
@@ -2004,23 +2033,39 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                e->cubemap = R_Shadow_Cubemap(e->cubemapname);
        }
        // FIXME: rewrite this to store ALL geometry into a cache in the light
-       if (e->castshadows)
+       if (e->drawshadows)
                castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
        e->meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
        if (cl.worldmodel)
        {
+               lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightfullpvs, sizeof(lightfullpvs));
+               memset(lightpvs, 0, lightpvsbytes);
                if (cl.worldmodel->brushq3.num_leafs)
                {
                        q3mleaf_t *leaf;
                        q3mface_t *face;
-                       lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightpvs, sizeof(lightpvs));
+
+                       // make a pvs that only includes things within the box
+                       for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++)
+                               if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+                                       SETPVSBIT(lightpvs, leaf->clusterindex);
+
+                       // make a cluster list for fast visibility checking during rendering
+                       for (i = 0, e->numclusters = 0;i < cl.worldmodel->brushq3.num_pvsclusters;i++)
+                               if (CHECKPVSBIT(lightpvs, i))
+                                       e->numclusters++;
+                       e->clusterindices = Mem_Alloc(r_shadow_mempool, e->numclusters * sizeof(int));
+                       for (i = 0, e->numclusters = 0;i < cl.worldmodel->brushq3.num_pvsclusters;i++)
+                               if (CHECKPVSBIT(lightpvs, i))
+                                       e->clusterindices[e->numclusters++] = i;
+
                        VectorCopy(e->origin, e->mins);
                        VectorCopy(e->origin, e->maxs);
                        for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++)
                                face->lighttemp_castshadow = false;
                        for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++)
                        {
-                               if ((leaf->clusterindex < 0 || lightpvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7))) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+                               if (CHECKPVSBIT(lightpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
                                {
                                        for (k = 0;k < 3;k++)
                                        {
@@ -2044,7 +2089,7 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                                        face->lighttemp_castshadow = false;
                                        if (!(face->texture->surfaceflags & (Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY)))
                                        {
-                                               if (e->castshadows)
+                                               if (e->drawshadows)
                                                        if (!(face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT))
                                                                Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, face->data_vertex3f, NULL, NULL, NULL, NULL, face->num_triangles, face->data_element3i);
                                                if (!(face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
@@ -2053,7 +2098,7 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                                }
                        }
                }
-               else if (cl.worldmodel->brushq1.numleafs)
+               else if (cl.worldmodel->brushq1.num_leafs)
                {
                        mleaf_t *leaf;
                        msurface_t *surf;
@@ -2069,15 +2114,17 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                                qbyte *byteleafpvs;
                                qbyte *bytesurfacepvs;
 
-                               byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numleafs);
+                               byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.num_leafs);
                                bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numsurfaces);
 
                                Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, mins, maxs, e->mins, e->maxs);
 
-                               for (i = 0, leaf = cl.worldmodel->brushq1.leafs;i < cl.worldmodel->brushq1.numleafs;i++, leaf++)
+                               // make a pvs that only includes things within the box
+                               for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
                                {
                                        if (byteleafpvs[i] && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
                                        {
+                                               SETPVSBIT(lightpvs, leaf->clusterindex);
                                                for (k = 0;k < 3;k++)
                                                {
                                                        if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
@@ -2085,21 +2132,31 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                                                }
                                        }
                                }
-
+       
                                for (i = 0, surf = cl.worldmodel->brushq1.surfaces;i < cl.worldmodel->brushq1.numsurfaces;i++, surf++)
                                        if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
                                                surf->lighttemp_castshadow = true;
 
                                Mem_Free(byteleafpvs);
                                Mem_Free(bytesurfacepvs);
+       
+                               // make a cluster list for fast visibility checking during rendering
+                               for (i = 0, e->numclusters = 0;i < cl.worldmodel->brushq1.num_pvsclusters;i++)
+                                       if (CHECKPVSBIT(lightpvs, i))
+                                               e->numclusters++;
+                               e->clusterindices = Mem_Alloc(r_shadow_mempool, e->numclusters * sizeof(int));
+                               for (i = 0, e->numclusters = 0;i < cl.worldmodel->brushq1.num_pvsclusters;i++)
+                                       if (CHECKPVSBIT(lightpvs, i))
+                                               e->clusterindices[e->numclusters++] = i;
                        }
                        else
                        {
-                               lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightpvs, sizeof(lightpvs));
-                               for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.visleafs;i++, leaf++)
+                               for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
                                {
-                                       if (lightpvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+                                       if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
                                        {
+                                               // make a pvs that only includes things within the box
+                                               SETPVSBIT(lightpvs, leaf->clusterindex);
                                                for (k = 0;k < 3;k++)
                                                {
                                                        if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
@@ -2113,6 +2170,20 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                                                }
                                        }
                                }
+
+                               // make a pvs that only includes things within the box
+                               for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
+                                       if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+                                               SETPVSBIT(lightpvs, leaf->clusterindex);
+
+                               // make a cluster list for fast visibility checking during rendering
+                               for (i = 0, e->numclusters = 0;i < cl.worldmodel->brushq1.num_pvsclusters;i++)
+                                       if (CHECKPVSBIT(lightpvs, i))
+                                               e->numclusters++;
+                               e->clusterindices = Mem_Alloc(r_shadow_mempool, e->numclusters * sizeof(int));
+                               for (i = 0, e->numclusters = 0;i < cl.worldmodel->brushq1.num_pvsclusters;i++)
+                                       if (CHECKPVSBIT(lightpvs, i))
+                                               e->clusterindices[e->numclusters++] = i;
                        }
 
                        // add surfaces to shadow casting mesh and light mesh
@@ -2121,7 +2192,7 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                                if (surf->lighttemp_castshadow)
                                {
                                        surf->lighttemp_castshadow = false;
-                                       if (e->castshadows && (surf->flags & SURF_SHADOWCAST))
+                                       if (e->drawshadows && (surf->flags & SURF_SHADOWCAST))
                                                Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, surf->mesh.data_vertex3f, NULL, NULL, NULL, NULL, surf->mesh.num_triangles, surf->mesh.data_element3i);
                                        if (!(surf->flags & SURF_DRAWSKY))
                                                Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_light, surf->texinfo->texture->skin.base, surf->texinfo->texture->skin.gloss, surf->texinfo->texture->skin.nmap, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, surf->mesh.num_triangles, surf->mesh.data_element3i);
@@ -2133,8 +2204,8 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
        // limit box to light bounds (in case it grew larger)
        for (k = 0;k < 3;k++)
        {
-               if (e->mins[k] < e->origin[k] - e->lightradius) e->mins[k] = e->origin[k] - e->lightradius;
-               if (e->maxs[k] > e->origin[k] + e->lightradius) e->maxs[k] = e->origin[k] + e->lightradius;
+               if (e->mins[k] < e->origin[k] - e->radius) e->mins[k] = e->origin[k] - e->radius;
+               if (e->maxs[k] > e->origin[k] + e->radius) e->maxs[k] = e->origin[k] + e->radius;
        }
        e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin);
 
@@ -2154,7 +2225,7 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                        vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
                        // now that we have the buffers big enough, construct and add
                        // the shadow volume mesh
-                       if (e->castshadows)
+                       if (e->drawshadows)
                                e->meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
                        for (mesh = castmesh;mesh;mesh = mesh->next)
                        {
@@ -2282,7 +2353,7 @@ void R_Shadow_LoadWorldLights(void)
 {
        int n, a, style, shadow;
        char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
-       float origin[3], radius, color[3];
+       float origin[3], radius, color[3], angles[3], corona;
        if (cl.worldmodel == NULL)
        {
                Con_Printf("No map loaded.\n");
@@ -2310,7 +2381,12 @@ void R_Shadow_LoadWorldLights(void)
                                shadow = false;
                                t++;
                        }
-                       a = sscanf(t, "%f %f %f %f %f %f %f %d %s", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname);
+                       a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2]);
+                       if (a < 13)
+                       {
+                               corona = 0;
+                               VectorClear(angles);
+                       }
                        if (a < 9)
                                cubemapname[0] = 0;
                        *s = '\n';
@@ -2321,7 +2397,7 @@ void R_Shadow_LoadWorldLights(void)
                        }
                        VectorScale(color, r_editlights_rtlightscolorscale.value, color);
                        radius *= r_editlights_rtlightssizescale.value;
-                       R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadow);
+                       R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadow, cubemapname);
                        s++;
                        n++;
                }
@@ -2351,7 +2427,7 @@ void R_Shadow_SaveWorldLights(void)
        buf = NULL;
        for (light = r_shadow_worldlightchain;light;light = light->next)
        {
-               sprintf(line, "%s%f %f %f %f %f %f %f %d %s\n", light->castshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->lightradius / r_editlights_rtlightssizescale.value, light->light[0] / r_editlights_rtlightscolorscale.value, light->light[1] / r_editlights_rtlightscolorscale.value, light->light[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "");
+               sprintf(line, "%s%f %f %f %f %f %f %f %d %s\n", light->drawshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "");
                if (bufchars + (int) strlen(line) > bufmaxchars)
                {
                        bufmaxchars = bufchars + strlen(line) + 2048;
@@ -2411,7 +2487,7 @@ void R_Shadow_LoadLightsFile(void)
                        radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
                        radius = bound(15, radius, 4096);
                        VectorScale(color, (2.0f / (8388608.0f)), color);
-                       R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
+                       R_Shadow_NewWorldLight(origin, vec3_origin, color, radius, 0, style, true, NULL);
                        s++;
                        n++;
                }
@@ -2565,7 +2641,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                VectorScale(color, light, color);
                VectorAdd(origin, originhack, origin);
                if (radius >= 15)
-                       R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
+                       R_Shadow_NewWorldLight(origin, vec3_origin, color, radius, 0, style, true, NULL);
        }
 }
 
@@ -2645,13 +2721,13 @@ void R_Shadow_EditLights_Spawn_f(void)
                return;
        }
        color[0] = color[1] = color[2] = 1;
-       R_Shadow_NewWorldLight(r_editlights_cursorlocation, 200, color, 0, NULL, true);
+       R_Shadow_NewWorldLight(r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL);
 }
 
 void R_Shadow_EditLights_Edit_f(void)
 {
-       vec3_t origin, color;
-       vec_t radius;
+       vec3_t origin, angles, color;
+       vec_t radius, corona;
        int style, shadows;
        char cubemapname[1024];
        if (!r_editlights.integer)
@@ -2665,19 +2741,21 @@ void R_Shadow_EditLights_Edit_f(void)
                return;
        }
        VectorCopy(r_shadow_selectedlight->origin, origin);
-       radius = r_shadow_selectedlight->lightradius;
-       VectorCopy(r_shadow_selectedlight->light, color);
+       VectorCopy(r_shadow_selectedlight->angles, angles);
+       VectorCopy(r_shadow_selectedlight->color, color);
+       radius = r_shadow_selectedlight->radius;
        style = r_shadow_selectedlight->style;
        if (r_shadow_selectedlight->cubemapname)
                strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
        else
                cubemapname[0] = 0;
-       shadows = r_shadow_selectedlight->castshadows;
+       shadows = r_shadow_selectedlight->drawshadows;
+       corona = r_shadow_selectedlight->corona;
        if (!strcmp(Cmd_Argv(1), "origin"))
        {
                if (Cmd_Argc() != 5)
                {
-                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
                        return;
                }
                origin[0] = atof(Cmd_Argv(2));
@@ -2688,7 +2766,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                origin[0] = atof(Cmd_Argv(2));
@@ -2697,7 +2775,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                origin[1] = atof(Cmd_Argv(2));
@@ -2706,7 +2784,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                origin[2] = atof(Cmd_Argv(2));
@@ -2715,7 +2793,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 5)
                {
-                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
                        return;
                }
                origin[0] += atof(Cmd_Argv(2));
@@ -2726,7 +2804,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                origin[0] += atof(Cmd_Argv(2));
@@ -2735,7 +2813,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                origin[1] += atof(Cmd_Argv(2));
@@ -2744,16 +2822,54 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                origin[2] += atof(Cmd_Argv(2));
        }
+       if (!strcmp(Cmd_Argv(1), "angles"))
+       {
+               if (Cmd_Argc() != 5)
+               {
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+                       return;
+               }
+               angles[0] = atof(Cmd_Argv(2));
+               angles[1] = atof(Cmd_Argv(3));
+               angles[2] = atof(Cmd_Argv(4));
+       }
+       else if (!strcmp(Cmd_Argv(1), "anglesx"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               angles[0] = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "anglesy"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               angles[1] = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "anglesz"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               angles[2] = atof(Cmd_Argv(2));
+       }
        else if (!strcmp(Cmd_Argv(1), "color"))
        {
                if (Cmd_Argc() != 5)
                {
-                       Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
                        return;
                }
                color[0] = atof(Cmd_Argv(2));
@@ -2764,7 +2880,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                radius = atof(Cmd_Argv(2));
@@ -2773,7 +2889,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                style = atoi(Cmd_Argv(2));
@@ -2782,7 +2898,7 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() > 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                if (Cmd_Argc() == 3)
@@ -2794,26 +2910,37 @@ void R_Shadow_EditLights_Edit_f(void)
        {
                if (Cmd_Argc() != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
                        return;
                }
                shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
        }
+       else if (!strcmp(Cmd_Argv(1), "corona"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               corona = atof(Cmd_Argv(2));
+       }
        else
        {
                Con_Printf("usage: r_editlights_edit [property] [value]\n");
                Con_Printf("Selected light's properties:\n");
-               Con_Printf("Origin: %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
-               Con_Printf("Radius: %f\n", r_shadow_selectedlight->lightradius);
-               Con_Printf("Color: %f %f %f\n", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);
-               Con_Printf("Style: %i\n", r_shadow_selectedlight->style);
+               Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
+               Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
+               Con_Printf("Color  : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
+               Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
+               Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
+               Con_Printf("Style  : %i\n", r_shadow_selectedlight->style);
+               Con_Printf("Shadows: %s\n", r_shadow_selectedlight->drawshadows ? "yes" : "no");
                Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
-               Con_Printf("Shadows: %s\n", r_shadow_selectedlight->castshadows ? "yes" : "no");
                return;
        }
        R_Shadow_FreeWorldLight(r_shadow_selectedlight);
        r_shadow_selectedlight = NULL;
-       R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadows);
+       R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadows, cubemapname);
 }
 
 extern int con_vislines;
@@ -2826,12 +2953,14 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void)
        x = 0;
        y = con_vislines;
        sprintf(temp, "Light properties");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Origin %f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Radius %f", r_shadow_selectedlight->lightradius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Color %f %f %f", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Origin  %f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Angles  %f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Color   %f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Radius  %f", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Corona  %f", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Style   %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Shadows %s", r_shadow_selectedlight->drawshadows ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
        sprintf(temp, "Cubemap %s", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Shadows %s", r_shadow_selectedlight->castshadows ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
 }
 
 void R_Shadow_EditLights_ToggleShadow_f(void)
@@ -2846,7 +2975,24 @@ void R_Shadow_EditLights_ToggleShadow_f(void)
                Con_Printf("No selected light.\n");
                return;
        }
-       R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->lightradius, r_shadow_selectedlight->light, r_shadow_selectedlight->style, r_shadow_selectedlight->cubemapname, !r_shadow_selectedlight->castshadows);
+       R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->drawshadows, r_shadow_selectedlight->cubemapname);
+       R_Shadow_FreeWorldLight(r_shadow_selectedlight);
+       r_shadow_selectedlight = NULL;
+}
+
+void R_Shadow_EditLights_ToggleCorona_f(void)
+{
+       if (!r_editlights.integer)
+       {
+               Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (!r_shadow_selectedlight)
+       {
+               Con_Printf("No selected light.\n");
+               return;
+       }
+       R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->drawshadows, r_shadow_selectedlight->cubemapname);
        R_Shadow_FreeWorldLight(r_shadow_selectedlight);
        r_shadow_selectedlight = NULL;
 }
@@ -2900,11 +3046,16 @@ void R_Shadow_EditLights_Help_f(void)
 "movex x: adjust x component of light location\n"
 "movey y: adjust y component of light location\n"
 "movez z: adjust z component of light location\n"
+"angles x y z : set light angles\n"
+"anglesx x: set x component of light angles\n"
+"anglesy y: set y component of light angles\n"
+"anglesz z: set z component of light angles\n"
 "color r g b : set color of light (can be brighter than 1 1 1)\n"
 "radius radius : set radius (size) of light\n"
 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
 "cubemap basename : set filter cubemap of light (not yet supported)\n"
 "shadows 1/0 : turn on/off shadows\n"
+"corona n : set corona intensity\n"
 "<nothing> : print light properties to console\n"
        );
 }
@@ -2927,6 +3078,8 @@ void R_Shadow_EditLights_Init(void)
        Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
        Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
        Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
+       Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
        Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
        Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
 }
+