]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - plugins/entity/light.cpp
Remove -Wno-unused-but-set-variable
[xonotic/netradiant.git] / plugins / entity / light.cpp
index d1a30e14a3c6e8cc8ed7f283051f65137770ad92..0e89e92118079f6a530f858a4e811b61d653eebc 100644 (file)
+/*
+   Copyright (C) 2001-2006, William Joseph.
+   All Rights Reserved.
+
+   This file is part of GtkRadiant.
+
+   GtkRadiant is free software; you can redistribute it and/or modify
+   it under the terms of the GNU General Public License as published by
+   the Free Software Foundation; either version 2 of the License, or
+   (at your option) any later version.
+
+   GtkRadiant is distributed in the hope that it will be useful,
+   but WITHOUT ANY WARRANTY; without even the implied warranty of
+   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+   GNU General Public License for more details.
+
+   You should have received a copy of the GNU General Public License
+   along with GtkRadiant; if not, write to the Free Software
+   Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+ */
+
+///\file
+///\brief Represents any light entity (e.g. light).
+///
+/// This entity dislays a special 'light' model.
+/// The "origin" key directly controls the position of the light model in local space.
+/// The "_color" key controls the colour of the light model.
+/// The "light" key is visualised with a sphere representing the approximate coverage of the light (except Doom3).
+/// Doom3 special behaviour:
+/// The entity behaves as a group.
+/// The "origin" key is the translation to be applied to all brushes (not patches) grouped under this entity.
+/// The "light_center" and "light_radius" keys are visualised with a point and a box when the light is selected.
+/// The "rotation" key directly controls the orientation of the light bounding box in local space.
+/// The "light_origin" key controls the position of the light independently of the "origin" key if it is specified.
+/// The "light_rotation" key duplicates the behaviour of the "rotation" key if it is specified. This appears to be an unfinished feature in Doom3.
 
-#include "plugin.h"
-#include "entity.h"
 #include "light.h"
 
-void DrawSphere(vec3_t center, float radius, int sides, int nGLState)
+#include <stdlib.h>
+
+#include "cullable.h"
+#include "renderable.h"
+#include "editable.h"
+
+#include "math/frustum.h"
+#include "selectionlib.h"
+#include "instancelib.h"
+#include "transformlib.h"
+#include "entitylib.h"
+#include "render.h"
+#include "eclasslib.h"
+#include "render.h"
+#include "stringio.h"
+#include "traverselib.h"
+#include "dragplanes.h"
+
+#include "targetable.h"
+#include "origin.h"
+#include "colour.h"
+#include "filters.h"
+#include "namedentity.h"
+#include "keyobservers.h"
+#include "namekeys.h"
+#include "rotation.h"
+
+#include "entity.h"
+extern bool g_newLightDraw;
+
+
+void sphere_draw_fill( const Vector3& origin, float radius, int sides ){
+       if ( radius <= 0 ) {
+               return;
+       }
+
+       const double dt = c_2pi / static_cast<double>( sides );
+       const double dp = c_pi / static_cast<double>( sides );
+
+       glBegin( GL_TRIANGLES );
+       for ( int i = 0; i <= sides - 1; ++i )
+       {
+               for ( int j = 0; j <= sides - 2; ++j )
+               {
+                       const double t = i * dt;
+                       const double p = ( j * dp ) - ( c_pi / 2.0 );
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t, p ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t, p + dp ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t + dt, p + dp ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t, p ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t + dt, p + dp ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t + dt, p ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+               }
+       }
+
+       {
+               const double p = ( sides - 1 ) * dp - ( c_pi / 2.0 );
+               for ( int i = 0; i <= sides - 1; ++i )
+               {
+                       const double t = i * dt;
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t, p ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t + dt, p + dp ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t + dt, p ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+               }
+       }
+       glEnd();
+}
+
+void sphere_draw_wire( const Vector3& origin, float radius, int sides ){
+       {
+               glBegin( GL_LINE_LOOP );
+
+               for ( int i = 0; i <= sides; i++ )
+               {
+                       double ds = sin( ( i * 2 * c_pi ) / sides );
+                       double dc = cos( ( i * 2 * c_pi ) / sides );
+
+                       glVertex3f(
+                               static_cast<float>( origin[0] + radius * dc ),
+                               static_cast<float>( origin[1] + radius * ds ),
+                               origin[2]
+                               );
+               }
+
+               glEnd();
+       }
+
+       {
+               glBegin( GL_LINE_LOOP );
+
+               for ( int i = 0; i <= sides; i++ )
+               {
+                       double ds = sin( ( i * 2 * c_pi ) / sides );
+                       double dc = cos( ( i * 2 * c_pi ) / sides );
+
+                       glVertex3f(
+                               static_cast<float>( origin[0] + radius * dc ),
+                               origin[1],
+                               static_cast<float>( origin[2] + radius * ds )
+                               );
+               }
+
+               glEnd();
+       }
+
+       {
+               glBegin( GL_LINE_LOOP );
+
+               for ( int i = 0; i <= sides; i++ )
+               {
+                       double ds = sin( ( i * 2 * c_pi ) / sides );
+                       double dc = cos( ( i * 2 * c_pi ) / sides );
+
+                       glVertex3f(
+                               origin[0],
+                               static_cast<float>( origin[1] + radius * dc ),
+                               static_cast<float>( origin[2] + radius * ds )
+                               );
+               }
+
+               glEnd();
+       }
+}
+
+void light_draw_box_lines( const Vector3& origin, const Vector3 points[8] ){
+       //draw lines from the center of the bbox to the corners
+       glBegin( GL_LINES );
+
+       glVertex3fv( vector3_to_array( origin ) );
+       glVertex3fv( vector3_to_array( points[1] ) );
+
+       glVertex3fv( vector3_to_array( origin ) );
+       glVertex3fv( vector3_to_array( points[5] ) );
+
+       glVertex3fv( vector3_to_array( origin ) );
+       glVertex3fv( vector3_to_array( points[2] ) );
+
+       glVertex3fv( vector3_to_array( origin ) );
+       glVertex3fv( vector3_to_array( points[6] ) );
+
+       glVertex3fv( vector3_to_array( origin ) );
+       glVertex3fv( vector3_to_array( points[0] ) );
+
+       glVertex3fv( vector3_to_array( origin ) );
+       glVertex3fv( vector3_to_array( points[4] ) );
+
+       glVertex3fv( vector3_to_array( origin ) );
+       glVertex3fv( vector3_to_array( points[3] ) );
+
+       glVertex3fv( vector3_to_array( origin ) );
+       glVertex3fv( vector3_to_array( points[7] ) );
+
+       glEnd();
+}
+
+void light_draw_radius_wire( const Vector3& origin, const float envelope[3] ){
+       if ( envelope[0] > 0 ) {
+               sphere_draw_wire( origin, envelope[0], 24 );
+       }
+       if ( envelope[1] > 0 ) {
+               sphere_draw_wire( origin, envelope[1], 24 );
+       }
+       if ( envelope[2] > 0 ) {
+               sphere_draw_wire( origin, envelope[2], 24 );
+       }
+}
+
+void light_draw_radius_fill( const Vector3& origin, const float envelope[3] ){
+       if ( envelope[0] > 0 ) {
+               sphere_draw_fill( origin, envelope[0], 16 );
+       }
+       if ( envelope[1] > 0 ) {
+               sphere_draw_fill( origin, envelope[1], 16 );
+       }
+       if ( envelope[2] > 0 ) {
+               sphere_draw_fill( origin, envelope[2], 16 );
+       }
+}
+
+void light_vertices( const AABB& aabb_light, Vector3 points[6] ){
+       Vector3 max( vector3_added( aabb_light.origin, aabb_light.extents ) );
+       Vector3 min( vector3_subtracted( aabb_light.origin, aabb_light.extents ) );
+       Vector3 mid( aabb_light.origin );
+
+       // top, bottom, middle-up, middle-right, middle-down, middle-left
+       points[0] = Vector3( mid[0], mid[1], max[2] );
+       points[1] = Vector3( mid[0], mid[1], min[2] );
+       points[2] = Vector3( mid[0], max[1], mid[2] );
+       points[3] = Vector3( max[0], mid[1], mid[2] );
+       points[4] = Vector3( mid[0], min[1], mid[2] );
+       points[5] = Vector3( min[0], mid[1], mid[2] );
+}
+
+void light_draw( const AABB& aabb_light, RenderStateFlags state ){
+       Vector3 points[6];
+       light_vertices( aabb_light, points );
+
+       if ( state & RENDER_LIGHTING ) {
+               const float f = 0.70710678f;
+               // North, East, South, West
+               const Vector3 normals[8] = {
+                       Vector3( 0, f, f ),
+                       Vector3( f, 0, f ),
+                       Vector3( 0,-f, f ),
+                       Vector3( -f, 0, f ),
+                       Vector3( 0, f,-f ),
+                       Vector3( f, 0,-f ),
+                       Vector3( 0,-f,-f ),
+                       Vector3( -f, 0,-f ),
+               };
+
+#if !defined( USE_TRIANGLE_FAN )
+               glBegin( GL_TRIANGLES );
+#else
+               glBegin( GL_TRIANGLE_FAN );
+#endif
+               glVertex3fv( vector3_to_array( points[0] ) );
+               glVertex3fv( vector3_to_array( points[2] ) );
+               glNormal3fv( vector3_to_array( normals[0] ) );
+               glVertex3fv( vector3_to_array( points[3] ) );
+
+#if !defined( USE_TRIANGLE_FAN )
+               glVertex3fv( vector3_to_array( points[0] ) );
+               glVertex3fv( vector3_to_array( points[3] ) );
+#endif
+               glNormal3fv( vector3_to_array( normals[1] ) );
+               glVertex3fv( vector3_to_array( points[4] ) );
+
+#if !defined( USE_TRIANGLE_FAN )
+               glVertex3fv( vector3_to_array( points[0] ) );
+               glVertex3fv( vector3_to_array( points[4] ) );
+#endif
+               glNormal3fv( vector3_to_array( normals[2] ) );
+               glVertex3fv( vector3_to_array( points[5] ) );
+#if !defined( USE_TRIANGLE_FAN )
+               glVertex3fv( vector3_to_array( points[0] ) );
+               glVertex3fv( vector3_to_array( points[5] ) );
+#endif
+               glNormal3fv( vector3_to_array( normals[3] ) );
+               glVertex3fv( vector3_to_array( points[2] ) );
+#if defined( USE_TRIANGLE_FAN )
+               glEnd();
+               glBegin( GL_TRIANGLE_FAN );
+#endif
+
+               glVertex3fv( vector3_to_array( points[1] ) );
+               glVertex3fv( vector3_to_array( points[2] ) );
+               glNormal3fv( vector3_to_array( normals[7] ) );
+               glVertex3fv( vector3_to_array( points[5] ) );
+
+#if !defined( USE_TRIANGLE_FAN )
+               glVertex3fv( vector3_to_array( points[1] ) );
+               glVertex3fv( vector3_to_array( points[5] ) );
+#endif
+               glNormal3fv( vector3_to_array( normals[6] ) );
+               glVertex3fv( vector3_to_array( points[4] ) );
+
+#if !defined( USE_TRIANGLE_FAN )
+               glVertex3fv( vector3_to_array( points[1] ) );
+               glVertex3fv( vector3_to_array( points[4] ) );
+#endif
+               glNormal3fv( vector3_to_array( normals[5] ) );
+               glVertex3fv( vector3_to_array( points[3] ) );
+
+#if !defined( USE_TRIANGLE_FAN )
+               glVertex3fv( vector3_to_array( points[1] ) );
+               glVertex3fv( vector3_to_array( points[3] ) );
+#endif
+               glNormal3fv( vector3_to_array( normals[4] ) );
+               glVertex3fv( vector3_to_array( points[2] ) );
+
+               glEnd();
+       }
+       else
+       {
+               typedef unsigned int index_t;
+               const index_t indices[24] = {
+                       0, 2, 3,
+                       0, 3, 4,
+                       0, 4, 5,
+                       0, 5, 2,
+                       1, 2, 5,
+                       1, 5, 4,
+                       1, 4, 3,
+                       1, 3, 2
+               };
+#if 1
+               glVertexPointer( 3, GL_FLOAT, 0, points );
+               glDrawElements( GL_TRIANGLES, sizeof( indices ) / sizeof( index_t ), RenderIndexTypeID, indices );
+#else
+               glBegin( GL_TRIANGLES );
+               for ( unsigned int i = 0; i < sizeof( indices ) / sizeof( index_t ); ++i )
+               {
+                       glVertex3fv( points[indices[i]] );
+               }
+               glEnd();
+#endif
+       }
+
+
+       // NOTE: prolly not relevant until some time..
+       // check for DOOM lights
+#if 0
+       if ( strlen( ValueForKey( e, "light_right" ) ) > 0 ) {
+               vec3_t vRight, vUp, vTarget, vTemp;
+               GetVectorForKey( e, "light_right", vRight );
+               GetVectorForKey( e, "light_up", vUp );
+               GetVectorForKey( e, "light_target", vTarget );
+
+               glColor3f( 0, 1, 0 );
+               glBegin( GL_LINE_LOOP );
+               VectorAdd( vTarget, e->origin, vTemp );
+               VectorAdd( vTemp, vRight, vTemp );
+               VectorAdd( vTemp, vUp, vTemp );
+               glVertex3fv( e->origin );
+               glVertex3fv( vTemp );
+               VectorAdd( vTarget, e->origin, vTemp );
+               VectorAdd( vTemp, vUp, vTemp );
+               VectorSubtract( vTemp, vRight, vTemp );
+               glVertex3fv( e->origin );
+               glVertex3fv( vTemp );
+               VectorAdd( vTarget, e->origin, vTemp );
+               VectorAdd( vTemp, vRight, vTemp );
+               VectorSubtract( vTemp, vUp, vTemp );
+               glVertex3fv( e->origin );
+               glVertex3fv( vTemp );
+               VectorAdd( vTarget, e->origin, vTemp );
+               VectorSubtract( vTemp, vUp, vTemp );
+               VectorSubtract( vTemp, vRight, vTemp );
+               glVertex3fv( e->origin );
+               glVertex3fv( vTemp );
+               glEnd();
+
+       }
+#endif
+}
+
+// These variables are tweakable on the q3map2 console, setting to q3map2
+// default here as there is no way to find out what the user actually uses
+// right now. Maybe move them to worldspawn?
+float fPointScale = 7500.f;
+float fLinearScale = 1.f / 8000.f;
+
+float light_radius_linear( float fIntensity, float fFalloffTolerance ){
+       return ( ( fIntensity * fPointScale * fLinearScale ) - fFalloffTolerance );
+}
+
+float light_radius( float fIntensity, float fFalloffTolerance ){
+       return sqrt( fIntensity * fPointScale / fFalloffTolerance );
+}
+
+
+LightType g_lightType = LIGHTTYPE_DEFAULT;
+
+
+bool spawnflags_linear( int flags ){
+       if ( g_lightType == LIGHTTYPE_RTCW ) {
+               // Spawnflags :
+               // 1: nonlinear
+               // 2: angle
+
+               return !( flags & 1 );
+       }
+       else
+       {
+               // Spawnflags :
+               // 1: linear
+               // 2: no angle
+
+               return ( flags & 1 );
+       }
+}
+
+class LightRadii
+{
+public:
+float m_radii[3];
+
+private:
+float m_primaryIntensity;
+float m_secondaryIntensity;
+int m_flags;
+float m_fade;
+float m_scale;
+
+void calculateRadii(){
+       float intensity = 300.0f;
+
+       if ( m_primaryIntensity != 0.0f ) {
+               intensity = m_primaryIntensity;
+       }
+       else if ( m_secondaryIntensity != 0.0f ) {
+               intensity = m_secondaryIntensity;
+       }
+
+       intensity *= m_scale;
+
+       if ( spawnflags_linear( m_flags ) ) {
+               m_radii[0] = light_radius_linear( intensity, 1.0f ) / m_fade;
+               m_radii[1] = light_radius_linear( intensity, 48.0f ) / m_fade;
+               m_radii[2] = light_radius_linear( intensity, 255.0f ) / m_fade;
+       }
+       else
+       {
+               m_radii[0] = light_radius( intensity, 1.0f );
+               m_radii[1] = light_radius( intensity, 48.0f );
+               m_radii[2] = light_radius( intensity, 255.0f );
+       }
+}
+
+public:
+LightRadii() : m_primaryIntensity( 0 ), m_secondaryIntensity( 0 ), m_flags( 0 ), m_fade( 1 ), m_scale( 1 ){
+}
+
+
+void primaryIntensityChanged( const char* value ){
+       m_primaryIntensity = string_read_float( value );
+       calculateRadii();
+}
+typedef MemberCaller1<LightRadii, const char*, &LightRadii::primaryIntensityChanged> PrimaryIntensityChangedCaller;
+void secondaryIntensityChanged( const char* value ){
+       m_secondaryIntensity = string_read_float( value );
+       calculateRadii();
+}
+typedef MemberCaller1<LightRadii, const char*, &LightRadii::secondaryIntensityChanged> SecondaryIntensityChangedCaller;
+void scaleChanged( const char* value ){
+       m_scale = string_read_float( value );
+       if ( m_scale <= 0.0f ) {
+               m_scale = 1.0f;
+       }
+       calculateRadii();
+}
+typedef MemberCaller1<LightRadii, const char*, &LightRadii::scaleChanged> ScaleChangedCaller;
+void fadeChanged( const char* value ){
+       m_fade = string_read_float( value );
+       if ( m_fade <= 0.0f ) {
+               m_fade = 1.0f;
+       }
+       calculateRadii();
+}
+typedef MemberCaller1<LightRadii, const char*, &LightRadii::fadeChanged> FadeChangedCaller;
+void flagsChanged( const char* value ){
+       m_flags = string_read_int( value );
+       calculateRadii();
+}
+typedef MemberCaller1<LightRadii, const char*, &LightRadii::flagsChanged> FlagsChangedCaller;
+};
+
+class Doom3LightRadius
+{
+public:
+Vector3 m_defaultRadius;
+Vector3 m_radius;
+Vector3 m_radiusTransformed;
+Vector3 m_center;
+Callback m_changed;
+bool m_useCenterKey;
+
+Doom3LightRadius( const char* defaultRadius ) : m_defaultRadius( 300, 300, 300 ), m_center( 0, 0, 0 ), m_useCenterKey( false ){
+       if ( !string_parse_vector3( defaultRadius, m_defaultRadius ) ) {
+               globalErrorStream() << "Doom3LightRadius: failed to parse default light radius\n";
+       }
+       m_radius = m_defaultRadius;
+}
+
+void lightRadiusChanged( const char* value ){
+       if ( !string_parse_vector3( value, m_radius ) ) {
+               m_radius = m_defaultRadius;
+       }
+       m_radiusTransformed = m_radius;
+       m_changed();
+       SceneChangeNotify();
+}
+typedef MemberCaller1<Doom3LightRadius, const char*, &Doom3LightRadius::lightRadiusChanged> LightRadiusChangedCaller;
+
+void lightCenterChanged( const char* value ){
+       m_useCenterKey = string_parse_vector3( value, m_center );
+       if ( !m_useCenterKey ) {
+               m_center = Vector3( 0, 0, 0 );
+       }
+       SceneChangeNotify();
+}
+typedef MemberCaller1<Doom3LightRadius, const char*, &Doom3LightRadius::lightCenterChanged> LightCenterChangedCaller;
+};
+
+class RenderLightRadiiWire : public OpenGLRenderable
+{
+LightRadii& m_radii;
+const Vector3& m_origin;
+public:
+RenderLightRadiiWire( LightRadii& radii, const Vector3& origin ) : m_radii( radii ), m_origin( origin ){
+}
+void render( RenderStateFlags state ) const {
+       light_draw_radius_wire( m_origin, m_radii.m_radii );
+}
+};
+
+class RenderLightRadiiFill : public OpenGLRenderable
+{
+LightRadii& m_radii;
+const Vector3& m_origin;
+public:
+static Shader* m_state;
+
+RenderLightRadiiFill( LightRadii& radii, const Vector3& origin ) : m_radii( radii ), m_origin( origin ){
+}
+void render( RenderStateFlags state ) const {
+       light_draw_radius_fill( m_origin, m_radii.m_radii );
+}
+};
+
+class RenderLightRadiiBox : public OpenGLRenderable
+{
+const Vector3& m_origin;
+public:
+mutable Vector3 m_points[8];
+static Shader* m_state;
+
+RenderLightRadiiBox( const Vector3& origin ) : m_origin( origin ){
+}
+void render( RenderStateFlags state ) const {
+       //draw the bounding box of light based on light_radius key
+       if ( ( state & RENDER_FILL ) != 0 ) {
+               aabb_draw_flatshade( m_points );
+       }
+       else
+       {
+               aabb_draw_wire( m_points );
+       }
+
+  #if 1    //disable if you dont want lines going from the center of the light bbox to the corners
+       light_draw_box_lines( m_origin, m_points );
+  #endif
+}
+};
+
+Shader* RenderLightRadiiFill::m_state = 0;
+
+class RenderLightCenter : public OpenGLRenderable
 {
-  int i, j;
-  float dt = (float) (2 * Q_PI / (float) sides);
-  float dp = (float) (Q_PI / (float) sides);
-  float t, p;
-  vec3_t v;
-
-  if (radius <= 0)
-    return;
-
-  g_QglTable.m_pfn_qglBegin(GL_TRIANGLES);
-  for (i = 0; i <= sides - 1; i++) {
-    for (j = 0; j <= sides - 2; j++) {
-      t = i * dt;
-      p = (float) ((j * dp) - (Q_PI / 2));
-
-      VectorPolar(v, radius, t, p);
-      VectorAdd(v, center, v);
-      g_QglTable.m_pfn_qglVertex3fv(v);
-
-      VectorPolar(v, radius, t, p + dp);
-      VectorAdd(v, center, v);
-      g_QglTable.m_pfn_qglVertex3fv(v);
-
-      VectorPolar(v, radius, t + dt, p + dp);
-      VectorAdd(v, center, v);
-      g_QglTable.m_pfn_qglVertex3fv(v);
-
-      VectorPolar(v, radius, t, p);
-      VectorAdd(v, center, v);
-      g_QglTable.m_pfn_qglVertex3fv(v);
-
-      VectorPolar(v, radius, t + dt, p + dp);
-      VectorAdd(v, center, v);
-      g_QglTable.m_pfn_qglVertex3fv(v);
-
-      VectorPolar(v, radius, t + dt, p);
-      VectorAdd(v, center, v);
-      g_QglTable.m_pfn_qglVertex3fv(v);
-    }
-  }
-
-  p = (float) ((sides - 1) * dp - (Q_PI / 2));
-  for (i = 0; i <= sides - 1; i++) {
-    t = i * dt;
-
-    VectorPolar(v, radius, t, p);
-    VectorAdd(v, center, v);
-    g_QglTable.m_pfn_qglVertex3fv(v);
-
-    VectorPolar(v, radius, t + dt, p + dp);
-    VectorAdd(v, center, v);
-    g_QglTable.m_pfn_qglVertex3fv(v);
-
-    VectorPolar(v, radius, t + dt, p);
-    VectorAdd(v, center, v);
-    g_QglTable.m_pfn_qglVertex3fv(v);
-  }
-  g_QglTable.m_pfn_qglEnd();
-}
-
-#define LIGHT_ATTEN_LINEAR     1
-#define LIGHT_ATTEN_ANGLE              2
-#define LIGHT_ATTEN_DISTANCE   4
-
-#define LIGHT_Q3A_DEFAULT              (LIGHT_ATTEN_ANGLE | LIGHT_ATTEN_DISTANCE)
-#define LIGHT_WOLF_DEFAULT     (LIGHT_ATTEN_LINEAR | LIGHT_ATTEN_DISTANCE)
-
-float CalculateEnvelopeForLight(entity_t * e, float fFalloffTolerance)
+const Vector3& m_center;
+EntityClass& m_eclass;
+public:
+static Shader* m_state;
+
+RenderLightCenter( const Vector3& center, EntityClass& eclass ) : m_center( center ), m_eclass( eclass ){
+}
+void render( RenderStateFlags state ) const {
+       glBegin( GL_POINTS );
+       glColor3fv( vector3_to_array( m_eclass.color ) );
+       glVertex3fv( vector3_to_array( m_center ) );
+       glEnd();
+}
+};
+
+Shader* RenderLightCenter::m_state = 0;
+
+class RenderLightProjection : public OpenGLRenderable
 {
-  float fEnvelope = 0.f;
-  int iSpawnFlags = atoi(ValueForKey(e, "spawnflags"));
-  int iLightFlags = 0;
-  float fFade = 1.f;
-  float fIntensity, fPhotons;
-  float fScale;
-  const char *gameFile = g_FuncTable.m_pfnGetGameFile();
-
-  // These variables are tweakable on the q3map2 console, setting to q3map2
-  // default here as there is no way to find out what the user actually uses
-  // right now. Maybe move them to worldspawn?
-  float fPointScale = 7500.f;
-  float fLinearScale = 1.f / 8000.f;
-  //float fFalloffTolerance = 1.f;  // Need it as parameter
-
-  // Arnout: HACK for per-game radii - really need to move this to a per-game module?
-  if( !strcmp( gameFile, "wolf.game" ) || !strcmp( gameFile, "et.game" ) ) {
-    // Spawnflags :
-    // 1: nonlinear
-    // 2: angle
-
-    // set default flags
-    iLightFlags = LIGHT_WOLF_DEFAULT;
-
-    // inverse distance squared attenuation?
-    if (iSpawnFlags & 1) {
-      iLightFlags &= ~LIGHT_ATTEN_LINEAR;
-      iLightFlags |= LIGHT_ATTEN_ANGLE;
-    }
-    // angle attenuate
-    if (iSpawnFlags & 2)
-      iLightFlags |= LIGHT_ATTEN_ANGLE;
-  } else {
-    // Spawnflags :
-    // 1: linear
-    // 2: no angle
-
-    // set default flags
-    iLightFlags = LIGHT_Q3A_DEFAULT;
-
-    // linear attenuation?
-    if (iSpawnFlags & 1) {
-      iLightFlags |= LIGHT_ATTEN_LINEAR;
-      iLightFlags &= ~LIGHT_ATTEN_ANGLE;
-    }
-    // no angle attenuate?
-    if (iSpawnFlags & 2)
-      iLightFlags &= ~LIGHT_ATTEN_ANGLE;
-  }
-
-  // set fade key (from wolf)
-  if (iLightFlags & LIGHT_ATTEN_LINEAR) {
-    fFade = FloatForKey(e, "fade");
-    if (fFade <= 0.f)
-      fFade = 1.f;
-  }
-  // set light intensity
-  fIntensity = FloatForKey(e, "_light");
-  if (fIntensity == 0.f)
-    fIntensity = FloatForKey(e, "light");
-  if (fIntensity == 0.f)
-    fIntensity = 300.f;
-
-  // set light scale (sof2)
-  fScale = FloatForKey(e, "scale");
-  if (fScale <= 0.f)
-    fScale = 1.f;
-  fIntensity *= fScale;
-
-  // amount of photons
-  fPhotons = fIntensity * fPointScale;
-
-  // calculate envelope
-
-  // solve distance for non-distance lights
-  if (!(iLightFlags & LIGHT_ATTEN_DISTANCE))
-    //!\todo (spog) can't access global objects in a module - globals are EVIL - solution: API for querying global settings.
-    fEnvelope = 131072/*g_MaxWorldCoord * 2.f*/;
-  // solve distance for linear lights
-  else if (iLightFlags & LIGHT_ATTEN_LINEAR)
-    fEnvelope = ((fPhotons * fLinearScale) - fFalloffTolerance) / fFade;
-  // solve for inverse square falloff
-  else
-    fEnvelope = sqrt(fPhotons / fFalloffTolerance) /* + fRadius */ ;  // Arnout radius is always 0, only for area lights
-
-  return fEnvelope;
-}
-
-float CalculateLightRadius(entity_t * e, bool outer)
+const Matrix4& m_projection;
+public:
+
+RenderLightProjection( const Matrix4& projection ) : m_projection( projection ){
+}
+void render( RenderStateFlags state ) const {
+       Matrix4 unproject( matrix4_full_inverse( m_projection ) );
+       Vector3 points[8];
+       aabb_corners( AABB( Vector3( 0.5f, 0.5f, 0.5f ), Vector3( 0.5f, 0.5f, 0.5f ) ), points );
+       points[0] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[0], 1 ) ) );
+       points[1] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[1], 1 ) ) );
+       points[2] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[2], 1 ) ) );
+       points[3] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[3], 1 ) ) );
+       points[4] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[4], 1 ) ) );
+       points[5] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[5], 1 ) ) );
+       points[6] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[6], 1 ) ) );
+       points[7] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[7], 1 ) ) );
+//     Vector4 test1 = matrix4_transformed_vector4( unproject, Vector4( 0.5f, 0.5f, 0.5f, 1 ) );
+//     Vector3 test2 = vector4_projected( test1 );
+       aabb_draw_wire( points );
+}
+};
+
+inline void default_extents( Vector3& extents ){
+       extents = Vector3( 8, 8, 8 );
+}
+
+class ShaderRef
 {
-  float fEnvelope = 0.f;
-  int iSpawnFlags = atoi(ValueForKey(e, "spawnflags"));
-  float fIntensity;
-  float fScale;
-  const char *gameFile = g_FuncTable.m_pfnGetGameFile();
-
-  fIntensity = FloatForKey(e, "light");
-  if (fIntensity == 0.f)
-    fIntensity = 300.f;
-
-  // Arnout: HACK for per-game radii - really need to move this to a per-game module
-  if( !strcmp( gameFile, "sof2.game" ) || !strcmp( gameFile, "jk2.game" ) || !strcmp( gameFile, "ja.game" )) {
-    // Spawnflags :
-    // 1: linear
-    // 2: noincidence
-
-    if (!outer) {
-      if (iSpawnFlags & 2)
-        fIntensity *= .9f;
-      else
-        fIntensity *= .25f;
-    }
-    // set light scale (sof2)
-    fScale = FloatForKey(e, "scale");
-    if (fScale <= 0.f)
-      fScale = 1.f;
-    fIntensity *= fScale;
-
-    fEnvelope = fIntensity;
-  } else {
-    float fPointScale = 7500.f;
-
-    if (outer)
-      fEnvelope = sqrt(fIntensity * fPointScale / 48.f);
-    else
-      fEnvelope = sqrt(fIntensity * fPointScale / 255.f);
-  }
-
-  return fEnvelope;
-}
-
-void Light_OnIntensityChanged(entity_t* e)
+CopiedString m_name;
+Shader* m_shader;
+void capture(){
+       m_shader = GlobalShaderCache().capture( m_name.c_str() );
+}
+void release(){
+       GlobalShaderCache().release( m_name.c_str() );
+}
+public:
+ShaderRef(){
+       capture();
+}
+~ShaderRef(){
+       release();
+}
+void setName( const char* name ){
+       release();
+       m_name = name;
+       capture();
+}
+Shader* get() const {
+       return m_shader;
+}
+};
+
+class LightShader
 {
-  e->fLightEnvelope1[0] = CalculateEnvelopeForLight(e, 1.f);
-  e->fLightEnvelope1[1] = CalculateEnvelopeForLight(e, 48.f);
-  e->fLightEnvelope1[2] = CalculateEnvelopeForLight(e, 255.f);
+ShaderRef m_shader;
+void setDefault(){
+       m_shader.setName( m_defaultShader );
+}
+public:
+static const char* m_defaultShader;
+
+LightShader(){
+       setDefault();
+}
+void valueChanged( const char* value ){
+       if ( string_empty( value ) ) {
+               setDefault();
+       }
+       else
+       {
+               m_shader.setName( value );
+       }
+       SceneChangeNotify();
+}
+typedef MemberCaller1<LightShader, const char*, &LightShader::valueChanged> ValueChangedCaller;
+
+Shader* get() const {
+       return m_shader.get();
+}
+};
+
+const char* LightShader::m_defaultShader = "";
+
+inline const BasicVector4<double>& plane3_to_vector4( const Plane3& self ){
+       return reinterpret_cast<const BasicVector4<double>&>( self );
+}
+
+inline BasicVector4<double>& plane3_to_vector4( Plane3& self ){
+       return reinterpret_cast<BasicVector4<double>&>( self );
+}
+
+inline Matrix4 matrix4_from_planes( const Plane3& left, const Plane3& right, const Plane3& bottom, const Plane3& top, const Plane3& front, const Plane3& back ){
+       return Matrix4(
+                          ( right.a - left.a ) / 2,
+                          ( top.a - bottom.a ) / 2,
+                          ( back.a - front.a ) / 2,
+                          right.a - ( right.a - left.a ) / 2,
+                          ( right.b - left.b ) / 2,
+                          ( top.b - bottom.b ) / 2,
+                          ( back.b - front.b ) / 2,
+                          right.b - ( right.b - left.b ) / 2,
+                          ( right.c - left.c ) / 2,
+                          ( top.c - bottom.c ) / 2,
+                          ( back.c - front.c ) / 2,
+                          right.c - ( right.c - left.c ) / 2,
+                          ( right.d - left.d ) / 2,
+                          ( top.d - bottom.d ) / 2,
+                          ( back.d - front.d ) / 2,
+                          right.d - ( right.d - left.d ) / 2
+                          );
+}
+
+class Light :
+       public OpenGLRenderable,
+       public Cullable,
+       public Bounded,
+       public Editable,
+       public Snappable
+{
+EntityKeyValues m_entity;
+KeyObserverMap m_keyObservers;
+TraversableNodeSet m_traverse;
+IdentityTransform m_transform;
+
+OriginKey m_originKey;
+RotationKey m_rotationKey;
+Float9 m_rotation;
+Colour m_colour;
+
+ClassnameFilter m_filter;
+NamedEntity m_named;
+NameKeys m_nameKeys;
+TraversableObserverPairRelay m_traverseObservers;
+Doom3GroupOrigin m_funcStaticOrigin;
+
+LightRadii m_radii;
+Doom3LightRadius m_doom3Radius;
+
+RenderLightRadiiWire m_radii_wire;
+RenderLightRadiiFill m_radii_fill;
+RenderLightRadiiBox m_radii_box;
+RenderLightCenter m_render_center;
+RenderableNamedEntity m_renderName;
+
+Vector3 m_lightOrigin;
+bool m_useLightOrigin;
+Float9 m_lightRotation;
+bool m_useLightRotation;
+
+Vector3 m_lightTarget;
+bool m_useLightTarget;
+Vector3 m_lightUp;
+bool m_useLightUp;
+Vector3 m_lightRight;
+bool m_useLightRight;
+Vector3 m_lightStart;
+bool m_useLightStart;
+Vector3 m_lightEnd;
+bool m_useLightEnd;
+
+mutable AABB m_doom3AABB;
+mutable Matrix4 m_doom3Rotation;
+mutable Matrix4 m_doom3Projection;
+mutable Frustum m_doom3Frustum;
+mutable bool m_doom3ProjectionChanged;
+
+RenderLightProjection m_renderProjection;
+
+LightShader m_shader;
+
+AABB m_aabb_light;
+
+Callback m_transformChanged;
+Callback m_boundsChanged;
+Callback m_evaluateTransform;
+
+void construct(){
+       default_rotation( m_rotation );
+       m_aabb_light.origin = Vector3( 0, 0, 0 );
+       default_extents( m_aabb_light.extents );
+
+       m_keyObservers.insert( "classname", ClassnameFilter::ClassnameChangedCaller( m_filter ) );
+       m_keyObservers.insert( Static<KeyIsName>::instance().m_nameKey, NamedEntity::IdentifierChangedCaller( m_named ) );
+       m_keyObservers.insert( "_color", Colour::ColourChangedCaller( m_colour ) );
+       m_keyObservers.insert( "origin", OriginKey::OriginChangedCaller( m_originKey ) );
+       m_keyObservers.insert( "_light", LightRadii::PrimaryIntensityChangedCaller( m_radii ) );
+       m_keyObservers.insert( "light", LightRadii::SecondaryIntensityChangedCaller( m_radii ) );
+       m_keyObservers.insert( "fade", LightRadii::FadeChangedCaller( m_radii ) );
+       m_keyObservers.insert( "scale", LightRadii::ScaleChangedCaller( m_radii ) );
+       m_keyObservers.insert( "spawnflags", LightRadii::FlagsChangedCaller( m_radii ) );
+
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               m_keyObservers.insert( "angle", RotationKey::AngleChangedCaller( m_rotationKey ) );
+               m_keyObservers.insert( "rotation", RotationKey::RotationChangedCaller( m_rotationKey ) );
+               m_keyObservers.insert( "light_radius", Doom3LightRadius::LightRadiusChangedCaller( m_doom3Radius ) );
+               m_keyObservers.insert( "light_center", Doom3LightRadius::LightCenterChangedCaller( m_doom3Radius ) );
+               m_keyObservers.insert( "light_origin", Light::LightOriginChangedCaller( *this ) );
+               m_keyObservers.insert( "light_rotation", Light::LightRotationChangedCaller( *this ) );
+               m_keyObservers.insert( "light_target", Light::LightTargetChangedCaller( *this ) );
+               m_keyObservers.insert( "light_up", Light::LightUpChangedCaller( *this ) );
+               m_keyObservers.insert( "light_right", Light::LightRightChangedCaller( *this ) );
+               m_keyObservers.insert( "light_start", Light::LightStartChangedCaller( *this ) );
+               m_keyObservers.insert( "light_end", Light::LightEndChangedCaller( *this ) );
+               m_keyObservers.insert( "texture", LightShader::ValueChangedCaller( m_shader ) );
+               m_useLightTarget = m_useLightUp = m_useLightRight = m_useLightStart = m_useLightEnd = false;
+               m_doom3ProjectionChanged = true;
+       }
+
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               m_traverse.attach( &m_traverseObservers );
+               m_traverseObservers.attach( m_funcStaticOrigin );
+
+               m_entity.m_isContainer = true;
+       }
+}
+void destroy(){
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               m_traverseObservers.detach( m_funcStaticOrigin );
+               m_traverse.detach( &m_traverseObservers );
+       }
+}
+
+// vc 2k5 compiler fix
+#if _MSC_VER >= 1400
+public:
+#endif
+
+void updateOrigin(){
+       m_boundsChanged();
+
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               m_funcStaticOrigin.originChanged();
+       }
+
+       m_doom3Radius.m_changed();
+
+       GlobalSelectionSystem().pivotChanged();
+}
+
+void originChanged(){
+       m_aabb_light.origin = m_useLightOrigin ? m_lightOrigin : m_originKey.m_origin;
+       updateOrigin();
+}
+typedef MemberCaller<Light, &Light::originChanged> OriginChangedCaller;
+
+void lightOriginChanged( const char* value ){
+       m_useLightOrigin = !string_empty( value );
+       if ( m_useLightOrigin ) {
+               read_origin( m_lightOrigin, value );
+       }
+       originChanged();
+}
+typedef MemberCaller1<Light, const char*, &Light::lightOriginChanged> LightOriginChangedCaller;
+
+void lightTargetChanged( const char* value ){
+       m_useLightTarget = !string_empty( value );
+       if ( m_useLightTarget ) {
+               read_origin( m_lightTarget, value );
+       }
+       projectionChanged();
+}
+typedef MemberCaller1<Light, const char*, &Light::lightTargetChanged> LightTargetChangedCaller;
+void lightUpChanged( const char* value ){
+       m_useLightUp = !string_empty( value );
+       if ( m_useLightUp ) {
+               read_origin( m_lightUp, value );
+       }
+       projectionChanged();
+}
+typedef MemberCaller1<Light, const char*, &Light::lightUpChanged> LightUpChangedCaller;
+void lightRightChanged( const char* value ){
+       m_useLightRight = !string_empty( value );
+       if ( m_useLightRight ) {
+               read_origin( m_lightRight, value );
+       }
+       projectionChanged();
+}
+typedef MemberCaller1<Light, const char*, &Light::lightRightChanged> LightRightChangedCaller;
+void lightStartChanged( const char* value ){
+       m_useLightStart = !string_empty( value );
+       if ( m_useLightStart ) {
+               read_origin( m_lightStart, value );
+       }
+       projectionChanged();
+}
+typedef MemberCaller1<Light, const char*, &Light::lightStartChanged> LightStartChangedCaller;
+void lightEndChanged( const char* value ){
+       m_useLightEnd = !string_empty( value );
+       if ( m_useLightEnd ) {
+               read_origin( m_lightEnd, value );
+       }
+       projectionChanged();
+}
+typedef MemberCaller1<Light, const char*, &Light::lightEndChanged> LightEndChangedCaller;
+
+void writeLightOrigin(){
+       write_origin( m_lightOrigin, &m_entity, "light_origin" );
+}
+
+void updateLightRadiiBox() const {
+       const Matrix4& rotation = rotation_toMatrix( m_rotation );
+       aabb_corners( AABB( Vector3( 0, 0, 0 ), m_doom3Radius.m_radiusTransformed ), m_radii_box.m_points );
+       matrix4_transform_point( rotation, m_radii_box.m_points[0] );
+       vector3_add( m_radii_box.m_points[0], m_aabb_light.origin );
+       matrix4_transform_point( rotation, m_radii_box.m_points[1] );
+       vector3_add( m_radii_box.m_points[1], m_aabb_light.origin );
+       matrix4_transform_point( rotation, m_radii_box.m_points[2] );
+       vector3_add( m_radii_box.m_points[2], m_aabb_light.origin );
+       matrix4_transform_point( rotation, m_radii_box.m_points[3] );
+       vector3_add( m_radii_box.m_points[3], m_aabb_light.origin );
+       matrix4_transform_point( rotation, m_radii_box.m_points[4] );
+       vector3_add( m_radii_box.m_points[4], m_aabb_light.origin );
+       matrix4_transform_point( rotation, m_radii_box.m_points[5] );
+       vector3_add( m_radii_box.m_points[5], m_aabb_light.origin );
+       matrix4_transform_point( rotation, m_radii_box.m_points[6] );
+       vector3_add( m_radii_box.m_points[6], m_aabb_light.origin );
+       matrix4_transform_point( rotation, m_radii_box.m_points[7] );
+       vector3_add( m_radii_box.m_points[7], m_aabb_light.origin );
+}
+
+void rotationChanged(){
+       rotation_assign( m_rotation, m_useLightRotation ? m_lightRotation : m_rotationKey.m_rotation );
+       GlobalSelectionSystem().pivotChanged();
+}
+typedef MemberCaller<Light, &Light::rotationChanged> RotationChangedCaller;
+
+void lightRotationChanged( const char* value ){
+       m_useLightRotation = !string_empty( value );
+       if ( m_useLightRotation ) {
+               read_rotation( m_lightRotation, value );
+       }
+       rotationChanged();
+}
+typedef MemberCaller1<Light, const char*, &Light::lightRotationChanged> LightRotationChangedCaller;
+
+public:
+
+Light( EntityClass* eclass, scene::Node& node, const Callback& transformChanged, const Callback& boundsChanged, const Callback& evaluateTransform ) :
+       m_entity( eclass ),
+       m_originKey( OriginChangedCaller( *this ) ),
+       m_rotationKey( RotationChangedCaller( *this ) ),
+       m_colour( Callback() ),
+       m_filter( m_entity, node ),
+       m_named( m_entity ),
+       m_nameKeys( m_entity ),
+       m_funcStaticOrigin( m_traverse, m_originKey.m_origin ),
+       m_doom3Radius( EntityClass_valueForKey( m_entity.getEntityClass(), "light_radius" ) ),
+       m_radii_wire( m_radii, m_aabb_light.origin ),
+       m_radii_fill( m_radii, m_aabb_light.origin ),
+       m_radii_box( m_aabb_light.origin ),
+       m_render_center( m_doom3Radius.m_center, m_entity.getEntityClass() ),
+       m_renderName( m_named, m_aabb_light.origin ),
+       m_useLightOrigin( false ),
+       m_useLightRotation( false ),
+       m_renderProjection( m_doom3Projection ),
+       m_transformChanged( transformChanged ),
+       m_boundsChanged( boundsChanged ),
+       m_evaluateTransform( evaluateTransform ){
+       construct();
+}
+Light( const Light& other, scene::Node& node, const Callback& transformChanged, const Callback& boundsChanged, const Callback& evaluateTransform ) :
+       m_entity( other.m_entity ),
+       m_originKey( OriginChangedCaller( *this ) ),
+       m_rotationKey( RotationChangedCaller( *this ) ),
+       m_colour( Callback() ),
+       m_filter( m_entity, node ),
+       m_named( m_entity ),
+       m_nameKeys( m_entity ),
+       m_funcStaticOrigin( m_traverse, m_originKey.m_origin ),
+       m_doom3Radius( EntityClass_valueForKey( m_entity.getEntityClass(), "light_radius" ) ),
+       m_radii_wire( m_radii, m_aabb_light.origin ),
+       m_radii_fill( m_radii, m_aabb_light.origin ),
+       m_radii_box( m_aabb_light.origin ),
+       m_render_center( m_doom3Radius.m_center, m_entity.getEntityClass() ),
+       m_renderName( m_named, m_aabb_light.origin ),
+       m_useLightOrigin( false ),
+       m_useLightRotation( false ),
+       m_renderProjection( m_doom3Projection ),
+       m_transformChanged( transformChanged ),
+       m_boundsChanged( boundsChanged ),
+       m_evaluateTransform( evaluateTransform ){
+       construct();
+}
+~Light(){
+       destroy();
+}
+
+InstanceCounter m_instanceCounter;
+void instanceAttach( const scene::Path& path ){
+       if ( ++m_instanceCounter.m_count == 1 ) {
+               m_filter.instanceAttach();
+               m_entity.instanceAttach( path_find_mapfile( path.begin(), path.end() ) );
+               if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+                       m_traverse.instanceAttach( path_find_mapfile( path.begin(), path.end() ) );
+               }
+               m_entity.attach( m_keyObservers );
+
+               if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+                       m_funcStaticOrigin.enable();
+               }
+       }
+}
+void instanceDetach( const scene::Path& path ){
+       if ( --m_instanceCounter.m_count == 0 ) {
+               if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+                       m_funcStaticOrigin.disable();
+               }
+
+               m_entity.detach( m_keyObservers );
+               if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+                       m_traverse.instanceDetach( path_find_mapfile( path.begin(), path.end() ) );
+               }
+               m_entity.instanceDetach( path_find_mapfile( path.begin(), path.end() ) );
+               m_filter.instanceDetach();
+       }
+}
+
+EntityKeyValues& getEntity(){
+       return m_entity;
+}
+const EntityKeyValues& getEntity() const {
+       return m_entity;
+}
+
+scene::Traversable& getTraversable(){
+       return m_traverse;
+}
+Namespaced& getNamespaced(){
+       return m_nameKeys;
+}
+Nameable& getNameable(){
+       return m_named;
+}
+TransformNode& getTransformNode(){
+       return m_transform;
+}
+
+void attach( scene::Traversable::Observer* observer ){
+       m_traverseObservers.attach( *observer );
+}
+void detach( scene::Traversable::Observer* observer ){
+       m_traverseObservers.detach( *observer );
+}
+
+void render( RenderStateFlags state ) const {
+       if ( !g_newLightDraw ) {
+               aabb_draw( m_aabb_light, state );
+       }
+       else
+       {
+               light_draw( m_aabb_light, state );
+       }
+}
+
+VolumeIntersectionValue intersectVolume( const VolumeTest& volume, const Matrix4& localToWorld ) const {
+       return volume.TestAABB( m_aabb_light, localToWorld );
+}
+
+// cache
+const AABB& localAABB() const {
+       return m_aabb_light;
+}
 
-  e->fLightEnvelope2[0] = CalculateLightRadius(e, TRUE);
-  e->fLightEnvelope2[1] = CalculateLightRadius(e, FALSE);
+
+mutable Matrix4 m_projectionOrientation;
+
+void renderSolid( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected ) const {
+       renderer.SetState( m_entity.getEntityClass().m_state_wire, Renderer::eWireframeOnly );
+       renderer.SetState( m_colour.state(), Renderer::eFullMaterials );
+       renderer.addRenderable( *this, localToWorld );
+
+       if ( selected && g_lightRadii && string_empty( m_entity.getKeyValue( "target" ) ) ) {
+               if ( renderer.getStyle() == Renderer::eFullMaterials ) {
+                       renderer.SetState( RenderLightRadiiFill::m_state, Renderer::eFullMaterials );
+                       renderer.Highlight( Renderer::ePrimitive, false );
+                       renderer.addRenderable( m_radii_fill, localToWorld );
+               }
+               else
+               {
+                       renderer.addRenderable( m_radii_wire, localToWorld );
+               }
+       }
+
+       renderer.SetState( m_entity.getEntityClass().m_state_wire, Renderer::eFullMaterials );
+
+       if ( g_lightType == LIGHTTYPE_DOOM3 && selected ) {
+               if ( isProjected() ) {
+                       projection();
+                       m_projectionOrientation = rotation();
+                       vector4_to_vector3( m_projectionOrientation.t() ) = localAABB().origin;
+                       renderer.addRenderable( m_renderProjection, m_projectionOrientation );
+               }
+               else
+               {
+                       updateLightRadiiBox();
+                       renderer.addRenderable( m_radii_box, localToWorld );
+               }
+
+               //draw the center of the light
+               if ( m_doom3Radius.m_useCenterKey ) {
+                       renderer.Highlight( Renderer::ePrimitive, false );
+                       renderer.Highlight( Renderer::eFace, false );
+                       renderer.SetState( m_render_center.m_state, Renderer::eFullMaterials );
+                       renderer.SetState( m_render_center.m_state, Renderer::eWireframeOnly );
+                       renderer.addRenderable( m_render_center, localToWorld );
+               }
+       }
+}
+void renderWireframe( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected ) const {
+       renderSolid( renderer, volume, localToWorld, selected );
+       if ( g_showNames ) {
+               renderer.addRenderable( m_renderName, localToWorld );
+       }
+}
+
+void testSelect( Selector& selector, SelectionTest& test, const Matrix4& localToWorld ){
+       test.BeginMesh( localToWorld );
+
+       SelectionIntersection best;
+       aabb_testselect( m_aabb_light, test, best );
+       if ( best.valid() ) {
+               selector.addIntersection( best );
+       }
 }
 
-void Light_OnKeyValueChanged(entity_t *e, const char *key, const char* value)
+void translate( const Vector3& translation ){
+       m_aabb_light.origin = origin_translated( m_aabb_light.origin, translation );
+}
+void rotate( const Quaternion& rotation ){
+       rotation_rotate( m_rotation, rotation );
+}
+void snapto( float snap ){
+       if ( g_lightType == LIGHTTYPE_DOOM3 && !m_useLightOrigin && !m_traverse.empty() ) {
+               m_useLightOrigin = true;
+               m_lightOrigin = m_originKey.m_origin;
+       }
+
+       if ( m_useLightOrigin ) {
+               m_lightOrigin = origin_snapped( m_lightOrigin, snap );
+               writeLightOrigin();
+       }
+       else
+       {
+               m_originKey.m_origin = origin_snapped( m_originKey.m_origin, snap );
+               m_originKey.write( &m_entity );
+       }
+}
+void setLightRadius( const AABB& aabb ){
+       m_aabb_light.origin = aabb.origin;
+       m_doom3Radius.m_radiusTransformed = aabb.extents;
+}
+void transformLightRadius( const Matrix4& transform ){
+       matrix4_transform_point( transform, m_aabb_light.origin );
+}
+void revertTransform(){
+       m_aabb_light.origin = m_useLightOrigin ? m_lightOrigin : m_originKey.m_origin;
+       rotation_assign( m_rotation, m_useLightRotation ? m_lightRotation : m_rotationKey.m_rotation );
+       m_doom3Radius.m_radiusTransformed = m_doom3Radius.m_radius;
+}
+void freezeTransform(){
+       if ( g_lightType == LIGHTTYPE_DOOM3 && !m_useLightOrigin && !m_traverse.empty() ) {
+               m_useLightOrigin = true;
+       }
+
+       if ( m_useLightOrigin ) {
+               m_lightOrigin = m_aabb_light.origin;
+               writeLightOrigin();
+       }
+       else
+       {
+               m_originKey.m_origin = m_aabb_light.origin;
+               m_originKey.write( &m_entity );
+       }
+
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               if ( !m_useLightRotation && !m_traverse.empty() ) {
+                       m_useLightRotation = true;
+               }
+
+               if ( m_useLightRotation ) {
+                       rotation_assign( m_lightRotation, m_rotation );
+                       write_rotation( m_lightRotation, &m_entity, "light_rotation" );
+               }
+
+               rotation_assign( m_rotationKey.m_rotation, m_rotation );
+               write_rotation( m_rotationKey.m_rotation, &m_entity );
+
+               m_doom3Radius.m_radius = m_doom3Radius.m_radiusTransformed;
+               write_origin( m_doom3Radius.m_radius, &m_entity, "light_radius" );
+       }
+}
+void transformChanged(){
+       revertTransform();
+       m_evaluateTransform();
+       updateOrigin();
+}
+typedef MemberCaller<Light, &Light::transformChanged> TransformChangedCaller;
+
+mutable Matrix4 m_localPivot;
+const Matrix4& getLocalPivot() const {
+       m_localPivot = rotation_toMatrix( m_rotation );
+       vector4_to_vector3( m_localPivot.t() ) = m_aabb_light.origin;
+       return m_localPivot;
+}
+
+void setLightChangedCallback( const Callback& callback ){
+       m_doom3Radius.m_changed = callback;
+}
+
+const AABB& aabb() const {
+       m_doom3AABB = AABB( m_aabb_light.origin, m_doom3Radius.m_radiusTransformed );
+       return m_doom3AABB;
+}
+bool testAABB( const AABB& other ) const {
+       if ( isProjected() ) {
+               Matrix4 transform = rotation();
+               vector4_to_vector3( transform.t() ) = localAABB().origin;
+               projection();
+               Frustum frustum( frustum_transformed( m_doom3Frustum, transform ) );
+               return frustum_test_aabb( frustum, other ) != c_volumeOutside;
+       }
+       // test against an AABB which contains the rotated bounds of this light.
+       const AABB& bounds = aabb();
+       return aabb_intersects_aabb( other, AABB(
+                                                                        bounds.origin,
+                                                                        Vector3(
+                                                                                static_cast<float>( fabs( m_rotation[0] * bounds.extents[0] )
+                                                                                                                        + fabs( m_rotation[3] * bounds.extents[1] )
+                                                                                                                        + fabs( m_rotation[6] * bounds.extents[2] ) ),
+                                                                                static_cast<float>( fabs( m_rotation[1] * bounds.extents[0] )
+                                                                                                                        + fabs( m_rotation[4] * bounds.extents[1] )
+                                                                                                                        + fabs( m_rotation[7] * bounds.extents[2] ) ),
+                                                                                static_cast<float>( fabs( m_rotation[2] * bounds.extents[0] )
+                                                                                                                        + fabs( m_rotation[5] * bounds.extents[1] )
+                                                                                                                        + fabs( m_rotation[8] * bounds.extents[2] ) )
+                                                                                )
+                                                                        ) );
+}
+
+const Matrix4& rotation() const {
+       m_doom3Rotation = rotation_toMatrix( m_rotation );
+       return m_doom3Rotation;
+}
+const Vector3& offset() const {
+       return m_doom3Radius.m_center;
+}
+const Vector3& colour() const {
+       return m_colour.m_colour;
+}
+
+bool isProjected() const {
+       return m_useLightTarget && m_useLightUp && m_useLightRight;
+}
+void projectionChanged(){
+       m_doom3ProjectionChanged = true;
+       m_doom3Radius.m_changed();
+       SceneChangeNotify();
+}
+
+const Matrix4& projection() const {
+       if ( !m_doom3ProjectionChanged ) {
+               return m_doom3Projection;
+       }
+       m_doom3ProjectionChanged = false;
+       m_doom3Projection = g_matrix4_identity;
+       matrix4_translate_by_vec3( m_doom3Projection, Vector3( 0.5f, 0.5f, 0 ) );
+       matrix4_scale_by_vec3( m_doom3Projection, Vector3( 0.5f, 0.5f, 1 ) );
+
+#if 0
+       Vector3 right = vector3_cross( m_lightUp, vector3_normalised( m_lightTarget ) );
+       Vector3 up = vector3_cross( vector3_normalised( m_lightTarget ), m_lightRight );
+       Vector3 target = m_lightTarget;
+       Matrix4 test(
+               -right.x(), -right.y(), -right.z(), 0,
+               -up.x(), -up.y(), -up.z(), 0,
+               -target.x(), -target.y(), -target.z(), 0,
+               0, 0, 0, 1
+               );
+       Matrix4 frustum = matrix4_frustum( -0.01, 0.01, -0.01, 0.01, 0.01, 1.0 );
+       test = matrix4_full_inverse( test );
+       matrix4_premultiply_by_matrix4( test, frustum );
+       matrix4_multiply_by_matrix4( m_doom3Projection, test );
+#elif 0
+       const float nearFar = 1 / 49.5f;
+       Vector3 right = vector3_cross( m_lightUp, vector3_normalised( m_lightTarget + m_lightRight ) );
+       Vector3 up = vector3_cross( vector3_normalised( m_lightTarget + m_lightUp ), m_lightRight );
+       Vector3 target = vector3_negated( m_lightTarget * ( 1 + nearFar ) );
+       float scale = -1 / vector3_length( m_lightTarget );
+       Matrix4 test(
+               -inverse( right.x() ), -inverse( up.x() ), -inverse( target.x() ), 0,
+               -inverse( right.y() ), -inverse( up.y() ), -inverse( target.y() ), 0,
+               -inverse( right.z() ), -inverse( up.z() ), -inverse( target.z() ), scale,
+               0, 0, -nearFar, 0
+               );
+       matrix4_multiply_by_matrix4( m_doom3Projection, test );
+#elif 0
+       Vector3 leftA( m_lightTarget - m_lightRight );
+       Vector3 leftB( m_lightRight + m_lightUp );
+       Plane3 left( vector3_normalised( vector3_cross( leftA, leftB ) ) * ( 1.0 / 128 ), 0 );
+       Vector3 rightA( m_lightTarget + m_lightRight );
+       Vector3 rightB( vector3_cross( rightA, m_lightTarget ) );
+       Plane3 right( vector3_normalised( vector3_cross( rightA, rightB ) ) * ( 1.0 / 128 ), 0 );
+       Vector3 bottomA( m_lightTarget - m_lightUp );
+       Vector3 bottomB( vector3_cross( bottomA, m_lightTarget ) );
+       Plane3 bottom( vector3_normalised( vector3_cross( bottomA, bottomB ) ) * ( 1.0 / 128 ), 0 );
+       Vector3 topA( m_lightTarget + m_lightUp );
+       Vector3 topB( vector3_cross( topA, m_lightTarget ) );
+       Plane3 top( vector3_normalised( vector3_cross( topA, topB ) ) * ( 1.0 / 128 ), 0 );
+       Plane3 front( vector3_normalised( m_lightTarget ) * ( 1.0 / 128 ), 1 );
+       Plane3 back( vector3_normalised( vector3_negated( m_lightTarget ) ) * ( 1.0 / 128 ), 0 );
+       Matrix4 test( matrix4_from_planes( plane3_flipped( left ), plane3_flipped( right ), plane3_flipped( bottom ), plane3_flipped( top ), plane3_flipped( front ), plane3_flipped( back ) ) );
+       matrix4_multiply_by_matrix4( m_doom3Projection, test );
+#else
+
+       Plane3 lightProject[4];
+
+       Vector3 start = m_useLightStart && m_useLightEnd ? m_lightStart : vector3_normalised( m_lightTarget );
+       Vector3 stop = m_useLightStart && m_useLightEnd ? m_lightEnd : m_lightTarget;
+
+       float rLen = vector3_length( m_lightRight );
+       Vector3 right = vector3_divided( m_lightRight, rLen );
+       float uLen = vector3_length( m_lightUp );
+       Vector3 up = vector3_divided( m_lightUp, uLen );
+       Vector3 normal = vector3_normalised( vector3_cross( up, right ) );
+
+       float dist = vector3_dot( m_lightTarget, normal );
+       if ( dist < 0 ) {
+               dist = -dist;
+               normal = vector3_negated( normal );
+       }
+
+       right *= ( 0.5f * dist ) / rLen;
+       up *= -( 0.5f * dist ) / uLen;
+
+       lightProject[2] = Plane3( normal, 0 );
+       lightProject[0] = Plane3( right, 0 );
+       lightProject[1] = Plane3( up, 0 );
+
+       // now offset to center
+       Vector4 targetGlobal( m_lightTarget, 1 );
+       {
+               float a = vector4_dot( targetGlobal, plane3_to_vector4( lightProject[0] ) );
+               float b = vector4_dot( targetGlobal, plane3_to_vector4( lightProject[2] ) );
+               float ofs = 0.5f - a / b;
+               plane3_to_vector4( lightProject[0] ) += plane3_to_vector4( lightProject[2] ) * ofs;
+       }
+       {
+               float a = vector4_dot( targetGlobal, plane3_to_vector4( lightProject[1] ) );
+               float b = vector4_dot( targetGlobal, plane3_to_vector4( lightProject[2] ) );
+               float ofs = 0.5f - a / b;
+               plane3_to_vector4( lightProject[1] ) += plane3_to_vector4( lightProject[2] ) * ofs;
+       }
+
+       // set the falloff vector
+       Vector3 falloff = stop - start;
+       float length = vector3_length( falloff );
+       falloff = vector3_divided( falloff, length );
+       if ( length <= 0 ) {
+               length = 1;
+       }
+       falloff *= ( 1.0f / length );
+       lightProject[3] = Plane3( falloff, -vector3_dot( start, falloff ) );
+
+       // we want the planes of s=0, s=q, t=0, and t=q
+       m_doom3Frustum.left = lightProject[0];
+       m_doom3Frustum.bottom = lightProject[1];
+       m_doom3Frustum.right = Plane3( lightProject[2].normal() - lightProject[0].normal(), lightProject[2].dist() - lightProject[0].dist() );
+       m_doom3Frustum.top = Plane3( lightProject[2].normal() - lightProject[1].normal(), lightProject[2].dist() - lightProject[1].dist() );
+
+       // we want the planes of s=0 and s=1 for front and rear clipping planes
+       m_doom3Frustum.front = lightProject[3];
+
+       m_doom3Frustum.back = lightProject[3];
+       m_doom3Frustum.back.dist() -= 1.0f;
+       m_doom3Frustum.back = plane3_flipped( m_doom3Frustum.back );
+
+       Matrix4 test( matrix4_from_planes( m_doom3Frustum.left, m_doom3Frustum.right, m_doom3Frustum.bottom, m_doom3Frustum.top, m_doom3Frustum.front, m_doom3Frustum.back ) );
+       matrix4_multiply_by_matrix4( m_doom3Projection, test );
+
+       m_doom3Frustum.left = plane3_normalised( m_doom3Frustum.left );
+       m_doom3Frustum.right = plane3_normalised( m_doom3Frustum.right );
+       m_doom3Frustum.bottom = plane3_normalised( m_doom3Frustum.bottom );
+       m_doom3Frustum.top = plane3_normalised( m_doom3Frustum.top );
+       m_doom3Frustum.back = plane3_normalised( m_doom3Frustum.back );
+       m_doom3Frustum.front = plane3_normalised( m_doom3Frustum.front );
+#endif
+       //matrix4_scale_by_vec3(m_doom3Projection, Vector3(1.0 / 128, 1.0 / 128, 1.0 / 128));
+       return m_doom3Projection;
+}
+
+Shader* getShader() const {
+       return m_shader.get();
+}
+};
+
+class LightInstance :
+       public TargetableInstance,
+       public TransformModifier,
+       public Renderable,
+       public SelectionTestable,
+       public RendererLight,
+       public PlaneSelectable,
+       public ComponentSelectionTestable
 {
-  if(strcmp(key,"_color") == 0)
-  {
-    if (sscanf(ValueForKey(e, "_color"),"%f %f %f",
-      &e->color[0], &e->color[1], &e->color[2]) != 3)
-      VectorSet(e->color, 1, 1, 1);
-  }
-  else if(strcmp(key,"spawnflags") == 0 ||
-          strcmp(key,"fade") == 0 ||
-          strcmp(key,"_light") == 0 ||
-          strcmp(key,"light") == 0 ||
-          strcmp(key,"scale") == 0)
-  {
-    Light_OnIntensityChanged(e);
-  }
-}
-
-bool Entity_IsLight(entity_t *e)
+class TypeCasts
 {
-  return e->eclass != NULL && e->eclass->nShowFlags & ECLASS_LIGHT;//strncmp(ValueforKey(e, "classname"), "light") == 0
+InstanceTypeCastTable m_casts;
+public:
+TypeCasts(){
+       m_casts = TargetableInstance::StaticTypeCasts::instance().get();
+       InstanceContainedCast<LightInstance, Bounded>::install( m_casts );
+       //InstanceContainedCast<LightInstance, Cullable>::install(m_casts);
+       InstanceStaticCast<LightInstance, Renderable>::install( m_casts );
+       InstanceStaticCast<LightInstance, SelectionTestable>::install( m_casts );
+       InstanceStaticCast<LightInstance, Transformable>::install( m_casts );
+       InstanceStaticCast<LightInstance, PlaneSelectable>::install( m_casts );
+       InstanceStaticCast<LightInstance, ComponentSelectionTestable>::install( m_casts );
+       InstanceIdentityCast<LightInstance>::install( m_casts );
+}
+InstanceTypeCastTable& get(){
+       return m_casts;
+}
+};
+
+Light& m_contained;
+DragPlanes m_dragPlanes;  // dragplanes for lightresizing using mousedrag
+public:
+typedef LazyStatic<TypeCasts> StaticTypeCasts;
+
+Bounded& get( NullType<Bounded>){
+       return m_contained;
+}
+
+STRING_CONSTANT( Name, "LightInstance" );
+
+LightInstance( const scene::Path& path, scene::Instance* parent, Light& contained ) :
+       TargetableInstance( path, parent, this, StaticTypeCasts::instance().get(), contained.getEntity(), *this ),
+       TransformModifier( Light::TransformChangedCaller( contained ), ApplyTransformCaller( *this ) ),
+       m_contained( contained ),
+       m_dragPlanes( SelectedChangedComponentCaller( *this ) ){
+       m_contained.instanceAttach( Instance::path() );
+
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               GlobalShaderCache().attach( *this );
+               m_contained.setLightChangedCallback( LightChangedCaller( *this ) );
+       }
+
+       StaticRenderableConnectionLines::instance().attach( *this );
+}
+~LightInstance(){
+       StaticRenderableConnectionLines::instance().detach( *this );
+
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               m_contained.setLightChangedCallback( Callback() );
+               GlobalShaderCache().detach( *this );
+       }
+
+       m_contained.instanceDetach( Instance::path() );
+}
+void renderSolid( Renderer& renderer, const VolumeTest& volume ) const {
+       m_contained.renderSolid( renderer, volume, Instance::localToWorld(), getSelectable().isSelected() );
+}
+void renderWireframe( Renderer& renderer, const VolumeTest& volume ) const {
+       m_contained.renderWireframe( renderer, volume, Instance::localToWorld(), getSelectable().isSelected() );
+}
+void testSelect( Selector& selector, SelectionTest& test ){
+       m_contained.testSelect( selector, test, Instance::localToWorld() );
+}
+
+void selectPlanes( Selector& selector, SelectionTest& test, const PlaneCallback& selectedPlaneCallback ){
+       test.BeginMesh( localToWorld() );
+       m_dragPlanes.selectPlanes( m_contained.aabb(), selector, test, selectedPlaneCallback, rotation() );
+}
+void selectReversedPlanes( Selector& selector, const SelectedPlanes& selectedPlanes ){
+       m_dragPlanes.selectReversedPlanes( m_contained.aabb(), selector, selectedPlanes, rotation() );
+}
+
+bool isSelectedComponents() const {
+       return m_dragPlanes.isSelected();
+}
+void setSelectedComponents( bool select, SelectionSystem::EComponentMode mode ){
+       if ( mode == SelectionSystem::eFace ) {
+               m_dragPlanes.setSelected( false );
+       }
+}
+void testSelectComponents( Selector& selector, SelectionTest& test, SelectionSystem::EComponentMode mode ){
+}
+
+void selectedChangedComponent( const Selectable& selectable ){
+       GlobalSelectionSystem().getObserver ( SelectionSystem::eComponent )( selectable );
+       GlobalSelectionSystem().onComponentSelection( *this, selectable );
 }
+typedef MemberCaller1<LightInstance, const Selectable&, &LightInstance::selectedChangedComponent> SelectedChangedComponentCaller;
+
+void evaluateTransform(){
+       if ( getType() == TRANSFORM_PRIMITIVE ) {
+               m_contained.translate( getTranslation() );
+               m_contained.rotate( getRotation() );
+       }
+       else
+       {
+               //globalOutputStream() << getTranslation() << "\n";
+
+               m_dragPlanes.m_bounds = m_contained.aabb();
+               m_contained.setLightRadius( m_dragPlanes.evaluateResize( getTranslation(), rotation() ) );
+       }
+}
+void applyTransform(){
+       m_contained.revertTransform();
+       evaluateTransform();
+       m_contained.freezeTransform();
+}
+typedef MemberCaller<LightInstance, &LightInstance::applyTransform> ApplyTransformCaller;
+
+void lightChanged(){
+       GlobalShaderCache().changed( *this );
+}
+typedef MemberCaller<LightInstance, &LightInstance::lightChanged> LightChangedCaller;
+
+Shader* getShader() const {
+       return m_contained.getShader();
+}
+const AABB& aabb() const {
+       return m_contained.aabb();
+}
+bool testAABB( const AABB& other ) const {
+       return m_contained.testAABB( other );
+}
+const Matrix4& rotation() const {
+       return m_contained.rotation();
+}
+const Vector3& offset() const {
+       return m_contained.offset();
+}
+const Vector3& colour() const {
+       return m_contained.colour();
+}
+
+bool isProjected() const {
+       return m_contained.isProjected();
+}
+const Matrix4& projection() const {
+       return m_contained.projection();
+}
+};
 
-static void DrawLightSphere(entity_t * e, int nGLState, int pref)
+class LightNode :
+       public scene::Node::Symbiot,
+       public scene::Instantiable,
+       public scene::Cloneable,
+       public scene::Traversable::Observer
 {
-  const char *target = ValueForKey(e, "target");
-  bool bIsSpotLight = !!target[0];
-  //!\todo Write an API for modules to register preference settings, and make this preference module-specific.
- // int nPasses = pref == 1 ? 3 : 2;
-
-  g_QglTable.m_pfn_qglPushAttrib(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
-  g_QglTable.m_pfn_qglDepthMask(GL_FALSE);
-  g_QglTable.m_pfn_qglEnable(GL_BLEND);
-  g_QglTable.m_pfn_qglBlendFunc(GL_ONE, GL_ONE);
-
-  // Arnout: TODO: spotlight rendering
-  if (!(bIsSpotLight))
-  {
-    switch(pref)
-    {
-    case 1:
-      g_QglTable.m_pfn_qglColor3f(e->color[0] * .05f,
-        e->color[1] * .05f,
-        e->color[2] * .05f);
-      DrawSphere(e->origin, e->fLightEnvelope1[0], 16, nGLState);
-      DrawSphere(e->origin, e->fLightEnvelope1[1], 16, nGLState);
-      DrawSphere(e->origin, e->fLightEnvelope1[2], 16, nGLState);
-      break;
-    case 2:
-      g_QglTable.m_pfn_qglColor3f(e->color[0] * .15f * .95f,
-        e->color[1] * .15f * .95f,
-        e->color[2] * .15f * .95f);
-      DrawSphere(e->origin, e->fLightEnvelope2[0], 16, nGLState);
-      DrawSphere(e->origin, e->fLightEnvelope2[1], 16, nGLState);
-      break;
-
-    }
-  }
-
-  g_QglTable.m_pfn_qglPopAttrib();
-}
-
-float F = 0.70710678f;
-// North, East, South, West
-vec3_t normals[8] = { { 0, F, F }, { F, 0, F }, { 0,-F, F }, {-F, 0, F },
-                                                                                       { 0, F,-F }, { F, 0,-F }, { 0,-F,-F }, {-F, 0,-F } };
-
-unsigned short indices[24] = { 0, 2, 3, 0, 3, 4, 0, 4, 5, 0, 5, 2,
-                               1, 2, 5, 1, 5, 4, 1, 4, 3, 1, 3, 2 };
-
-void DrawLight(entity_t* e, int nGLState, int pref, int nViewType)
+class TypeCasts
 {
-//  int i;
-  // top, bottom, tleft, tright, bright, bleft
-  vec3_t points[6];
-  vec3_t vMid, vMin, vMax;
-  VectorAdd(e->origin, e->eclass->mins, vMin);
-  VectorAdd(e->origin, e->eclass->maxs, vMax);
-  vMid[0] = (vMin[0] + vMax[0]) * 0.5;
-  vMid[1] = (vMin[1] + vMax[1]) * 0.5;
-  vMid[2] = (vMin[2] + vMax[2]) * 0.5;
-
-  VectorSet(points[0], vMid[0], vMid[1], vMax[2]);
-  VectorSet(points[1], vMid[0], vMid[1], vMin[2]);
-  VectorSet(points[2], vMin[0], vMax[1], vMid[2]);
-  VectorSet(points[3], vMax[0], vMax[1], vMid[2]);
-  VectorSet(points[4], vMax[0], vMin[1], vMid[2]);
-  VectorSet(points[5], vMin[0], vMin[1], vMid[2]);
-
-  if (nGLState & DRAW_GL_LIGHTING)// && g_PrefsDlg.m_bGLLighting)
-  {
-    g_QglTable.m_pfn_qglBegin(GL_TRIANGLES);// NOTE: comment to use gl_triangle_fan instead
-         //g_QglTable.m_pfn_qglBegin(GL_TRIANGLE_FAN);
-    g_QglTable.m_pfn_qglVertex3fv(points[0]);
-    g_QglTable.m_pfn_qglVertex3fv(points[2]);
-         g_QglTable.m_pfn_qglNormal3fv(normals[0]);
-         g_QglTable.m_pfn_qglVertex3fv(points[3]);
-
-         g_QglTable.m_pfn_qglVertex3fv(points[0]);//
-    g_QglTable.m_pfn_qglVertex3fv(points[3]);//
-         g_QglTable.m_pfn_qglNormal3fv(normals[1]);
-         g_QglTable.m_pfn_qglVertex3fv(points[4]);
-
-         g_QglTable.m_pfn_qglVertex3fv(points[0]);//
-    g_QglTable.m_pfn_qglVertex3fv(points[4]);//
-         g_QglTable.m_pfn_qglNormal3fv(normals[2]);
-         g_QglTable.m_pfn_qglVertex3fv(points[5]);
-
-         g_QglTable.m_pfn_qglVertex3fv(points[0]);//
-    g_QglTable.m_pfn_qglVertex3fv(points[5]);//
-         g_QglTable.m_pfn_qglNormal3fv(normals[3]);
-         g_QglTable.m_pfn_qglVertex3fv(points[2]);
-
-         //g_QglTable.m_pfn_qglEnd();
-         //g_QglTable.m_pfn_qglBegin(GL_TRIANGLE_FAN);
-
-         g_QglTable.m_pfn_qglVertex3fv(points[1]);
-         g_QglTable.m_pfn_qglVertex3fv(points[2]);
-    g_QglTable.m_pfn_qglNormal3fv(normals[7]);
-         g_QglTable.m_pfn_qglVertex3fv(points[5]);
-
-         g_QglTable.m_pfn_qglVertex3fv(points[1]);//
-         g_QglTable.m_pfn_qglVertex3fv(points[5]);//
-    g_QglTable.m_pfn_qglNormal3fv(normals[6]);
-         g_QglTable.m_pfn_qglVertex3fv(points[4]);
-
-         g_QglTable.m_pfn_qglVertex3fv(points[1]);//
-         g_QglTable.m_pfn_qglVertex3fv(points[4]);//
-    g_QglTable.m_pfn_qglNormal3fv(normals[5]);
-         g_QglTable.m_pfn_qglVertex3fv(points[3]);
-
-         g_QglTable.m_pfn_qglVertex3fv(points[1]);//
-         g_QglTable.m_pfn_qglVertex3fv(points[3]);//
-    g_QglTable.m_pfn_qglNormal3fv(normals[4]);
-         g_QglTable.m_pfn_qglVertex3fv(points[2]);
-
-    g_QglTable.m_pfn_qglEnd();
-  }
-  else if (nGLState & DRAW_GL_FILL)
-  {
-    vec3_t colors[4];
-    VectorScale(e->color, 0.95, colors[0]);
-    VectorScale(colors[0], 0.95, colors[1]);
-    VectorScale(colors[1], 0.95, colors[2]);
-    VectorScale(colors[2], 0.95, colors[3]);
-    g_QglTable.m_pfn_qglBegin(GL_TRIANGLES);// NOTE: comment to use gl_triangle_fan instead
-         //g_QglTable.m_pfn_qglBegin(GL_TRIANGLE_FAN);
-    g_QglTable.m_pfn_qglColor3fv(colors[0]);
-    g_QglTable.m_pfn_qglVertex3fv(points[0]);
-    g_QglTable.m_pfn_qglVertex3fv(points[2]);
-         g_QglTable.m_pfn_qglVertex3fv(points[3]);
-
-    g_QglTable.m_pfn_qglColor3fv(colors[1]);
-         g_QglTable.m_pfn_qglVertex3fv(points[0]);//
-    g_QglTable.m_pfn_qglVertex3fv(points[3]);//
-         g_QglTable.m_pfn_qglVertex3fv(points[4]);
-
-    g_QglTable.m_pfn_qglColor3fv(colors[2]);
-         g_QglTable.m_pfn_qglVertex3fv(points[0]);//
-    g_QglTable.m_pfn_qglVertex3fv(points[4]);//
-         g_QglTable.m_pfn_qglVertex3fv(points[5]);
-
-    g_QglTable.m_pfn_qglColor3fv(colors[3]);
-         g_QglTable.m_pfn_qglVertex3fv(points[0]);//
-    g_QglTable.m_pfn_qglVertex3fv(points[5]);//
-         g_QglTable.m_pfn_qglVertex3fv(points[2]);
-
-         //g_QglTable.m_pfn_qglEnd();
-         //g_QglTable.m_pfn_qglBegin(GL_TRIANGLE_FAN);
-
-    g_QglTable.m_pfn_qglColor3fv(colors[0]);
-         g_QglTable.m_pfn_qglVertex3fv(points[1]);
-         g_QglTable.m_pfn_qglVertex3fv(points[2]);
-         g_QglTable.m_pfn_qglVertex3fv(points[5]);
-
-    g_QglTable.m_pfn_qglColor3fv(colors[1]);
-         g_QglTable.m_pfn_qglVertex3fv(points[1]);//
-         g_QglTable.m_pfn_qglVertex3fv(points[5]);//
-         g_QglTable.m_pfn_qglVertex3fv(points[4]);
-
-    g_QglTable.m_pfn_qglColor3fv(colors[2]);
-         g_QglTable.m_pfn_qglVertex3fv(points[1]);//
-         g_QglTable.m_pfn_qglVertex3fv(points[4]);//
-         g_QglTable.m_pfn_qglVertex3fv(points[3]);
-
-    g_QglTable.m_pfn_qglColor3fv(colors[3]);
-         g_QglTable.m_pfn_qglVertex3fv(points[1]);//
-         g_QglTable.m_pfn_qglVertex3fv(points[3]);//
-         g_QglTable.m_pfn_qglVertex3fv(points[2]);
-
-    g_QglTable.m_pfn_qglEnd();
-  }
-  else
-  {
-         g_QglTable.m_pfn_qglVertexPointer(3, GL_FLOAT, 0, points);
-         g_QglTable.m_pfn_qglDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, indices);
-  }
-
-
-  // NOTE: prolly not relevant until some time..
-  // check for DOOM lights
-  if (strlen(ValueForKey(e, "light_right")) > 0) {
-    vec3_t vRight, vUp, vTarget, vTemp;
-    GetVectorForKey (e, "light_right", vRight);
-    GetVectorForKey (e, "light_up", vUp);
-    GetVectorForKey (e, "light_target", vTarget);
-
-    g_QglTable.m_pfn_qglColor3f(0, 1, 0);
-               g_QglTable.m_pfn_qglBegin(GL_LINE_LOOP);
-    VectorAdd(vTarget, e->origin, vTemp);
-    VectorAdd(vTemp, vRight, vTemp);
-    VectorAdd(vTemp, vUp, vTemp);
-    g_QglTable.m_pfn_qglVertex3fv(e->origin);
-    g_QglTable.m_pfn_qglVertex3fv(vTemp);
-    VectorAdd(vTarget, e->origin, vTemp);
-    VectorAdd(vTemp, vUp, vTemp);
-    VectorSubtract(vTemp, vRight, vTemp);
-    g_QglTable.m_pfn_qglVertex3fv(e->origin);
-    g_QglTable.m_pfn_qglVertex3fv(vTemp);
-    VectorAdd(vTarget, e->origin, vTemp);
-    VectorAdd(vTemp, vRight, vTemp);
-    VectorSubtract(vTemp, vUp, vTemp);
-    g_QglTable.m_pfn_qglVertex3fv(e->origin);
-    g_QglTable.m_pfn_qglVertex3fv(vTemp);
-    VectorAdd(vTarget, e->origin, vTemp);
-    VectorSubtract(vTemp, vUp, vTemp);
-    VectorSubtract(vTemp, vRight, vTemp);
-    g_QglTable.m_pfn_qglVertex3fv(e->origin);
-    g_QglTable.m_pfn_qglVertex3fv(vTemp);
-    g_QglTable.m_pfn_qglEnd();
-
-  }
-
-  if(nGLState & DRAW_GL_FILL)
-  {
-    DrawLightSphere(e, nGLState, pref);
-  }
-  else
-  {
-    // Arnout: FIXME: clean this up a bit
-    // now draw lighting radius stuff...
-    if (pref)
-    {
-      bool bDrawSpotlightArc = false;
-      int nPasses = pref == 1 ? 3 : 2;
-
-      const char *target = ValueForKey(e, "target");
-      bool bIsSpotLight = !!target[0];
-
-      /*!\todo Spotlight..
-      if (bIsSpotLight)
-      {
-        // find the origin of the target...
-        entity_t *e = FindEntity("targetname", target);
-
-        if (e)
-          bDrawSpotlightArc = true;
-      }
-      */
-
-      g_QglTable.m_pfn_qglPushAttrib(GL_LINE_BIT);
-      g_QglTable.m_pfn_qglLineStipple(8, 0xAAAA);
-      g_QglTable.m_pfn_qglEnable(GL_LINE_STIPPLE);
-
-      float* envelope = (pref == 1) ? e->fLightEnvelope1 : e->fLightEnvelope2;
-      for (int iPass = 0; iPass < nPasses; iPass++)
-      {
-        float fRadius = envelope[iPass];
-
-        g_QglTable.m_pfn_qglBegin(GL_LINE_LOOP);
-
-        if (bIsSpotLight)
-        {
-          if (bDrawSpotlightArc)
-          {
-            // I give up on this, it's beyond me
-          }
-        }
-        else
-        {
-          if (fRadius > 0)
-          {
-            int i;
-            float ds, dc;
-
-            for (i = 0; i <= 24; i++)
-            {
-              ds = sin((i * 2 * Q_PI) / 24);
-              dc = cos((i * 2 * Q_PI) / 24);
-
-              switch (nViewType)
-              {
-              case 2:
-                g_QglTable.m_pfn_qglVertex3f(e->origin[0] + fRadius * dc,
-                  e->origin[1] + fRadius * ds,
-                  e->origin[2]);
-                break;
-              case 1:
-                g_QglTable.m_pfn_qglVertex3f(e->origin[0] + fRadius * dc,
-                   e->origin[1],
-                  e->origin[2] + fRadius * ds);
-                break;
-              case 0:
-                g_QglTable.m_pfn_qglVertex3f(e->origin[0],
-                  e->origin[1] + fRadius * dc,
-                  e->origin[2] + fRadius * ds);
-                break;
-              }
-            }
-          }
-        }
-        g_QglTable.m_pfn_qglEnd();
-      }
-      g_QglTable.m_pfn_qglPopAttrib();
-    }
-  }
+NodeTypeCastTable m_casts;
+public:
+TypeCasts(){
+       NodeStaticCast<LightNode, scene::Instantiable>::install( m_casts );
+       NodeStaticCast<LightNode, scene::Cloneable>::install( m_casts );
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               NodeContainedCast<LightNode, scene::Traversable>::install( m_casts );
+       }
+       NodeContainedCast<LightNode, Editable>::install( m_casts );
+       NodeContainedCast<LightNode, Snappable>::install( m_casts );
+       NodeContainedCast<LightNode, TransformNode>::install( m_casts );
+       NodeContainedCast<LightNode, Entity>::install( m_casts );
+       NodeContainedCast<LightNode, Nameable>::install( m_casts );
+       NodeContainedCast<LightNode, Namespaced>::install( m_casts );
 }
+NodeTypeCastTable& get(){
+       return m_casts;
+}
+};
+
 
+scene::Node m_node;
+InstanceSet m_instances;
+Light m_contained;
 
+void construct(){
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               m_contained.attach( this );
+       }
+}
+void destroy(){
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               m_contained.detach( this );
+       }
+}
+public:
+typedef LazyStatic<TypeCasts> StaticTypeCasts;
+
+scene::Traversable& get( NullType<scene::Traversable>){
+       return m_contained.getTraversable();
+}
+Editable& get( NullType<Editable>){
+       return m_contained;
+}
+Snappable& get( NullType<Snappable>){
+       return m_contained;
+}
+TransformNode& get( NullType<TransformNode>){
+       return m_contained.getTransformNode();
+}
+Entity& get( NullType<Entity>){
+       return m_contained.getEntity();
+}
+Nameable& get( NullType<Nameable>){
+       return m_contained.getNameable();
+}
+Namespaced& get( NullType<Namespaced>){
+       return m_contained.getNamespaced();
+}
+
+LightNode( EntityClass* eclass ) :
+       m_node( this, this, StaticTypeCasts::instance().get() ),
+       m_contained( eclass, m_node, InstanceSet::TransformChangedCaller( m_instances ), InstanceSet::BoundsChangedCaller( m_instances ), InstanceSetEvaluateTransform<LightInstance>::Caller( m_instances ) ){
+       construct();
+}
+LightNode( const LightNode& other ) :
+       scene::Node::Symbiot( other ),
+       scene::Instantiable( other ),
+       scene::Cloneable( other ),
+       scene::Traversable::Observer( other ),
+       m_node( this, this, StaticTypeCasts::instance().get() ),
+       m_contained( other.m_contained, m_node, InstanceSet::TransformChangedCaller( m_instances ), InstanceSet::BoundsChangedCaller( m_instances ), InstanceSetEvaluateTransform<LightInstance>::Caller( m_instances ) ){
+       construct();
+}
+~LightNode(){
+       destroy();
+}
+
+void release(){
+       delete this;
+}
+scene::Node& node(){
+       return m_node;
+}
+
+scene::Node& clone() const {
+       return ( new LightNode( *this ) )->node();
+}
+
+void insert( scene::Node& child ){
+       m_instances.insert( child );
+}
+void erase( scene::Node& child ){
+       m_instances.erase( child );
+}
+
+scene::Instance* create( const scene::Path& path, scene::Instance* parent ){
+       return new LightInstance( path, parent, m_contained );
+}
+void forEachInstance( const scene::Instantiable::Visitor& visitor ){
+       m_instances.forEachInstance( visitor );
+}
+void insert( scene::Instantiable::Observer* observer, const scene::Path& path, scene::Instance* instance ){
+       m_instances.insert( observer, path, instance );
+}
+scene::Instance* erase( scene::Instantiable::Observer* observer, const scene::Path& path ){
+       return m_instances.erase( observer, path );
+}
+};
+
+void Light_Construct( LightType lightType ){
+       g_lightType = lightType;
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               LightShader::m_defaultShader = "lights/defaultPointLight";
+#if 0
+               LightShader::m_defaultShader = "lights/defaultProjectedLight";
+#endif
+       }
+       RenderLightRadiiFill::m_state = GlobalShaderCache().capture( "$Q3MAP2_LIGHT_SPHERE" );
+       RenderLightCenter::m_state = GlobalShaderCache().capture( "$BIGPOINT" );
+}
+void Light_Destroy(){
+       GlobalShaderCache().release( "$Q3MAP2_LIGHT_SPHERE" );
+       GlobalShaderCache().release( "$BIGPOINT" );
+}
+
+scene::Node& New_Light( EntityClass* eclass ){
+       return ( new LightNode( eclass ) )->node();
+}