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1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142
143 extern void R_Shadow_EditLights_Init(void);
144
145 typedef enum r_shadowstage_e
146 {
147         R_SHADOWSTAGE_NONE,
148         R_SHADOWSTAGE_STENCIL,
149         R_SHADOWSTAGE_STENCILTWOSIDE,
150         R_SHADOWSTAGE_LIGHT_VERTEX,
151         R_SHADOWSTAGE_LIGHT_DOT3,
152         R_SHADOWSTAGE_LIGHT_GLSL,
153         R_SHADOWSTAGE_VISIBLEVOLUMES,
154         R_SHADOWSTAGE_VISIBLELIGHTING,
155 }
156 r_shadowstage_t;
157
158 r_shadowstage_t r_shadowstage = R_SHADOWSTAGE_NONE;
159
160 mempool_t *r_shadow_mempool;
161
162 int maxshadowelements;
163 int *shadowelements;
164
165 int maxshadowmark;
166 int numshadowmark;
167 int *shadowmark;
168 int *shadowmarklist;
169 int shadowmarkcount;
170
171 int maxvertexupdate;
172 int *vertexupdate;
173 int *vertexremap;
174 int vertexupdatenum;
175
176 int r_shadow_buffer_numleafpvsbytes;
177 qbyte *r_shadow_buffer_leafpvs;
178 int *r_shadow_buffer_leaflist;
179
180 int r_shadow_buffer_numsurfacepvsbytes;
181 qbyte *r_shadow_buffer_surfacepvs;
182 int *r_shadow_buffer_surfacelist;
183
184 rtexturepool_t *r_shadow_texturepool;
185 rtexture_t *r_shadow_attenuation2dtexture;
186 rtexture_t *r_shadow_attenuation3dtexture;
187
188 // lights are reloaded when this changes
189 char r_shadow_mapname[MAX_QPATH];
190
191 // used only for light filters (cubemaps)
192 rtexturepool_t *r_shadow_filters_texturepool;
193
194 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
195 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
196 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
197 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"};
198 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
199 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
200 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
201 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
202 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
203 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
204 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
205 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
206 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1"};
207 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0"};
208 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
209 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
210 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
211 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
212 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
213 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
214 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
215 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
216 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
217 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
218 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
219 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
220 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
221 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
222 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0"};
223 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"};
224 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"};
225 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0"};
226 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1"};
227 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
228 cvar_t r_editlights = {0, "r_editlights", "0"};
229 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"};
230 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0"};
231 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"};
232 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"};
233 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
234
235 float r_shadow_attenpower, r_shadow_attenscale;
236
237 rtlight_t *r_shadow_compilingrtlight;
238 dlight_t *r_shadow_worldlightchain;
239 dlight_t *r_shadow_selectedlight;
240 dlight_t r_shadow_bufferlight;
241 vec3_t r_editlights_cursorlocation;
242
243 rtexture_t *lighttextures[5];
244
245 extern int con_vislines;
246
247 typedef struct cubemapinfo_s
248 {
249         char basename[64];
250         rtexture_t *texture;
251 }
252 cubemapinfo_t;
253
254 #define MAX_CUBEMAPS 256
255 static int numcubemaps;
256 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
257
258 #define SHADERPERMUTATION_SPECULAR (1<<0)
259 #define SHADERPERMUTATION_FOG (1<<1)
260 #define SHADERPERMUTATION_CUBEFILTER (1<<2)
261 #define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
262 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<4)
263 #define SHADERPERMUTATION_GEFORCEFX (1<<5)
264 #define SHADERPERMUTATION_COUNT (1<<6)
265
266 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
267
268 void R_Shadow_UncompileWorldLights(void);
269 void R_Shadow_ClearWorldLights(void);
270 void R_Shadow_SaveWorldLights(void);
271 void R_Shadow_LoadWorldLights(void);
272 void R_Shadow_LoadLightsFile(void);
273 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
274 void R_Shadow_EditLights_Reload_f(void);
275 void R_Shadow_ValidateCvars(void);
276 static void R_Shadow_MakeTextures(void);
277 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
278
279 const char *builtinshader_light_vert =
280 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
281 "// written by Forest 'LordHavoc' Hale\n"
282 "\n"
283 "uniform vec3 LightPosition;\n"
284 "\n"
285 "varying vec2 TexCoord;\n"
286 "varying vec3 CubeVector;\n"
287 "varying vec3 LightVector;\n"
288 "\n"
289 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
290 "uniform vec3 EyePosition;\n"
291 "varying vec3 EyeVector;\n"
292 "#endif\n"
293 "\n"
294 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
295 "\n"
296 "void main(void)\n"
297 "{\n"
298 "       // copy the surface texcoord\n"
299 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
300 "\n"
301 "       // transform vertex position into light attenuation/cubemap space\n"
302 "       // (-1 to +1 across the light box)\n"
303 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
304 "\n"
305 "       // transform unnormalized light direction into tangent space\n"
306 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
307 "       //  normalize it per pixel)\n"
308 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
309 "       LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
310 "       LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
311 "       LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
312 "\n"
313 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
314 "       // transform unnormalized eye direction into tangent space\n"
315 "       vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
316 "       EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
317 "       EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
318 "       EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
319 "#endif\n"
320 "\n"
321 "       // transform vertex to camera space, using ftransform to match non-VS\n"
322 "       // rendering\n"
323 "       gl_Position = ftransform();\n"
324 "}\n"
325 ;
326
327 const char *builtinshader_light_frag =
328 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
329 "// written by Forest 'LordHavoc' Hale\n"
330 "\n"
331 "// use half floats if available for math performance\n"
332 "#ifndef GEFORCEFX\n"
333 "#define half float\n"
334 "#define hvec2 vec2\n"
335 "#define hvec3 vec3\n"
336 "#define hvec4 vec4\n"
337 "#endif\n"
338 "\n"
339 "uniform hvec3 LightColor;\n"
340 "#ifdef USEOFFSETMAPPING\n"
341 "uniform half OffsetMapping_Scale;\n"
342 "uniform half OffsetMapping_Bias;\n"
343 "#endif\n"
344 "#ifdef USESPECULAR\n"
345 "uniform half SpecularPower;\n"
346 "#endif\n"
347 "#ifdef USEFOG\n"
348 "uniform half FogRangeRecip;\n"
349 "#endif\n"
350 "uniform half AmbientScale;\n"
351 "uniform half DiffuseScale;\n"
352 "#ifdef USESPECULAR\n"
353 "uniform half SpecularScale;\n"
354 "#endif\n"
355 "\n"
356 "uniform sampler2D Texture_Normal;\n"
357 "uniform sampler2D Texture_Color;\n"
358 "#ifdef USESPECULAR\n"
359 "uniform sampler2D Texture_Gloss;\n"
360 "#endif\n"
361 "#ifdef USECUBEFILTER\n"
362 "uniform samplerCube Texture_Cube;\n"
363 "#endif\n"
364 "#ifdef USEFOG\n"
365 "uniform sampler2D Texture_FogMask;\n"
366 "#endif\n"
367 "\n"
368 "varying vec2 TexCoord;\n"
369 "varying vec3 CubeVector;\n"
370 "varying vec3 LightVector;\n"
371 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
372 "varying vec3 EyeVector;\n"
373 "#endif\n"
374 "\n"
375 "void main(void)\n"
376 "{\n"
377 "       // attenuation\n"
378 "       //\n"
379 "       // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
380 "       // center and sharp falloff at the edge, this is about the most efficient\n"
381 "       // we can get away with as far as providing illumination.\n"
382 "       //\n"
383 "       // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
384 "       // provide significant illumination, large = slow = pain.\n"
385 "       half colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
386 "\n"
387 "#ifdef USEFOG\n"
388 "       // apply fog\n"
389 "       colorscale *= texture2D(Texture_FogMask, hvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
390 "#endif\n"
391 "\n"
392 "#ifdef USEOFFSETMAPPING\n"
393 "       // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
394 "       hvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
395 "       hvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
396 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
397 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
398 "#define TexCoord TexCoordOffset\n"
399 "#endif\n"
400 "\n"
401 "       // get the surface normal\n"
402 "#ifdef SURFACENORMALIZE\n"
403 "       hvec3 surfacenormal = normalize(hvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
404 "#else\n"
405 "       hvec3 surfacenormal = -1.0 + 2.0 * hvec3(texture2D(Texture_Normal, TexCoord));\n"
406 "#endif\n"
407 "\n"
408 "       // calculate shading\n"
409 "       hvec3 diffusenormal = hvec3(normalize(LightVector));\n"
410 "       hvec3 color = hvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
411 "#ifdef USESPECULAR\n"
412 "       hvec3 specularnormal = hvec3(normalize(diffusenormal + hvec3(normalize(EyeVector))));\n"
413 "       color += hvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n"
414 "#endif\n"
415 "\n"
416 "#ifdef USECUBEFILTER\n"
417 "       // apply light cubemap filter\n"
418 "       color *= hvec3(textureCube(Texture_Cube, CubeVector));\n"
419 "#endif\n"
420 "\n"
421 "       // calculate fragment color (apply light color and attenuation/fog scaling)\n"
422 "       gl_FragColor = hvec4(color * LightColor * colorscale, 1);\n"
423 "}\n"
424 ;
425
426 void r_shadow_start(void)
427 {
428         int i;
429         // use half float math where available (speed gain on NVIDIA GFFX and GF6)
430         if (gl_support_half_float)
431                 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
432         // allocate vertex processing arrays
433         numcubemaps = 0;
434         r_shadow_attenuation2dtexture = NULL;
435         r_shadow_attenuation3dtexture = NULL;
436         r_shadow_texturepool = NULL;
437         r_shadow_filters_texturepool = NULL;
438         R_Shadow_ValidateCvars();
439         R_Shadow_MakeTextures();
440         maxshadowelements = 0;
441         shadowelements = NULL;
442         maxvertexupdate = 0;
443         vertexupdate = NULL;
444         vertexremap = NULL;
445         vertexupdatenum = 0;
446         maxshadowmark = 0;
447         numshadowmark = 0;
448         shadowmark = NULL;
449         shadowmarklist = NULL;
450         shadowmarkcount = 0;
451         r_shadow_buffer_numleafpvsbytes = 0;
452         r_shadow_buffer_leafpvs = NULL;
453         r_shadow_buffer_leaflist = NULL;
454         r_shadow_buffer_numsurfacepvsbytes = 0;
455         r_shadow_buffer_surfacepvs = NULL;
456         r_shadow_buffer_surfacelist = NULL;
457         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
458                 r_shadow_program_light[i] = 0;
459         if (gl_support_fragment_shader)
460         {
461                 char *vertstring, *fragstring;
462                 int vertstrings_count;
463                 int fragstrings_count;
464                 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
465                 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
466                 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false);
467                 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false);
468                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
469                 {
470                         vertstrings_count = 0;
471                         fragstrings_count = 0;
472                         if (i & SHADERPERMUTATION_SPECULAR)
473                         {
474                                 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
475                                 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
476                         }
477                         if (i & SHADERPERMUTATION_FOG)
478                         {
479                                 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
480                                 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
481                         }
482                         if (i & SHADERPERMUTATION_CUBEFILTER)
483                         {
484                                 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
485                                 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
486                         }
487                         if (i & SHADERPERMUTATION_OFFSETMAPPING)
488                         {
489                                 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
490                                 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
491                         }
492                         if (i & SHADERPERMUTATION_SURFACENORMALIZE)
493                         {
494                                 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
495                                 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
496                         }
497                         if (i & SHADERPERMUTATION_GEFORCEFX)
498                         {
499                                 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
500                                 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
501                         }
502                         vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
503                         fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
504                         r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
505                         if (!r_shadow_program_light[i])
506                         {
507                                 Con_Printf("permutation %s %s %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", i & 16 ? "surfacenormalize" : "", i & 32 ? "geforcefx" : "", "glsl/light");
508                                 continue;
509                         }
510                         qglUseProgramObjectARB(r_shadow_program_light[i]);
511                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
512                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
513                         if (i & SHADERPERMUTATION_SPECULAR)
514                         {
515                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
516                         }
517                         if (i & SHADERPERMUTATION_CUBEFILTER)
518                         {
519                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
520                         }
521                         if (i & SHADERPERMUTATION_FOG)
522                         {
523                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
524                         }
525                 }
526                 qglUseProgramObjectARB(0);
527                 if (fragstring)
528                         Mem_Free(fragstring);
529                 if (vertstring)
530                         Mem_Free(vertstring);
531         }
532 }
533
534 void r_shadow_shutdown(void)
535 {
536         int i;
537         R_Shadow_UncompileWorldLights();
538         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
539         {
540                 if (r_shadow_program_light[i])
541                 {
542                         GL_Backend_FreeProgram(r_shadow_program_light[i]);
543                         r_shadow_program_light[i] = 0;
544                 }
545         }
546         numcubemaps = 0;
547         r_shadow_attenuation2dtexture = NULL;
548         r_shadow_attenuation3dtexture = NULL;
549         R_FreeTexturePool(&r_shadow_texturepool);
550         R_FreeTexturePool(&r_shadow_filters_texturepool);
551         maxshadowelements = 0;
552         if (shadowelements)
553                 Mem_Free(shadowelements);
554         shadowelements = NULL;
555         maxvertexupdate = 0;
556         if (vertexupdate)
557                 Mem_Free(vertexupdate);
558         vertexupdate = NULL;
559         if (vertexremap)
560                 Mem_Free(vertexremap);
561         vertexremap = NULL;
562         vertexupdatenum = 0;
563         maxshadowmark = 0;
564         numshadowmark = 0;
565         if (shadowmark)
566                 Mem_Free(shadowmark);
567         shadowmark = NULL;
568         if (shadowmarklist)
569                 Mem_Free(shadowmarklist);
570         shadowmarklist = NULL;
571         shadowmarkcount = 0;
572         r_shadow_buffer_numleafpvsbytes = 0;
573         if (r_shadow_buffer_leafpvs)
574                 Mem_Free(r_shadow_buffer_leafpvs);
575         r_shadow_buffer_leafpvs = NULL;
576         if (r_shadow_buffer_leaflist)
577                 Mem_Free(r_shadow_buffer_leaflist);
578         r_shadow_buffer_leaflist = NULL;
579         r_shadow_buffer_numsurfacepvsbytes = 0;
580         if (r_shadow_buffer_surfacepvs)
581                 Mem_Free(r_shadow_buffer_surfacepvs);
582         r_shadow_buffer_surfacepvs = NULL;
583         if (r_shadow_buffer_surfacelist)
584                 Mem_Free(r_shadow_buffer_surfacelist);
585         r_shadow_buffer_surfacelist = NULL;
586 }
587
588 void r_shadow_newmap(void)
589 {
590 }
591
592 void R_Shadow_Help_f(void)
593 {
594         Con_Printf(
595 "Documentation on r_shadow system:\n"
596 "Settings:\n"
597 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
598 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
599 "r_shadow_debuglight : render only this light number (-1 = all)\n"
600 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
601 "r_shadow_gloss2intensity : brightness of forced gloss\n"
602 "r_shadow_glossintensity : brightness of textured gloss\n"
603 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
604 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
605 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
606 "r_shadow_portallight : use portal visibility for static light precomputation\n"
607 "r_shadow_projectdistance : shadow volume projection distance\n"
608 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
609 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
610 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
611 "r_shadow_realtime_world : use high quality world lighting mode\n"
612 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
613 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
614 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
615 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
616 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
617 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
618 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
619 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
620 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
621 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
622 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
623 "r_shadow_scissor : use scissor optimization\n"
624 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
625 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
626 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
627 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
628 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
629 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
630 "Commands:\n"
631 "r_shadow_help : this help\n"
632         );
633 }
634
635 void R_Shadow_Init(void)
636 {
637         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
638         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
639         Cvar_RegisterVariable(&r_shadow_debuglight);
640         Cvar_RegisterVariable(&r_shadow_gloss);
641         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
642         Cvar_RegisterVariable(&r_shadow_glossintensity);
643         Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
644         Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
645         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
646         Cvar_RegisterVariable(&r_shadow_portallight);
647         Cvar_RegisterVariable(&r_shadow_projectdistance);
648         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
649         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
650         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
651         Cvar_RegisterVariable(&r_shadow_realtime_world);
652         Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
653         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
654         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
655         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
656         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
657         Cvar_RegisterVariable(&r_shadow_scissor);
658         Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
659         Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
660         Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
661         Cvar_RegisterVariable(&r_shadow_texture3d);
662         Cvar_RegisterVariable(&r_shadow_visiblelighting);
663         Cvar_RegisterVariable(&r_shadow_visiblevolumes);
664         Cvar_RegisterVariable(&r_shadow_glsl);
665         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
666         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
667         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
668         Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
669         Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
670         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
671         if (gamemode == GAME_TENEBRAE)
672         {
673                 Cvar_SetValue("r_shadow_gloss", 2);
674                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
675         }
676         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
677         R_Shadow_EditLights_Init();
678         r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
679         r_shadow_worldlightchain = NULL;
680         maxshadowelements = 0;
681         shadowelements = NULL;
682         maxvertexupdate = 0;
683         vertexupdate = NULL;
684         vertexremap = NULL;
685         vertexupdatenum = 0;
686         maxshadowmark = 0;
687         numshadowmark = 0;
688         shadowmark = NULL;
689         shadowmarklist = NULL;
690         shadowmarkcount = 0;
691         r_shadow_buffer_numleafpvsbytes = 0;
692         r_shadow_buffer_leafpvs = NULL;
693         r_shadow_buffer_leaflist = NULL;
694         r_shadow_buffer_numsurfacepvsbytes = 0;
695         r_shadow_buffer_surfacepvs = NULL;
696         r_shadow_buffer_surfacelist = NULL;
697         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
698 }
699
700 matrix4x4_t matrix_attenuationxyz =
701 {
702         {
703                 {0.5, 0.0, 0.0, 0.5},
704                 {0.0, 0.5, 0.0, 0.5},
705                 {0.0, 0.0, 0.5, 0.5},
706                 {0.0, 0.0, 0.0, 1.0}
707         }
708 };
709
710 matrix4x4_t matrix_attenuationz =
711 {
712         {
713                 {0.0, 0.0, 0.5, 0.5},
714                 {0.0, 0.0, 0.0, 0.5},
715                 {0.0, 0.0, 0.0, 0.5},
716                 {0.0, 0.0, 0.0, 1.0}
717         }
718 };
719
720 int *R_Shadow_ResizeShadowElements(int numtris)
721 {
722         // make sure shadowelements is big enough for this volume
723         if (maxshadowelements < numtris * 24)
724         {
725                 maxshadowelements = numtris * 24;
726                 if (shadowelements)
727                         Mem_Free(shadowelements);
728                 shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
729         }
730         return shadowelements;
731 }
732
733 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
734 {
735         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
736         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
737         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
738         {
739                 if (r_shadow_buffer_leafpvs)
740                         Mem_Free(r_shadow_buffer_leafpvs);
741                 if (r_shadow_buffer_leaflist)
742                         Mem_Free(r_shadow_buffer_leaflist);
743                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
744                 r_shadow_buffer_leafpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
745                 r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
746         }
747         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
748         {
749                 if (r_shadow_buffer_surfacepvs)
750                         Mem_Free(r_shadow_buffer_surfacepvs);
751                 if (r_shadow_buffer_surfacelist)
752                         Mem_Free(r_shadow_buffer_surfacelist);
753                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
754                 r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
755                 r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
756         }
757 }
758
759 void R_Shadow_PrepareShadowMark(int numtris)
760 {
761         // make sure shadowmark is big enough for this volume
762         if (maxshadowmark < numtris)
763         {
764                 maxshadowmark = numtris;
765                 if (shadowmark)
766                         Mem_Free(shadowmark);
767                 if (shadowmarklist)
768                         Mem_Free(shadowmarklist);
769                 shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
770                 shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
771                 shadowmarkcount = 0;
772         }
773         shadowmarkcount++;
774         // if shadowmarkcount wrapped we clear the array and adjust accordingly
775         if (shadowmarkcount == 0)
776         {
777                 shadowmarkcount = 1;
778                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
779         }
780         numshadowmark = 0;
781 }
782
783 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
784 {
785         int i, j;
786         int outtriangles = 0, outvertices = 0;
787         const int *element;
788         const float *vertex;
789
790         if (maxvertexupdate < innumvertices)
791         {
792                 maxvertexupdate = innumvertices;
793                 if (vertexupdate)
794                         Mem_Free(vertexupdate);
795                 if (vertexremap)
796                         Mem_Free(vertexremap);
797                 vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
798                 vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
799                 vertexupdatenum = 0;
800         }
801         vertexupdatenum++;
802         if (vertexupdatenum == 0)
803         {
804                 vertexupdatenum = 1;
805                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
806                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
807         }
808
809         for (i = 0;i < numshadowmarktris;i++)
810                 shadowmark[shadowmarktris[i]] = shadowmarkcount;
811
812         for (i = 0;i < numshadowmarktris;i++)
813         {
814                 element = inelement3i + shadowmarktris[i] * 3;
815                 // make sure the vertices are created
816                 for (j = 0;j < 3;j++)
817                 {
818                         if (vertexupdate[element[j]] != vertexupdatenum)
819                         {
820                                 float ratio, direction[3];
821                                 vertexupdate[element[j]] = vertexupdatenum;
822                                 vertexremap[element[j]] = outvertices;
823                                 vertex = invertex3f + element[j] * 3;
824                                 // project one copy of the vertex to the sphere radius of the light
825                                 // (FIXME: would projecting it to the light box be better?)
826                                 VectorSubtract(vertex, projectorigin, direction);
827                                 ratio = projectdistance / VectorLength(direction);
828                                 VectorCopy(vertex, outvertex3f);
829                                 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
830                                 outvertex3f += 6;
831                                 outvertices += 2;
832                         }
833                 }
834         }
835
836         for (i = 0;i < numshadowmarktris;i++)
837         {
838                 int remappedelement[3];
839                 int markindex;
840                 const int *neighbortriangle;
841
842                 markindex = shadowmarktris[i] * 3;
843                 element = inelement3i + markindex;
844                 neighbortriangle = inneighbor3i + markindex;
845                 // output the front and back triangles
846                 outelement3i[0] = vertexremap[element[0]];
847                 outelement3i[1] = vertexremap[element[1]];
848                 outelement3i[2] = vertexremap[element[2]];
849                 outelement3i[3] = vertexremap[element[2]] + 1;
850                 outelement3i[4] = vertexremap[element[1]] + 1;
851                 outelement3i[5] = vertexremap[element[0]] + 1;
852
853                 outelement3i += 6;
854                 outtriangles += 2;
855                 // output the sides (facing outward from this triangle)
856                 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
857                 {
858                         remappedelement[0] = vertexremap[element[0]];
859                         remappedelement[1] = vertexremap[element[1]];
860                         outelement3i[0] = remappedelement[1];
861                         outelement3i[1] = remappedelement[0];
862                         outelement3i[2] = remappedelement[0] + 1;
863                         outelement3i[3] = remappedelement[1];
864                         outelement3i[4] = remappedelement[0] + 1;
865                         outelement3i[5] = remappedelement[1] + 1;
866
867                         outelement3i += 6;
868                         outtriangles += 2;
869                 }
870                 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
871                 {
872                         remappedelement[1] = vertexremap[element[1]];
873                         remappedelement[2] = vertexremap[element[2]];
874                         outelement3i[0] = remappedelement[2];
875                         outelement3i[1] = remappedelement[1];
876                         outelement3i[2] = remappedelement[1] + 1;
877                         outelement3i[3] = remappedelement[2];
878                         outelement3i[4] = remappedelement[1] + 1;
879                         outelement3i[5] = remappedelement[2] + 1;
880
881                         outelement3i += 6;
882                         outtriangles += 2;
883                 }
884                 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
885                 {
886                         remappedelement[0] = vertexremap[element[0]];
887                         remappedelement[2] = vertexremap[element[2]];
888                         outelement3i[0] = remappedelement[0];
889                         outelement3i[1] = remappedelement[2];
890                         outelement3i[2] = remappedelement[2] + 1;
891                         outelement3i[3] = remappedelement[0];
892                         outelement3i[4] = remappedelement[2] + 1;
893                         outelement3i[5] = remappedelement[0] + 1;
894
895                         outelement3i += 6;
896                         outtriangles += 2;
897                 }
898         }
899         if (outnumvertices)
900                 *outnumvertices = outvertices;
901         return outtriangles;
902 }
903
904 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
905 {
906         int tris, outverts;
907         if (projectdistance < 0.1)
908         {
909                 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
910                 return;
911         }
912         if (!numverts || !nummarktris)
913                 return;
914         // make sure shadowelements is big enough for this volume
915         if (maxshadowelements < nummarktris * 24)
916                 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
917         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
918         R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
919 }
920
921 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
922 {
923         int t, tend;
924         const int *e;
925         const float *v[3];
926         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
927                 return;
928         tend = firsttriangle + numtris;
929         if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
930          && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
931          && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
932         {
933                 // surface box entirely inside light box, no box cull
934                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
935                         if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
936                                 shadowmarklist[numshadowmark++] = t;
937         }
938         else
939         {
940                 // surface box not entirely inside light box, cull each triangle
941                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
942                 {
943                         v[0] = invertex3f + e[0] * 3;
944                         v[1] = invertex3f + e[1] * 3;
945                         v[2] = invertex3f + e[2] * 3;
946                         if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
947                          && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
948                          && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
949                          && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
950                          && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
951                          && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
952                          && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
953                                 shadowmarklist[numshadowmark++] = t;
954                 }
955         }
956 }
957
958 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
959 {
960         rmeshstate_t m;
961         if (r_shadow_compilingrtlight)
962         {
963                 // if we're compiling an rtlight, capture the mesh
964                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
965                 return;
966         }
967         memset(&m, 0, sizeof(m));
968         m.pointer_vertex = vertex3f;
969         R_Mesh_State(&m);
970         GL_LockArrays(0, numvertices);
971         if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
972         {
973                 // decrement stencil if backface is behind depthbuffer
974                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
975                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
976                 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
977                 c_rt_shadowmeshes++;
978                 c_rt_shadowtris += numtriangles;
979                 // increment stencil if frontface is behind depthbuffer
980                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
981                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
982         }
983         R_Mesh_Draw(0, numvertices, numtriangles, element3i);
984         c_rt_shadowmeshes++;
985         c_rt_shadowtris += numtriangles;
986         GL_LockArrays(0, 0);
987 }
988
989 static void R_Shadow_MakeTextures(void)
990 {
991         int x, y, z, d;
992         float v[3], intensity;
993         qbyte *data;
994         R_FreeTexturePool(&r_shadow_texturepool);
995         r_shadow_texturepool = R_AllocTexturePool();
996         r_shadow_attenpower = r_shadow_lightattenuationpower.value;
997         r_shadow_attenscale = r_shadow_lightattenuationscale.value;
998 #define ATTEN2DSIZE 64
999 #define ATTEN3DSIZE 32
1000         data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1001         for (y = 0;y < ATTEN2DSIZE;y++)
1002         {
1003                 for (x = 0;x < ATTEN2DSIZE;x++)
1004                 {
1005                         v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1006                         v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1007                         v[2] = 0;
1008                         intensity = 1.0f - sqrt(DotProduct(v, v));
1009                         if (intensity > 0)
1010                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1011                         d = bound(0, intensity, 255);
1012                         data[(y*ATTEN2DSIZE+x)*4+0] = d;
1013                         data[(y*ATTEN2DSIZE+x)*4+1] = d;
1014                         data[(y*ATTEN2DSIZE+x)*4+2] = d;
1015                         data[(y*ATTEN2DSIZE+x)*4+3] = d;
1016                 }
1017         }
1018         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1019         if (r_shadow_texture3d.integer)
1020         {
1021                 for (z = 0;z < ATTEN3DSIZE;z++)
1022                 {
1023                         for (y = 0;y < ATTEN3DSIZE;y++)
1024                         {
1025                                 for (x = 0;x < ATTEN3DSIZE;x++)
1026                                 {
1027                                         v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1028                                         v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1029                                         v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1030                                         intensity = 1.0f - sqrt(DotProduct(v, v));
1031                                         if (intensity > 0)
1032                                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1033                                         d = bound(0, intensity, 255);
1034                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1035                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1036                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1037                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1038                                 }
1039                         }
1040                 }
1041                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1042         }
1043         Mem_Free(data);
1044 }
1045
1046 void R_Shadow_ValidateCvars(void)
1047 {
1048         if (r_shadow_texture3d.integer && !gl_texture3d)
1049                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1050         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1051                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1052 }
1053
1054 // light currently being rendered
1055 rtlight_t *r_shadow_rtlight;
1056 // light filter cubemap being used by the light
1057 static rtexture_t *r_shadow_lightcubemap;
1058
1059 // this is the location of the eye in entity space
1060 static vec3_t r_shadow_entityeyeorigin;
1061 // this is the location of the light in entity space
1062 static vec3_t r_shadow_entitylightorigin;
1063 // this transforms entity coordinates to light filter cubemap coordinates
1064 // (also often used for other purposes)
1065 static matrix4x4_t r_shadow_entitytolight;
1066 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1067 // of attenuation texturing in full 3D (Z result often ignored)
1068 static matrix4x4_t r_shadow_entitytoattenuationxyz;
1069 // this transforms only the Z to S, and T is always 0.5
1070 static matrix4x4_t r_shadow_entitytoattenuationz;
1071 // rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
1072 static vec3_t r_shadow_entitylightcolorbase;
1073 // rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_pantscolor * ent->alpha
1074 static vec3_t r_shadow_entitylightcolorpants;
1075 // rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_shirtcolor * ent->alpha
1076 static vec3_t r_shadow_entitylightcolorshirt;
1077
1078 static int r_shadow_lightpermutation;
1079 static int r_shadow_lightprog;
1080
1081 void R_Shadow_Stage_Begin(void)
1082 {
1083         rmeshstate_t m;
1084
1085         R_Shadow_ValidateCvars();
1086
1087         if (!r_shadow_attenuation2dtexture
1088          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1089          || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1090          || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1091                 R_Shadow_MakeTextures();
1092
1093         memset(&m, 0, sizeof(m));
1094         GL_BlendFunc(GL_ONE, GL_ZERO);
1095         GL_DepthMask(false);
1096         GL_DepthTest(true);
1097         R_Mesh_State(&m);
1098         GL_Color(0, 0, 0, 1);
1099         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1100         qglEnable(GL_CULL_FACE);
1101         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1102         r_shadowstage = R_SHADOWSTAGE_NONE;
1103 }
1104
1105 void R_Shadow_Stage_ActiveLight(rtlight_t *rtlight)
1106 {
1107         r_shadow_rtlight = rtlight;
1108 }
1109
1110 void R_Shadow_Stage_Reset(void)
1111 {
1112         rmeshstate_t m;
1113         if (gl_support_stenciltwoside)
1114                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1115         if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
1116         {
1117                 qglUseProgramObjectARB(0);
1118                 // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering in 6xxx drivers
1119                 qglBegin(GL_TRIANGLES);
1120                 qglEnd();
1121                 CHECKGLERROR
1122         }
1123         memset(&m, 0, sizeof(m));
1124         R_Mesh_State(&m);
1125 }
1126
1127 void R_Shadow_Stage_StencilShadowVolumes(void)
1128 {
1129         R_Shadow_Stage_Reset();
1130         GL_Color(1, 1, 1, 1);
1131         GL_ColorMask(0, 0, 0, 0);
1132         GL_BlendFunc(GL_ONE, GL_ZERO);
1133         GL_DepthMask(false);
1134         GL_DepthTest(true);
1135         qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1136         //if (r_shadow_shadow_polygonoffset.value != 0)
1137         //{
1138         //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1139         //      qglEnable(GL_POLYGON_OFFSET_FILL);
1140         //}
1141         //else
1142         //      qglDisable(GL_POLYGON_OFFSET_FILL);
1143         qglDepthFunc(GL_LESS);
1144         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1145         qglEnable(GL_STENCIL_TEST);
1146         qglStencilFunc(GL_ALWAYS, 128, ~0);
1147         if (gl_ext_stenciltwoside.integer)
1148         {
1149                 r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE;
1150                 qglDisable(GL_CULL_FACE);
1151                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1152                 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1153                 qglStencilMask(~0);
1154                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1155                 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1156                 qglStencilMask(~0);
1157                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1158         }
1159         else
1160         {
1161                 r_shadowstage = R_SHADOWSTAGE_STENCIL;
1162                 qglEnable(GL_CULL_FACE);
1163                 qglStencilMask(~0);
1164                 // this is changed by every shadow render so its value here is unimportant
1165                 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1166         }
1167         GL_Clear(GL_STENCIL_BUFFER_BIT);
1168         c_rt_clears++;
1169 }
1170
1171 void R_Shadow_Stage_Lighting(int stenciltest)
1172 {
1173         rmeshstate_t m;
1174         R_Shadow_Stage_Reset();
1175         GL_BlendFunc(GL_ONE, GL_ONE);
1176         GL_DepthMask(false);
1177         GL_DepthTest(true);
1178         qglPolygonOffset(0, 0);
1179         //qglDisable(GL_POLYGON_OFFSET_FILL);
1180         GL_Color(1, 1, 1, 1);
1181         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1182         qglDepthFunc(GL_EQUAL);
1183         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1184         qglEnable(GL_CULL_FACE);
1185         if (r_shadowstage == R_SHADOWSTAGE_STENCIL || r_shadowstage == R_SHADOWSTAGE_STENCILTWOSIDE)
1186                 qglEnable(GL_STENCIL_TEST);
1187         else
1188                 qglDisable(GL_STENCIL_TEST);
1189         qglStencilMask(~0);
1190         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1191         // only draw light where this geometry was already rendered AND the
1192         // stencil is 128 (values other than this mean shadow)
1193         qglStencilFunc(GL_EQUAL, 128, ~0);
1194         if (r_shadow_glsl.integer && r_shadow_program_light[0])
1195         {
1196                 r_shadowstage = R_SHADOWSTAGE_LIGHT_GLSL;
1197                 memset(&m, 0, sizeof(m));
1198                 m.pointer_vertex = varray_vertex3f;
1199                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1200                 m.pointer_texcoord3f[1] = varray_svector3f;
1201                 m.pointer_texcoord3f[2] = varray_tvector3f;
1202                 m.pointer_texcoord3f[3] = varray_normal3f;
1203                 m.tex[0] = R_GetTexture(r_texture_blanknormalmap); // normal
1204                 m.tex[1] = R_GetTexture(r_texture_white); // diffuse
1205                 m.tex[2] = R_GetTexture(r_texture_white); // gloss
1206                 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter
1207                 // TODO: support fog (after renderer is converted to texture fog)
1208                 m.tex[4] = R_GetTexture(r_texture_white); // fog
1209                 //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
1210                 R_Mesh_State(&m);
1211                 GL_BlendFunc(GL_ONE, GL_ONE);
1212                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1213                 CHECKGLERROR
1214                 r_shadow_lightpermutation = 0;
1215                 // only add a feature to the permutation if that permutation exists
1216                 // (otherwise it might end up not using a shader at all, which looks
1217                 // worse than using less features)
1218                 if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1219                         r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1220                 //if (fog && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1221                 //      r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1222                 if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1223                         r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1224                 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1225                         r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1226                 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1227                         r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1228                 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1229                         r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1230                 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1231                 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1232                 // TODO: support fog (after renderer is converted to texture fog)
1233                 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1234                 {
1235                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), 0);CHECKGLERROR
1236                 }
1237                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1238                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1239                 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1240                 {
1241                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1242                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
1243                 }
1244                 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1245                 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
1246                 //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1247                 //{
1248                 //      qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
1249                 //}
1250                 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1251                 {
1252                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1253                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1254                 }
1255         }
1256         else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1257                 r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3;
1258         else
1259                 r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX;
1260 }
1261
1262 void R_Shadow_Stage_VisibleShadowVolumes(void)
1263 {
1264         R_Shadow_Stage_Reset();
1265         GL_BlendFunc(GL_ONE, GL_ONE);
1266         GL_DepthMask(false);
1267         GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1268         qglPolygonOffset(0, 0);
1269         GL_Color(0.0, 0.0125, 0.1, 1);
1270         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1271         qglDepthFunc(GL_GEQUAL);
1272         qglCullFace(GL_FRONT); // this culls back
1273         qglDisable(GL_CULL_FACE);
1274         qglDisable(GL_STENCIL_TEST);
1275         r_shadowstage = R_SHADOWSTAGE_VISIBLEVOLUMES;
1276 }
1277
1278 void R_Shadow_Stage_VisibleLighting(int stenciltest)
1279 {
1280         R_Shadow_Stage_Reset();
1281         GL_BlendFunc(GL_ONE, GL_ONE);
1282         GL_DepthMask(false);
1283         GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1284         qglPolygonOffset(0, 0);
1285         GL_Color(0.1, 0.0125, 0, 1);
1286         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1287         qglDepthFunc(GL_EQUAL);
1288         qglCullFace(GL_FRONT); // this culls back
1289         qglEnable(GL_CULL_FACE);
1290         if (stenciltest)
1291                 qglEnable(GL_STENCIL_TEST);
1292         else
1293                 qglDisable(GL_STENCIL_TEST);
1294         r_shadowstage = R_SHADOWSTAGE_VISIBLELIGHTING;
1295 }
1296
1297 void R_Shadow_Stage_End(void)
1298 {
1299         R_Shadow_Stage_Reset();
1300         R_Shadow_Stage_ActiveLight(NULL);
1301         GL_BlendFunc(GL_ONE, GL_ZERO);
1302         GL_DepthMask(true);
1303         GL_DepthTest(true);
1304         qglPolygonOffset(0, 0);
1305         //qglDisable(GL_POLYGON_OFFSET_FILL);
1306         GL_Color(1, 1, 1, 1);
1307         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1308         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1309         qglDepthFunc(GL_LEQUAL);
1310         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1311         qglDisable(GL_STENCIL_TEST);
1312         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1313         if (gl_support_stenciltwoside)
1314                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1315         qglStencilMask(~0);
1316         qglStencilFunc(GL_ALWAYS, 128, ~0);
1317         r_shadowstage = R_SHADOWSTAGE_NONE;
1318 }
1319
1320 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1321 {
1322         int i, ix1, iy1, ix2, iy2;
1323         float x1, y1, x2, y2;
1324         vec4_t v, v2;
1325         rmesh_t mesh;
1326         mplane_t planes[11];
1327         float vertex3f[256*3];
1328
1329         // if view is inside the light box, just say yes it's visible
1330         if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1331         {
1332                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1333                 return false;
1334         }
1335
1336         // create a temporary brush describing the area the light can affect in worldspace
1337         VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1338         VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1339         VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1340         VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1341         VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1342         VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
1343         VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
1344         VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
1345         VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
1346         VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
1347         VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
1348
1349         // turn the brush into a mesh
1350         memset(&mesh, 0, sizeof(rmesh_t));
1351         mesh.maxvertices = 256;
1352         mesh.vertex3f = vertex3f;
1353         mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1354         R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1355
1356         // if that mesh is empty, the light is not visible at all
1357         if (!mesh.numvertices)
1358                 return true;
1359
1360         if (!r_shadow_scissor.integer)
1361                 return false;
1362
1363         // if that mesh is not empty, check what area of the screen it covers
1364         x1 = y1 = x2 = y2 = 0;
1365         v[3] = 1.0f;
1366         for (i = 0;i < mesh.numvertices;i++)
1367         {
1368                 VectorCopy(mesh.vertex3f + i * 3, v);
1369                 GL_TransformToScreen(v, v2);
1370                 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
1371                 if (i)
1372                 {
1373                         if (x1 > v2[0]) x1 = v2[0];
1374                         if (x2 < v2[0]) x2 = v2[0];
1375                         if (y1 > v2[1]) y1 = v2[1];
1376                         if (y2 < v2[1]) y2 = v2[1];
1377                 }
1378                 else
1379                 {
1380                         x1 = x2 = v2[0];
1381                         y1 = y2 = v2[1];
1382                 }
1383         }
1384
1385         // now convert the scissor rectangle to integer screen coordinates
1386         ix1 = x1 - 1.0f;
1387         iy1 = y1 - 1.0f;
1388         ix2 = x2 + 1.0f;
1389         iy2 = y2 + 1.0f;
1390         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1391
1392         // clamp it to the screen
1393         if (ix1 < r_view_x) ix1 = r_view_x;
1394         if (iy1 < r_view_y) iy1 = r_view_y;
1395         if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1396         if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1397
1398         // if it is inside out, it's not visible
1399         if (ix2 <= ix1 || iy2 <= iy1)
1400                 return true;
1401
1402         // the light area is visible, set up the scissor rectangle
1403         GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1404         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1405         //qglEnable(GL_SCISSOR_TEST);
1406         c_rt_scissored++;
1407         return false;
1408 }
1409
1410 extern float *rsurface_vertex3f;
1411 extern float *rsurface_svector3f;
1412 extern float *rsurface_tvector3f;
1413 extern float *rsurface_normal3f;
1414 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1415
1416 static void R_Shadow_VertexShadingWithXYZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1417 {
1418         int numverts = surface->num_vertices;
1419         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1420         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1421         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1422         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1423         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1424         {
1425                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1426                 if ((dist = DotProduct(v, v)) < 1)
1427                 {
1428                         dist = sqrt(dist);
1429                         distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1430                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1431                         if ((dot = DotProduct(n, v)) > 0)
1432                         {
1433                                 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1434                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1435                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1436                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1437                         }
1438                         else
1439                         {
1440                                 color4f[0] = ambientcolor[0] * distintensity - reduce;
1441                                 color4f[1] = ambientcolor[1] * distintensity - reduce;
1442                                 color4f[2] = ambientcolor[2] * distintensity - reduce;
1443                         }
1444                         color4f[0] = bound(0, color4f[0], 1);
1445                         color4f[1] = bound(0, color4f[1], 1);
1446                         color4f[2] = bound(0, color4f[2], 1);
1447                 }
1448                 else
1449                         VectorClear(color4f);
1450                 color4f[3] = 1;
1451         }
1452 }
1453
1454 static void R_Shadow_VertexShadingWithZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1455 {
1456         int numverts = surface->num_vertices;
1457         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1458         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1459         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1460         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1461         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1462         {
1463                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1464                 if ((dist = fabs(v[2])) < 1)
1465                 {
1466                         distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1467                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1468                         if ((dot = DotProduct(n, v)) > 0)
1469                         {
1470                                 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1471                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1472                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1473                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1474                         }
1475                         else
1476                         {
1477                                 color4f[0] = ambientcolor[0] * distintensity - reduce;
1478                                 color4f[1] = ambientcolor[1] * distintensity - reduce;
1479                                 color4f[2] = ambientcolor[2] * distintensity - reduce;
1480                         }
1481                         color4f[0] = bound(0, color4f[0], 1);
1482                         color4f[1] = bound(0, color4f[1], 1);
1483                         color4f[2] = bound(0, color4f[2], 1);
1484                 }
1485                 else
1486                         VectorClear(color4f);
1487                 color4f[3] = 1;
1488         }
1489 }
1490
1491 static void R_Shadow_VertexShading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1492 {
1493         int numverts = surface->num_vertices;
1494         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1495         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1496         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1497         float dot, shadeintensity, v[3], n[3];
1498         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1499         {
1500                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1501                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1502                 if ((dot = DotProduct(n, v)) > 0)
1503                 {
1504                         shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1505                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
1506                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
1507                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
1508                         color4f[0] = bound(0, color4f[0], 1);
1509                         color4f[1] = bound(0, color4f[1], 1);
1510                         color4f[2] = bound(0, color4f[2], 1);
1511                 }
1512                 else
1513                         VectorClear(color4f);
1514                 color4f[3] = 1;
1515         }
1516 }
1517
1518 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1519 #define USETEXMATRIX
1520
1521 #ifndef USETEXMATRIX
1522 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1523 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1524 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1525 {
1526         do
1527         {
1528                 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1529                 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1530                 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1531                 vertex3f += 3;
1532                 tc3f += 3;
1533         }
1534         while (--numverts);
1535 }
1536
1537 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1538 {
1539         do
1540         {
1541                 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1542                 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1543                 vertex3f += 3;
1544                 tc2f += 2;
1545         }
1546         while (--numverts);
1547 }
1548 #endif
1549
1550 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1551 {
1552         int i;
1553         float lightdir[3];
1554         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1555         {
1556                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1557                 // the cubemap normalizes this for us
1558                 out3f[0] = DotProduct(svector3f, lightdir);
1559                 out3f[1] = DotProduct(tvector3f, lightdir);
1560                 out3f[2] = DotProduct(normal3f, lightdir);
1561         }
1562 }
1563
1564 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1565 {
1566         int i;
1567         float lightdir[3], eyedir[3], halfdir[3];
1568         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1569         {
1570                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1571                 VectorNormalize(lightdir);
1572                 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1573                 VectorNormalize(eyedir);
1574                 VectorAdd(lightdir, eyedir, halfdir);
1575                 // the cubemap normalizes this for us
1576                 out3f[0] = DotProduct(svector3f, halfdir);
1577                 out3f[1] = DotProduct(tvector3f, halfdir);
1578                 out3f[2] = DotProduct(normal3f, halfdir);
1579         }
1580 }
1581
1582 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1583 {
1584         // used to display how many times a surface is lit for level design purposes
1585         int surfacelistindex;
1586         rmeshstate_t m;
1587         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1588         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1589         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1590         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1591         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1592         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1593         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1594         if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
1595                 return;
1596         GL_Color(0.1, 0.025, 0, 1);
1597         memset(&m, 0, sizeof(m));
1598         R_Mesh_State(&m);
1599         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1600         {
1601                 const msurface_t *surface = surfacelist[surfacelistindex];
1602                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1603                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1604                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1605                 GL_LockArrays(0, 0);
1606         }
1607 }
1608
1609 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1610 {
1611         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1612         int surfacelistindex;
1613         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1614         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1615         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1616         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1617         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1618         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1619         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1620         // TODO: add direct pants/shirt rendering
1621         if (doambientpants || dodiffusepants)
1622                 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1623         if (doambientshirt || dodiffuseshirt)
1624                 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1625         if (!doambientbase && !dodiffusebase && !dospecular)
1626                 return;
1627         R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1628         R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1629         R_Mesh_TexBind(1, R_GetTexture(basetexture));
1630         R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1631         if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1632         {
1633                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1634         }
1635         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1636         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1637         {
1638                 const msurface_t *surface = surfacelist[surfacelistindex];
1639                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1640                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1641                 if (!rsurface_svector3f)
1642                 {
1643                         rsurface_svector3f = varray_svector3f;
1644                         rsurface_tvector3f = varray_tvector3f;
1645                         rsurface_normal3f = varray_normal3f;
1646                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1647                 }
1648                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1649                 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1650                 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1651                 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1652                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1653                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1654                 c_rt_lightmeshes++;
1655                 c_rt_lighttris += surface->num_triangles;
1656                 GL_LockArrays(0, 0);
1657         }
1658 }
1659
1660 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1661 {
1662         // ARB path (any Geforce, any Radeon)
1663         int surfacelistindex;
1664         int renders;
1665         float color2[3], colorscale;
1666         rmeshstate_t m;
1667         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1668         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1669         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1670         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1671         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1672         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1673         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1674         // TODO: add direct pants/shirt rendering
1675         if (doambientpants || dodiffusepants)
1676                 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1677         if (doambientshirt || dodiffuseshirt)
1678                 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1679         if (!doambientbase && !dodiffusebase && !dospecular)
1680                 return;
1681         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1682         {
1683                 const msurface_t *surface = surfacelist[surfacelistindex];
1684                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1685                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1686                 if (!rsurface_svector3f)
1687                 {
1688                         rsurface_svector3f = varray_svector3f;
1689                         rsurface_tvector3f = varray_tvector3f;
1690                         rsurface_normal3f = varray_normal3f;
1691                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1692                 }
1693                 if (doambientbase)
1694                 {
1695                         GL_Color(1,1,1,1);
1696                         colorscale = r_shadow_rtlight->ambientscale;
1697                         // colorscale accounts for how much we multiply the brightness
1698                         // during combine.
1699                         //
1700                         // mult is how many times the final pass of the lighting will be
1701                         // performed to get more brightness than otherwise possible.
1702                         //
1703                         // Limit mult to 64 for sanity sake.
1704                         if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1705                         {
1706                                 // 3 3D combine path (Geforce3, Radeon 8500)
1707                                 memset(&m, 0, sizeof(m));
1708                                 m.pointer_vertex = rsurface_vertex3f;
1709                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1710 #ifdef USETEXMATRIX
1711                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1712                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1713 #else
1714                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1715                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1716 #endif
1717                                 m.tex[1] = R_GetTexture(basetexture);
1718                                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1719                                 m.texmatrix[1] = texture->currenttexmatrix;
1720                                 m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
1721 #ifdef USETEXMATRIX
1722                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1723                                 m.texmatrix[2] = r_shadow_entitytolight;
1724 #else
1725                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1726                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1727 #endif
1728                                 GL_BlendFunc(GL_ONE, GL_ONE);
1729                         }
1730                         else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1731                         {
1732                                 // 2 3D combine path (Geforce3, original Radeon)
1733                                 memset(&m, 0, sizeof(m));
1734                                 m.pointer_vertex = rsurface_vertex3f;
1735                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1736 #ifdef USETEXMATRIX
1737                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1738                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1739 #else
1740                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1741                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1742 #endif
1743                                 m.tex[1] = R_GetTexture(basetexture);
1744                                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1745                                 m.texmatrix[1] = texture->currenttexmatrix;
1746                                 GL_BlendFunc(GL_ONE, GL_ONE);
1747                         }
1748                         else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
1749                         {
1750                                 // 4 2D combine path (Geforce3, Radeon 8500)
1751                                 memset(&m, 0, sizeof(m));
1752                                 m.pointer_vertex = rsurface_vertex3f;
1753                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1754 #ifdef USETEXMATRIX
1755                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1756                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1757 #else
1758                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1759                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1760 #endif
1761                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1762 #ifdef USETEXMATRIX
1763                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1764                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1765 #else
1766                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1767                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1768 #endif
1769                                 m.tex[2] = R_GetTexture(basetexture);
1770                                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1771                                 m.texmatrix[2] = texture->currenttexmatrix;
1772                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1773                                 {
1774                                         m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
1775 #ifdef USETEXMATRIX
1776                                         m.pointer_texcoord3f[3] = rsurface_vertex3f;
1777                                         m.texmatrix[3] = r_shadow_entitytolight;
1778 #else
1779                                         m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1780                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1781 #endif
1782                                 }
1783                                 GL_BlendFunc(GL_ONE, GL_ONE);
1784                         }
1785                         else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
1786                         {
1787                                 // 3 2D combine path (Geforce3, original Radeon)
1788                                 memset(&m, 0, sizeof(m));
1789                                 m.pointer_vertex = rsurface_vertex3f;
1790                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1791 #ifdef USETEXMATRIX
1792                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1793                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1794 #else
1795                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1796                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1797 #endif
1798                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1799 #ifdef USETEXMATRIX
1800                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1801                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1802 #else
1803                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1804                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1805 #endif
1806                                 m.tex[2] = R_GetTexture(basetexture);
1807                                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1808                                 m.texmatrix[2] = texture->currenttexmatrix;
1809                                 GL_BlendFunc(GL_ONE, GL_ONE);
1810                         }
1811                         else
1812                         {
1813                                 // 2/2/2 2D combine path (any dot3 card)
1814                                 memset(&m, 0, sizeof(m));
1815                                 m.pointer_vertex = rsurface_vertex3f;
1816                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1817 #ifdef USETEXMATRIX
1818                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1819                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1820 #else
1821                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1822                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1823 #endif
1824                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1825 #ifdef USETEXMATRIX
1826                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1827                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1828 #else
1829                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1830                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1831 #endif
1832                                 R_Mesh_State(&m);
1833                                 GL_ColorMask(0,0,0,1);
1834                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1835                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1836                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1837                                 GL_LockArrays(0, 0);
1838                                 c_rt_lightmeshes++;
1839                                 c_rt_lighttris += surface->num_triangles;
1840
1841                                 memset(&m, 0, sizeof(m));
1842                                 m.pointer_vertex = rsurface_vertex3f;
1843                                 m.tex[0] = R_GetTexture(basetexture);
1844                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1845                                 m.texmatrix[0] = texture->currenttexmatrix;
1846                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1847                                 {
1848                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1849 #ifdef USETEXMATRIX
1850                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1851                                         m.texmatrix[1] = r_shadow_entitytolight;
1852 #else
1853                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1854                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1855 #endif
1856                                 }
1857                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1858                         }
1859                         // this final code is shared
1860                         R_Mesh_State(&m);
1861                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1862                         VectorScale(lightcolorbase, colorscale, color2);
1863                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1864                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1865                         {
1866                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1867                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1868                                 c_rt_lightmeshes++;
1869                                 c_rt_lighttris += surface->num_triangles;
1870                         }
1871                         GL_LockArrays(0, 0);
1872                 }
1873                 if (dodiffusebase)
1874                 {
1875                         GL_Color(1,1,1,1);
1876                         colorscale = r_shadow_rtlight->diffusescale;
1877                         // colorscale accounts for how much we multiply the brightness
1878                         // during combine.
1879                         //
1880                         // mult is how many times the final pass of the lighting will be
1881                         // performed to get more brightness than otherwise possible.
1882                         //
1883                         // Limit mult to 64 for sanity sake.
1884                         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1885                         {
1886                                 // 3/2 3D combine path (Geforce3, Radeon 8500)
1887                                 memset(&m, 0, sizeof(m));
1888                                 m.pointer_vertex = rsurface_vertex3f;
1889                                 m.tex[0] = R_GetTexture(normalmaptexture);
1890                                 m.texcombinergb[0] = GL_REPLACE;
1891                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1892                                 m.texmatrix[0] = texture->currenttexmatrix;
1893                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1894                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1895                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1896                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1897                                 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1898 #ifdef USETEXMATRIX
1899                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1900                                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1901 #else
1902                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1903                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1904 #endif
1905                                 R_Mesh_State(&m);
1906                                 GL_ColorMask(0,0,0,1);
1907                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1908                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1909                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1910                                 GL_LockArrays(0, 0);
1911                                 c_rt_lightmeshes++;
1912                                 c_rt_lighttris += surface->num_triangles;
1913
1914                                 memset(&m, 0, sizeof(m));
1915                                 m.pointer_vertex = rsurface_vertex3f;
1916                                 m.tex[0] = R_GetTexture(basetexture);
1917                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1918                                 m.texmatrix[0] = texture->currenttexmatrix;
1919                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1920                                 {
1921                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1922 #ifdef USETEXMATRIX
1923                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1924                                         m.texmatrix[1] = r_shadow_entitytolight;
1925 #else
1926                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1927                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1928 #endif
1929                                 }
1930                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1931                         }
1932                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
1933                         {
1934                                 // 1/2/2 3D combine path (original Radeon)
1935                                 memset(&m, 0, sizeof(m));
1936                                 m.pointer_vertex = rsurface_vertex3f;
1937                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1938 #ifdef USETEXMATRIX
1939                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1940                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1941 #else
1942                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1943                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1944 #endif
1945                                 R_Mesh_State(&m);
1946                                 GL_ColorMask(0,0,0,1);
1947                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1948                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1949                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1950                                 GL_LockArrays(0, 0);
1951                                 c_rt_lightmeshes++;
1952                                 c_rt_lighttris += surface->num_triangles;
1953
1954                                 memset(&m, 0, sizeof(m));
1955                                 m.pointer_vertex = rsurface_vertex3f;
1956                                 m.tex[0] = R_GetTexture(normalmaptexture);
1957                                 m.texcombinergb[0] = GL_REPLACE;
1958                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1959                                 m.texmatrix[0] = texture->currenttexmatrix;
1960                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1961                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1962                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1963                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1964                                 R_Mesh_State(&m);
1965                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1966                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1967                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1968                                 GL_LockArrays(0, 0);
1969                                 c_rt_lightmeshes++;
1970                                 c_rt_lighttris += surface->num_triangles;
1971
1972                                 memset(&m, 0, sizeof(m));
1973                                 m.pointer_vertex = rsurface_vertex3f;
1974                                 m.tex[0] = R_GetTexture(basetexture);
1975                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1976                                 m.texmatrix[0] = texture->currenttexmatrix;
1977                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1978                                 {
1979                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1980 #ifdef USETEXMATRIX
1981                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1982                                         m.texmatrix[1] = r_shadow_entitytolight;
1983 #else
1984                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1985                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1986 #endif
1987                                 }
1988                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1989                         }
1990                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
1991                         {
1992                                 // 2/2 3D combine path (original Radeon)
1993                                 memset(&m, 0, sizeof(m));
1994                                 m.pointer_vertex = rsurface_vertex3f;
1995                                 m.tex[0] = R_GetTexture(normalmaptexture);
1996                                 m.texcombinergb[0] = GL_REPLACE;
1997                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1998                                 m.texmatrix[0] = texture->currenttexmatrix;
1999                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2000                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2001                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2002                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2003                                 R_Mesh_State(&m);
2004                                 GL_ColorMask(0,0,0,1);
2005                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2006                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2007                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2008                                 GL_LockArrays(0, 0);
2009                                 c_rt_lightmeshes++;
2010                                 c_rt_lighttris += surface->num_triangles;
2011
2012                                 memset(&m, 0, sizeof(m));
2013                                 m.pointer_vertex = rsurface_vertex3f;
2014                                 m.tex[0] = R_GetTexture(basetexture);
2015                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2016                                 m.texmatrix[0] = texture->currenttexmatrix;
2017                                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2018 #ifdef USETEXMATRIX
2019                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2020                                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2021 #else
2022                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2023                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2024 #endif
2025                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2026                         }
2027                         else if (r_textureunits.integer >= 4)
2028                         {
2029                                 // 4/2 2D combine path (Geforce3, Radeon 8500)
2030                                 memset(&m, 0, sizeof(m));
2031                                 m.pointer_vertex = rsurface_vertex3f;
2032                                 m.tex[0] = R_GetTexture(normalmaptexture);
2033                                 m.texcombinergb[0] = GL_REPLACE;
2034                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2035                                 m.texmatrix[0] = texture->currenttexmatrix;
2036                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2037                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2038                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2039                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2040                                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2041 #ifdef USETEXMATRIX
2042                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2043                                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2044 #else
2045                                 m.pointer_texcoord[2] = varray_texcoord2f[2];
2046                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2047 #endif
2048                                 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2049 #ifdef USETEXMATRIX
2050                                 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2051                                 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2052 #else
2053                                 m.pointer_texcoord[3] = varray_texcoord2f[3];
2054                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2055 #endif
2056                                 R_Mesh_State(&m);
2057                                 GL_ColorMask(0,0,0,1);
2058                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2059                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2060                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2061                                 GL_LockArrays(0, 0);
2062                                 c_rt_lightmeshes++;
2063                                 c_rt_lighttris += surface->num_triangles;
2064
2065                                 memset(&m, 0, sizeof(m));
2066                                 m.pointer_vertex = rsurface_vertex3f;
2067                                 m.tex[0] = R_GetTexture(basetexture);
2068                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2069                                 m.texmatrix[0] = texture->currenttexmatrix;
2070                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2071                                 {
2072                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2073 #ifdef USETEXMATRIX
2074                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2075                                         m.texmatrix[1] = r_shadow_entitytolight;
2076 #else
2077                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2078                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2079 #endif
2080                                 }
2081                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2082                         }
2083                         else
2084                         {
2085                                 // 2/2/2 2D combine path (any dot3 card)
2086                                 memset(&m, 0, sizeof(m));
2087                                 m.pointer_vertex = rsurface_vertex3f;
2088                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2089 #ifdef USETEXMATRIX
2090                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2091                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2092 #else
2093                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2094                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2095 #endif
2096                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2097 #ifdef USETEXMATRIX
2098                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2099                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2100 #else
2101                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2102                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2103 #endif
2104                                 R_Mesh_State(&m);
2105                                 GL_ColorMask(0,0,0,1);
2106                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2107                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2108                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2109                                 GL_LockArrays(0, 0);
2110                                 c_rt_lightmeshes++;
2111                                 c_rt_lighttris += surface->num_triangles;
2112
2113                                 memset(&m, 0, sizeof(m));
2114                                 m.pointer_vertex = rsurface_vertex3f;
2115                                 m.tex[0] = R_GetTexture(normalmaptexture);
2116                                 m.texcombinergb[0] = GL_REPLACE;
2117                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2118                                 m.texmatrix[0] = texture->currenttexmatrix;
2119                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2120                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2121                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2122                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2123                                 R_Mesh_State(&m);
2124                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2125                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2126                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2127                                 GL_LockArrays(0, 0);
2128                                 c_rt_lightmeshes++;
2129                                 c_rt_lighttris += surface->num_triangles;
2130
2131                                 memset(&m, 0, sizeof(m));
2132                                 m.pointer_vertex = rsurface_vertex3f;
2133                                 m.tex[0] = R_GetTexture(basetexture);
2134                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2135                                 m.texmatrix[0] = texture->currenttexmatrix;
2136                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2137                                 {
2138                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2139 #ifdef USETEXMATRIX
2140                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2141                                         m.texmatrix[1] = r_shadow_entitytolight;
2142 #else
2143                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2144                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2145 #endif
2146                                 }
2147                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2148                         }
2149                         // this final code is shared
2150                         R_Mesh_State(&m);
2151                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2152                         VectorScale(lightcolorbase, colorscale, color2);
2153                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2154                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2155                         {
2156                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2157                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2158                                 c_rt_lightmeshes++;
2159                                 c_rt_lighttris += surface->num_triangles;
2160                         }
2161                         GL_LockArrays(0, 0);
2162                 }
2163                 if (dospecular)
2164                 {
2165                         // FIXME: detect blendsquare!
2166                         //if (gl_support_blendsquare)
2167                         {
2168                                 colorscale = specularscale;
2169                                 GL_Color(1,1,1,1);
2170                                 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2171                                 {
2172                                         // 2/0/0/1/2 3D combine blendsquare path
2173                                         memset(&m, 0, sizeof(m));
2174                                         m.pointer_vertex = rsurface_vertex3f;
2175                                         m.tex[0] = R_GetTexture(normalmaptexture);
2176                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2177                                         m.texmatrix[0] = texture->currenttexmatrix;
2178                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2179                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2180                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2181                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2182                                         R_Mesh_State(&m);
2183                                         GL_ColorMask(0,0,0,1);
2184                                         // this squares the result
2185                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2186                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2187                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2188                                         GL_LockArrays(0, 0);
2189                                         c_rt_lightmeshes++;
2190                                         c_rt_lighttris += surface->num_triangles;
2191
2192                                         memset(&m, 0, sizeof(m));
2193                                         m.pointer_vertex = rsurface_vertex3f;
2194                                         R_Mesh_State(&m);
2195                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2196                                         // square alpha in framebuffer a few times to make it shiny
2197                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2198                                         // these comments are a test run through this math for intensity 0.5
2199                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2200                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2201                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2202                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2203                                         c_rt_lightmeshes++;
2204                                         c_rt_lighttris += surface->num_triangles;
2205                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2206                                         c_rt_lightmeshes++;
2207                                         c_rt_lighttris += surface->num_triangles;
2208                                         GL_LockArrays(0, 0);
2209
2210                                         memset(&m, 0, sizeof(m));
2211                                         m.pointer_vertex = rsurface_vertex3f;
2212                                         m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2213 #ifdef USETEXMATRIX
2214                                         m.pointer_texcoord3f[0] = rsurface_vertex3f;
2215                                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2216 #else
2217                                         m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2218                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2219 #endif
2220                                         R_Mesh_State(&m);
2221                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2222                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2223                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2224                                         GL_LockArrays(0, 0);
2225                                         c_rt_lightmeshes++;
2226                                         c_rt_lighttris += surface->num_triangles;
2227
2228                                         memset(&m, 0, sizeof(m));
2229                                         m.pointer_vertex = rsurface_vertex3f;
2230                                         m.tex[0] = R_GetTexture(glosstexture);
2231                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2232                                         m.texmatrix[0] = texture->currenttexmatrix;
2233                                         if (r_shadow_lightcubemap != r_texture_whitecube)
2234                                         {
2235                                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2236 #ifdef USETEXMATRIX
2237                                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2238                                                 m.texmatrix[1] = r_shadow_entitytolight;
2239 #else
2240                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2241                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2242 #endif
2243                                         }
2244                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2245                                 }
2246                                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2247                                 {
2248                                         // 2/0/0/2 3D combine blendsquare path
2249                                         memset(&m, 0, sizeof(m));
2250                                         m.pointer_vertex = rsurface_vertex3f;
2251                                         m.tex[0] = R_GetTexture(normalmaptexture);
2252                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2253                                         m.texmatrix[0] = texture->currenttexmatrix;
2254                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2255                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2256                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2257                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2258                                         R_Mesh_State(&m);
2259                                         GL_ColorMask(0,0,0,1);
2260                                         // this squares the result
2261                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2262                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2263                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2264                                         GL_LockArrays(0, 0);
2265                                         c_rt_lightmeshes++;
2266                                         c_rt_lighttris += surface->num_triangles;
2267
2268                                         memset(&m, 0, sizeof(m));
2269                                         m.pointer_vertex = rsurface_vertex3f;
2270                                         R_Mesh_State(&m);
2271                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2272                                         // square alpha in framebuffer a few times to make it shiny
2273                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2274                                         // these comments are a test run through this math for intensity 0.5
2275                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2276                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2277                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2278                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2279                                         c_rt_lightmeshes++;
2280                                         c_rt_lighttris += surface->num_triangles;
2281                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2282                                         c_rt_lightmeshes++;
2283                                         c_rt_lighttris += surface->num_triangles;
2284                                         GL_LockArrays(0, 0);
2285
2286                                         memset(&m, 0, sizeof(m));
2287                                         m.pointer_vertex = rsurface_vertex3f;
2288                                         m.tex[0] = R_GetTexture(glosstexture);
2289                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2290                                         m.texmatrix[0] = texture->currenttexmatrix;
2291                                         m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2292 #ifdef USETEXMATRIX
2293                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2294                                         m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2295 #else
2296                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2297                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2298 #endif
2299                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2300                                 }
2301                                 else
2302                                 {
2303                                         // 2/0/0/2/2 2D combine blendsquare path
2304                                         memset(&m, 0, sizeof(m));
2305                                         m.pointer_vertex = rsurface_vertex3f;
2306                                         m.tex[0] = R_GetTexture(normalmaptexture);
2307                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2308                                         m.texmatrix[0] = texture->currenttexmatrix;
2309                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2310                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2311                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2312                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2313                                         R_Mesh_State(&m);
2314                                         GL_ColorMask(0,0,0,1);
2315                                         // this squares the result
2316                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2317                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2318                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2319                                         GL_LockArrays(0, 0);
2320                                         c_rt_lightmeshes++;
2321                                         c_rt_lighttris += surface->num_triangles;
2322
2323                                         memset(&m, 0, sizeof(m));
2324                                         m.pointer_vertex = rsurface_vertex3f;
2325                                         R_Mesh_State(&m);
2326                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2327                                         // square alpha in framebuffer a few times to make it shiny
2328                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2329                                         // these comments are a test run through this math for intensity 0.5
2330                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2331                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2332                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2333                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2334                                         c_rt_lightmeshes++;
2335                                         c_rt_lighttris += surface->num_triangles;
2336                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2337                                         c_rt_lightmeshes++;
2338                                         c_rt_lighttris += surface->num_triangles;
2339                                         GL_LockArrays(0, 0);
2340
2341                                         memset(&m, 0, sizeof(m));
2342                                         m.pointer_vertex = rsurface_vertex3f;
2343                                         m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2344 #ifdef USETEXMATRIX
2345                                         m.pointer_texcoord3f[0] = rsurface_vertex3f;
2346                                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2347 #else
2348                                         m.pointer_texcoord[0] = varray_texcoord2f[0];
2349                                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2350 #endif
2351                                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2352 #ifdef USETEXMATRIX
2353                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2354                                         m.texmatrix[1] = r_shadow_entitytoattenuationz;
2355 #else
2356                                         m.pointer_texcoord[1] = varray_texcoord2f[1];
2357                                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2358 #endif
2359                                         R_Mesh_State(&m);
2360                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2361                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2362                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2363                                         GL_LockArrays(0, 0);
2364                                         c_rt_lightmeshes++;
2365                                         c_rt_lighttris += surface->num_triangles;
2366
2367                                         memset(&m, 0, sizeof(m));
2368                                         m.pointer_vertex = rsurface_vertex3f;
2369                                         m.tex[0] = R_GetTexture(glosstexture);
2370                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2371                                         m.texmatrix[0] = texture->currenttexmatrix;
2372                                         if (r_shadow_lightcubemap != r_texture_whitecube)
2373                                         {
2374                                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2375 #ifdef USETEXMATRIX
2376                                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2377                                                 m.texmatrix[1] = r_shadow_entitytolight;
2378 #else
2379                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2380                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2381 #endif
2382                                         }
2383                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2384                                 }
2385                                 R_Mesh_State(&m);
2386                                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2387                                 VectorScale(lightcolorbase, colorscale, color2);
2388                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2389                                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2390                                 {
2391                                         GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2392                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2393                                         c_rt_lightmeshes++;
2394                                         c_rt_lighttris += surface->num_triangles;
2395                                 }
2396                                 GL_LockArrays(0, 0);
2397                         }
2398                 }
2399         }
2400 }
2401
2402 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
2403 {
2404         int surfacelistindex;
2405         int renders;
2406         float ambientcolor2[3], diffusecolor2[3];
2407         rmeshstate_t m;
2408         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2409         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2410         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2411         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2412         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2413         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2414         //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
2415         // TODO: add direct pants/shirt rendering
2416         if (doambientpants || dodiffusepants)
2417                 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
2418         if (doambientshirt || dodiffuseshirt)
2419                 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
2420         if (!doambientbase && !dodiffusebase)
2421                 return;
2422         VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2);
2423         VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2);
2424         GL_BlendFunc(GL_ONE, GL_ONE);
2425         memset(&m, 0, sizeof(m));
2426         m.tex[0] = R_GetTexture(basetexture);
2427         if (r_textureunits.integer >= 2)
2428         {
2429                 // voodoo2
2430                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2431 #ifdef USETEXMATRIX
2432                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2433 #else
2434                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2435                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2436 #endif
2437                 if (r_textureunits.integer >= 3)
2438                 {
2439                         // Geforce3/Radeon class but not using dot3
2440                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2441 #ifdef USETEXMATRIX
2442                         m.texmatrix[2] = r_shadow_entitytoattenuationz;
2443 #else
2444                         m.pointer_texcoord[2] = varray_texcoord2f[2];
2445                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2446 #endif
2447                 }
2448         }
2449         m.pointer_color = varray_color4f;
2450         R_Mesh_State(&m);
2451         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2452         {
2453                 const msurface_t *surface = surfacelist[surfacelistindex];
2454                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2455                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
2456                 if (!rsurface_svector3f)
2457                 {
2458                         rsurface_svector3f = varray_svector3f;
2459                         rsurface_tvector3f = varray_tvector3f;
2460                         rsurface_normal3f = varray_normal3f;
2461                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2462                 }
2463                 // OpenGL 1.1 path (anything)
2464                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2465                 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2466                 if (r_textureunits.integer >= 2)
2467                 {
2468                         // voodoo2 or TNT
2469 #ifdef USETEXMATRIX
2470                         R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2471 #else
2472                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2473 #endif
2474                         if (r_textureunits.integer >= 3)
2475                         {
2476                                 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2477 #ifdef USETEXMATRIX
2478                                 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2479 #else
2480                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2481 #endif
2482                         }
2483                 }
2484                 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2485                 {
2486                         if (r_textureunits.integer >= 3)
2487                                 R_Shadow_VertexShading(surface, diffusecolor2, ambientcolor2, renders);
2488                         else if (r_textureunits.integer >= 2)
2489                                 R_Shadow_VertexShadingWithZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
2490                         else
2491                                 R_Shadow_VertexShadingWithXYZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
2492                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2493                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2494                         GL_LockArrays(0, 0);
2495                         c_rt_lightmeshes++;
2496                         c_rt_lighttris += surface->num_triangles;
2497                 }
2498         }
2499 }
2500
2501 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
2502 {
2503         // FIXME: support MATERIALFLAG_NODEPTHTEST
2504         switch (r_shadowstage)
2505         {
2506         case R_SHADOWSTAGE_VISIBLELIGHTING:
2507                 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2508                 break;
2509         case R_SHADOWSTAGE_LIGHT_GLSL:
2510                 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2511                 break;
2512         case R_SHADOWSTAGE_LIGHT_DOT3:
2513                 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2514                 break;
2515         case R_SHADOWSTAGE_LIGHT_VERTEX:
2516                 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2517                 break;
2518         default:
2519                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadowstage %i\n", r_shadowstage);
2520                 break;
2521         }
2522 }
2523
2524 void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
2525 {
2526         int j, k;
2527         float scale;
2528         R_RTLight_Uncompile(rtlight);
2529         memset(rtlight, 0, sizeof(*rtlight));
2530
2531         VectorCopy(light->origin, rtlight->shadoworigin);
2532         VectorCopy(light->color, rtlight->color);
2533         rtlight->radius = light->radius;
2534         //rtlight->cullradius = rtlight->radius;
2535         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2536         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2537         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2538         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2539         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2540         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2541         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2542         rtlight->cubemapname[0] = 0;
2543         if (light->cubemapname[0])
2544                 strcpy(rtlight->cubemapname, light->cubemapname);
2545         else if (light->cubemapnum > 0)
2546                 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2547         rtlight->shadow = light->shadow;
2548         rtlight->corona = light->corona;
2549         rtlight->style = light->style;
2550         rtlight->isstatic = isstatic;
2551         rtlight->coronasizescale = light->coronasizescale;
2552         rtlight->ambientscale = light->ambientscale;
2553         rtlight->diffusescale = light->diffusescale;
2554         rtlight->specularscale = light->specularscale;
2555         rtlight->flags = light->flags;
2556         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2557         // ConcatScale won't work here because this needs to scale rotate and
2558         // translate, not just rotate
2559         scale = 1.0f / rtlight->radius;
2560         for (k = 0;k < 3;k++)
2561                 for (j = 0;j < 4;j++)
2562                         rtlight->matrix_worldtolight.m[k][j] *= scale;
2563
2564         rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2565         rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2566         VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2567         rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2568 }
2569
2570 // compiles rtlight geometry
2571 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2572 void R_RTLight_Compile(rtlight_t *rtlight)
2573 {
2574         int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2575         entity_render_t *ent = r_refdef.worldentity;
2576         model_t *model = r_refdef.worldmodel;
2577         qbyte *data;
2578
2579         // compile the light
2580         rtlight->compiled = true;
2581         rtlight->static_numleafs = 0;
2582         rtlight->static_numleafpvsbytes = 0;
2583         rtlight->static_leaflist = NULL;
2584         rtlight->static_leafpvs = NULL;
2585         rtlight->static_numsurfaces = 0;
2586         rtlight->static_surfacelist = NULL;
2587         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2588         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2589         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2590         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2591         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2592         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2593
2594         if (model && model->GetLightInfo)
2595         {
2596                 // this variable must be set for the CompileShadowVolume code
2597                 r_shadow_compilingrtlight = rtlight;
2598                 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2599                 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2600                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2601                 data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2602                 rtlight->static_numleafs = numleafs;
2603                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2604                 rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs;
2605                 rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes;
2606                 rtlight->static_numsurfaces = numsurfaces;
2607                 rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces;
2608                 if (numleafs)
2609                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2610                 if (numleafpvsbytes)
2611                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2612                 if (numsurfaces)
2613                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2614                 if (model->CompileShadowVolume && rtlight->shadow)
2615                         model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2616                 // now we're done compiling the rtlight
2617                 r_shadow_compilingrtlight = NULL;
2618         }
2619
2620
2621         // use smallest available cullradius - box radius or light radius
2622         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2623         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2624
2625         shadowmeshes = 0;
2626         shadowtris = 0;
2627         if (rtlight->static_meshchain_shadow)
2628         {
2629                 shadowmesh_t *mesh;
2630                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2631                 {
2632                         shadowmeshes++;
2633                         shadowtris += mesh->numtriangles;
2634                 }
2635         }
2636
2637         Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2638 }
2639
2640 void R_RTLight_Uncompile(rtlight_t *rtlight)
2641 {
2642         if (rtlight->compiled)
2643         {
2644                 if (rtlight->static_meshchain_shadow)
2645                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2646                 rtlight->static_meshchain_shadow = NULL;
2647                 // these allocations are grouped
2648                 if (rtlight->static_leaflist)
2649                         Mem_Free(rtlight->static_leaflist);
2650                 rtlight->static_numleafs = 0;
2651                 rtlight->static_numleafpvsbytes = 0;
2652                 rtlight->static_leaflist = NULL;
2653                 rtlight->static_leafpvs = NULL;
2654                 rtlight->static_numsurfaces = 0;
2655                 rtlight->static_surfacelist = NULL;
2656                 rtlight->compiled = false;
2657         }
2658 }
2659
2660 void R_Shadow_UncompileWorldLights(void)
2661 {
2662         dlight_t *light;
2663         for (light = r_shadow_worldlightchain;light;light = light->next)
2664                 R_RTLight_Uncompile(&light->rtlight);
2665 }
2666
2667 void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2668 {
2669         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2670         vec_t relativeshadowradius;
2671         if (ent == r_refdef.worldentity)
2672         {
2673                 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2674                 {
2675                         shadowmesh_t *mesh;
2676                         R_Mesh_Matrix(&ent->matrix);
2677                         for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2678                         {
2679                                 R_Mesh_VertexPointer(mesh->vertex3f);
2680                                 GL_LockArrays(0, mesh->numverts);
2681                                 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
2682                                 {
2683                                         // decrement stencil if backface is behind depthbuffer
2684                                         qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2685                                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2686                                         R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2687                                         c_rtcached_shadowmeshes++;
2688                                         c_rtcached_shadowtris += mesh->numtriangles;
2689                                         // increment stencil if frontface is behind depthbuffer
2690                                         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2691                                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2692                                 }
2693                                 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2694                                 c_rtcached_shadowmeshes++;
2695                                 c_rtcached_shadowtris += mesh->numtriangles;
2696                                 GL_LockArrays(0, 0);
2697                         }
2698                 }
2699                 else if (numsurfaces)
2700                 {
2701                         R_Mesh_Matrix(&ent->matrix);
2702                         ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
2703                 }
2704         }
2705         else
2706         {
2707                 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin);
2708                 relativeshadowradius = rtlight->radius / ent->scale;
2709                 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2710                 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2711                 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2712                 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2713                 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2714                 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2715                 R_Mesh_Matrix(&ent->matrix);
2716                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2717         }
2718 }
2719
2720 void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist)
2721 {
2722         // set up properties for rendering light onto this entity
2723         r_shadow_entitylightcolorbase[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
2724         r_shadow_entitylightcolorbase[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
2725         r_shadow_entitylightcolorbase[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
2726         r_shadow_entitylightcolorpants[0] = lightcolor[0] * ent->colormap_pantscolor[0] * ent->alpha;
2727         r_shadow_entitylightcolorpants[1] = lightcolor[1] * ent->colormap_pantscolor[1] * ent->alpha;
2728         r_shadow_entitylightcolorpants[2] = lightcolor[2] * ent->colormap_pantscolor[2] * ent->alpha;
2729         r_shadow_entitylightcolorshirt[0] = lightcolor[0] * ent->colormap_shirtcolor[0] * ent->alpha;
2730         r_shadow_entitylightcolorshirt[1] = lightcolor[1] * ent->colormap_shirtcolor[1] * ent->alpha;
2731         r_shadow_entitylightcolorshirt[2] = lightcolor[2] * ent->colormap_shirtcolor[2] * ent->alpha;
2732         Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
2733         Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2734         Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2735         Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, r_shadow_entitylightorigin);
2736         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2737         R_Mesh_Matrix(&ent->matrix);
2738         if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
2739         {
2740                 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_lightcubemap));
2741                 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2742                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
2743                 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
2744                 {
2745                         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
2746                 }
2747         }
2748         if (ent == r_refdef.worldentity)
2749                 ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, numsurfaces, surfacelist);
2750         else
2751                 ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, ent->model->nummodelsurfaces, ent->model->surfacelist);
2752 }
2753
2754 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2755 {
2756         int i, usestencil;
2757         float f;
2758         vec3_t lightcolor;
2759         int numleafs, numsurfaces;
2760         int *leaflist, *surfacelist;
2761         qbyte *leafpvs;
2762         int numlightentities;
2763         int numshadowentities;
2764         entity_render_t *lightentities[MAX_EDICTS];
2765         entity_render_t *shadowentities[MAX_EDICTS];
2766
2767         // skip lights that don't light (corona only lights)
2768         if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f))
2769                 return;
2770
2771         f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2772         VectorScale(rtlight->color, f, lightcolor);
2773         if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
2774                 return;
2775         /*
2776         if (rtlight->selected)
2777         {
2778                 f = 2 + sin(realtime * M_PI * 4.0);
2779                 VectorScale(lightcolor, f, lightcolor);
2780         }
2781         */
2782
2783         // loading is done before visibility checks because loading should happen
2784         // all at once at the start of a level, not when it stalls gameplay.
2785         // (especially important to benchmarks)
2786         // compile light
2787         if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2788                 R_RTLight_Compile(rtlight);
2789         // load cubemap
2790         r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2791
2792         // if the light box is offscreen, skip it
2793         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2794                 return;
2795
2796         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2797         {
2798                 // compiled light, world available and can receive realtime lighting
2799                 // retrieve leaf information
2800                 numleafs = rtlight->static_numleafs;
2801                 leaflist = rtlight->static_leaflist;
2802                 leafpvs = rtlight->static_leafpvs;
2803                 numsurfaces = rtlight->static_numsurfaces;
2804                 surfacelist = rtlight->static_surfacelist;
2805         }
2806         else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2807         {
2808                 // dynamic light, world available and can receive realtime lighting
2809                 // calculate lit surfaces and leafs
2810                 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2811                 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2812                 leaflist = r_shadow_buffer_leaflist;
2813                 leafpvs = r_shadow_buffer_leafpvs;
2814                 surfacelist = r_shadow_buffer_surfacelist;
2815                 // if the reduced leaf bounds are offscreen, skip it
2816                 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2817                         return;
2818         }
2819         else
2820         {
2821                 // no world
2822                 numleafs = 0;
2823                 leaflist = NULL;
2824                 leafpvs = NULL;
2825                 numsurfaces = 0;
2826                 surfacelist = NULL;
2827         }
2828         // check if light is illuminating any visible leafs
2829         if (numleafs)
2830         {
2831                 for (i = 0;i < numleafs;i++)
2832                         if (r_worldleafvisible[leaflist[i]])
2833                                 break;
2834                 if (i == numleafs)
2835                         return;
2836         }
2837         // set up a scissor rectangle for this light
2838         if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2839                 return;
2840
2841         numlightentities = 0;
2842         if (numsurfaces)
2843                 lightentities[numlightentities++] = r_refdef.worldentity;
2844         numshadowentities = 0;
2845         if (numsurfaces)
2846                 shadowentities[numshadowentities++] = r_refdef.worldentity;
2847         if (r_drawentities.integer)
2848         {
2849                 for (i = 0;i < r_refdef.numentities;i++)
2850                 {
2851                         entity_render_t *ent = r_refdef.entities[i];
2852                         if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2853                          && ent->model
2854                          && !(ent->flags & RENDER_TRANSPARENT)
2855                          && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2856                         {
2857                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2858                                 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2859                                         shadowentities[numshadowentities++] = ent;
2860                                 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2861                                         lightentities[numlightentities++] = ent;
2862                         }
2863                 }
2864         }
2865
2866         // return if there's nothing at all to light
2867         if (!numlightentities)
2868                 return;
2869
2870         R_Shadow_Stage_ActiveLight(rtlight);
2871         c_rt_lights++;
2872
2873         usestencil = false;
2874         if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2875         {
2876                 usestencil = true;
2877                 R_Shadow_Stage_StencilShadowVolumes();
2878                 for (i = 0;i < numshadowentities;i++)
2879                         R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2880         }
2881
2882         if (numlightentities && !visible)
2883         {
2884                 R_Shadow_Stage_Lighting(usestencil);
2885                 for (i = 0;i < numlightentities;i++)
2886                         R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2887         }
2888
2889         if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2890         {
2891                 R_Shadow_Stage_VisibleShadowVolumes();
2892                 for (i = 0;i < numshadowentities;i++)
2893                         R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2894         }
2895
2896         if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
2897         {
2898                 R_Shadow_Stage_VisibleLighting(usestencil);
2899                 for (i = 0;i < numlightentities;i++)
2900                         R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2901         }
2902 }
2903
2904 void R_ShadowVolumeLighting(qboolean visible)
2905 {
2906         int lnum, flag;
2907         dlight_t *light;
2908
2909         if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2910                 R_Shadow_EditLights_Reload_f();
2911
2912         R_Shadow_Stage_Begin();
2913
2914         flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2915         if (r_shadow_debuglight.integer >= 0)
2916         {
2917                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2918                         if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2919                                 R_DrawRTLight(&light->rtlight, visible);
2920         }
2921         else
2922                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2923                         if (light->flags & flag)
2924                                 R_DrawRTLight(&light->rtlight, visible);
2925         if (r_rtdlight)
2926                 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
2927                         R_DrawRTLight(&light->rtlight, visible);
2928
2929         R_Shadow_Stage_End();
2930 }
2931
2932 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2933 typedef struct suffixinfo_s
2934 {
2935         char *suffix;
2936         qboolean flipx, flipy, flipdiagonal;
2937 }
2938 suffixinfo_t;
2939 static suffixinfo_t suffix[3][6] =
2940 {
2941         {
2942                 {"px",   false, false, false},
2943                 {"nx",   false, false, false},
2944                 {"py",   false, false, false},
2945                 {"ny",   false, false, false},
2946                 {"pz",   false, false, false},
2947                 {"nz",   false, false, false}
2948         },
2949         {
2950                 {"posx", false, false, false},
2951                 {"negx", false, false, false},
2952                 {"posy", false, false, false},
2953                 {"negy", false, false, false},
2954                 {"posz", false, false, false},
2955                 {"negz", false, false, false}
2956         },
2957         {
2958                 {"rt",    true, false,  true},
2959                 {"lf",   false,  true,  true},
2960                 {"ft",    true,  true, false},
2961                 {"bk",   false, false, false},
2962                 {"up",    true, false,  true},
2963                 {"dn",    true, false,  true}
2964         }
2965 };
2966
2967 static int componentorder[4] = {0, 1, 2, 3};
2968
2969 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2970 {
2971         int i, j, cubemapsize;
2972         qbyte *cubemappixels, *image_rgba;
2973         rtexture_t *cubemaptexture;
2974         char name[256];
2975         // must start 0 so the first loadimagepixels has no requested width/height
2976         cubemapsize = 0;
2977         cubemappixels = NULL;
2978         cubemaptexture = NULL;
2979         // keep trying different suffix groups (posx, px, rt) until one loads
2980         for (j = 0;j < 3 && !cubemappixels;j++)
2981         {
2982                 // load the 6 images in the suffix group
2983                 for (i = 0;i < 6;i++)
2984                 {
2985                         // generate an image name based on the base and and suffix
2986                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2987                         // load it
2988                         if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2989                         {
2990                                 // an image loaded, make sure width and height are equal
2991                                 if (image_width == image_height)
2992                                 {
2993                                         // if this is the first image to load successfully, allocate the cubemap memory
2994                                         if (!cubemappixels && image_width >= 1)
2995                                         {
2996                                                 cubemapsize = image_width;
2997                                                 // note this clears to black, so unavailable sides are black
2998                                                 cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2999                                         }
3000                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3001                                         if (cubemappixels)
3002                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3003                                 }
3004                                 else
3005                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3006                                 // free the image
3007                                 Mem_Free(image_rgba);
3008                         }
3009                 }
3010         }
3011         // if a cubemap loaded, upload it
3012         if (cubemappixels)
3013         {
3014                 if (!r_shadow_filters_texturepool)
3015                         r_shadow_filters_texturepool = R_AllocTexturePool();
3016                 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
3017                 Mem_Free(cubemappixels);
3018         }
3019         else
3020         {
3021                 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
3022                 for (j = 0;j < 3;j++)
3023                         for (i = 0;i < 6;i++)
3024                                 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3025                 Con_Print(" and was unable to find any of them.\n");
3026         }
3027         return cubemaptexture;
3028 }
3029
3030 rtexture_t *R_Shadow_Cubemap(const char *basename)
3031 {
3032         int i;
3033         for (i = 0;i < numcubemaps;i++)
3034                 if (!strcasecmp(cubemaps[i].basename, basename))
3035                         return cubemaps[i].texture;
3036         if (i >= MAX_CUBEMAPS)
3037                 return r_texture_whitecube;
3038         numcubemaps++;
3039         strcpy(cubemaps[i].basename, basename);
3040         cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3041         if (!cubemaps[i].texture)
3042                 cubemaps[i].texture = r_texture_whitecube;
3043         return cubemaps[i].texture;
3044 }
3045
3046 void R_Shadow_FreeCubemaps(void)
3047 {
3048         numcubemaps = 0;
3049         R_FreeTexturePool(&r_shadow_filters_texturepool);
3050 }
3051
3052 dlight_t *R_Shadow_NewWorldLight(void)
3053 {
3054         dlight_t *light;
3055         light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3056         light->next = r_shadow_worldlightchain;
3057         r_shadow_worldlightchain = light;
3058         return light;
3059 }
3060
3061 void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
3062 {
3063         VectorCopy(origin, light->origin);
3064         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3065         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3066         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3067         light->color[0] = max(color[0], 0);
3068         light->color[1] = max(color[1], 0);
3069         light->color[2] = max(color[2], 0);
3070         light->radius = max(radius, 0);
3071         light->style = style;
3072         if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3073         {
3074                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3075                 light->style = 0;
3076         }
3077         light->shadow = shadowenable;
3078         light->corona = corona;
3079         if (!cubemapname)
3080                 cubemapname = "";
3081         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3082         light->coronasizescale = coronasizescale;
3083         light->ambientscale = ambientscale;
3084         light->diffusescale = diffusescale;
3085         light->specularscale = specularscale;
3086         light->flags = flags;
3087         Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3088
3089         R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
3090 }
3091
3092 void R_Shadow_FreeWorldLight(dlight_t *light)
3093 {
3094         dlight_t **lightpointer;
3095         R_RTLight_Uncompile(&light->rtlight);
3096         for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3097         if (*lightpointer != light)
3098                 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
3099         *lightpointer = light->next;
3100         Mem_Free(light);
3101 }
3102
3103 void R_Shadow_ClearWorldLights(void)
3104 {
3105         while (r_shadow_worldlightchain)
3106                 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3107         r_shadow_selectedlight = NULL;
3108         R_Shadow_FreeCubemaps();
3109 }
3110
3111 void R_Shadow_SelectLight(dlight_t *light)
3112 {
3113         if (r_shadow_selectedlight)
3114                 r_shadow_selectedlight->selected = false;
3115         r_shadow_selectedlight = light;
3116         if (r_shadow_selectedlight)
3117                 r_shadow_selectedlight->selected = true;
3118 }
3119
3120 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
3121 {
3122         float scale = r_editlights_cursorgrid.value * 0.5f;
3123         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3124 }
3125
3126 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
3127 {
3128         float intensity;
3129         const dlight_t *light;
3130         light = calldata1;
3131         intensity = 0.5;
3132         if (light->selected)
3133                 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3134         if (!light->shadow)
3135                 intensity *= 0.5f;
3136         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3137 }
3138
3139 void R_Shadow_DrawLightSprites(void)
3140 {
3141         int i;
3142         cachepic_t *pic;
3143         dlight_t *light;
3144
3145         for (i = 0;i < 5;i++)
3146         {
3147                 lighttextures[i] = NULL;
3148                 if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1), true)))
3149                         lighttextures[i] = pic->tex;
3150         }
3151
3152         for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3153                 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, i % 5);
3154         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
3155 }
3156
3157 void R_Shadow_SelectLightInView(void)
3158 {
3159         float bestrating, rating, temp[3];
3160         dlight_t *best, *light;
3161         best = NULL;
3162         bestrating = 0;
3163         for (light = r_shadow_worldlightchain;light;light = light->next)
3164         {
3165                 VectorSubtract(light->origin, r_vieworigin, temp);
3166                 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3167                 if (rating >= 0.95)
3168                 {
3169                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3170                         if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3171                         {
3172                                 bestrating = rating;
3173                                 best = light;
3174                         }
3175                 }
3176         }
3177         R_Shadow_SelectLight(best);
3178 }
3179
3180 void R_Shadow_LoadWorldLights(void)
3181 {
3182         int n, a, style, shadow, flags;
3183         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3184         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3185         if (r_refdef.worldmodel == NULL)
3186         {
3187                 Con_Print("No map loaded.\n");
3188                 return;
3189         }
3190         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3191         strlcat (name, ".rtlights", sizeof (name));
3192         lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3193         if (lightsstring)
3194         {
3195                 s = lightsstring;
3196                 n = 0;
3197                 while (*s)
3198                 {
3199                         t = s;
3200                         /*
3201                         shadow = true;
3202                         for (;COM_Parse(t, true) && strcmp(
3203                         if (COM_Parse(t, true))
3204                         {
3205                                 if (com_token[0] == '!')
3206                                 {
3207                                         shadow = false;
3208                                         origin[0] = atof(com_token+1);
3209                                 }
3210                                 else
3211                                         origin[0] = atof(com_token);
3212                                 if (Com_Parse(t
3213                         }
3214                         */
3215                         t = s;
3216                         while (*s && *s != '\n' && *s != '\r')
3217                                 s++;
3218                         if (!*s)
3219                                 break;
3220                         tempchar = *s;
3221                         shadow = true;
3222                         // check for modifier flags
3223                         if (*t == '!')
3224                         {
3225                                 shadow = false;
3226                                 t++;
3227                         }
3228                         *s = 0;
3229                         a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
3230                         *s = tempchar;
3231                         if (a < 18)
3232                                 flags = LIGHTFLAG_REALTIMEMODE;
3233                         if (a < 17)
3234                                 specularscale = 1;
3235                         if (a < 16)
3236                                 diffusescale = 1;
3237                         if (a < 15)
3238                                 ambientscale = 0;
3239                         if (a < 14)
3240                                 coronasizescale = 0.25f;
3241                         if (a < 13)
3242                                 VectorClear(angles);
3243                         if (a < 10)
3244                                 corona = 0;
3245                         if (a < 9 || !strcmp(cubemapname, "\"\""))
3246                                 cubemapname[0] = 0;
3247                         // remove quotes on cubemapname
3248                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3249                         {
3250                                 cubemapname[strlen(cubemapname)-1] = 0;
3251                                 strcpy(cubemapname, cubemapname + 1);
3252                         }
3253                         if (a < 8)
3254                         {
3255                                 Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
3256                                 break;
3257                         }
3258                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3259                         if (*s == '\r')
3260                                 s++;
3261                         if (*s == '\n')
3262                                 s++;
3263                         n++;
3264                 }
3265                 if (*s)
3266                         Con_Printf("invalid rtlights file \"%s\"\n", name);
3267                 Mem_Free(lightsstring);
3268         }
3269 }
3270
3271 void R_Shadow_SaveWorldLights(void)
3272 {
3273         dlight_t *light;
3274         size_t bufchars, bufmaxchars;
3275         char *buf, *oldbuf;
3276         char name[MAX_QPATH];
3277         char line[1024];
3278         if (!r_shadow_worldlightchain)
3279                 return;
3280         if (r_refdef.worldmodel == NULL)
3281         {
3282                 Con_Print("No map loaded.\n");
3283                 return;
3284         }
3285         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3286         strlcat (name, ".rtlights", sizeof (name));
3287         bufchars = bufmaxchars = 0;
3288         buf = NULL;
3289         for (light = r_shadow_worldlightchain;light;light = light->next)
3290         {
3291                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3292                         sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
3293                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3294                         sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
3295                 else
3296                         sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
3297                 if (bufchars + strlen(line) > bufmaxchars)
3298                 {
3299                         bufmaxchars = bufchars + strlen(line) + 2048;
3300                         oldbuf = buf;
3301                         buf = Mem_Alloc(tempmempool, bufmaxchars);
3302                         if (oldbuf)
3303                         {
3304                                 if (bufchars)
3305                                         memcpy(buf, oldbuf, bufchars);
3306                                 Mem_Free(oldbuf);
3307                         }
3308                 }
3309                 if (strlen(line))
3310                 {
3311                         memcpy(buf + bufchars, line, strlen(line));
3312                         bufchars += strlen(line);
3313                 }
3314         }
3315         if (bufchars)
3316                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3317         if (buf)
3318                 Mem_Free(buf);
3319 }
3320
3321 void R_Shadow_LoadLightsFile(void)
3322 {
3323         int n, a, style;
3324         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3325         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3326         if (r_refdef.worldmodel == NULL)
3327         {
3328                 Con_Print("No map loaded.\n");
3329                 return;
3330         }
3331         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3332         strlcat (name, ".lights", sizeof (name));
3333         lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3334         if (lightsstring)
3335         {
3336                 s = lightsstring;
3337                 n = 0;
3338                 while (*s)
3339                 {
3340                         t = s;
3341                         while (*s && *s != '\n' && *s != '\r')
3342                                 s++;
3343                         if (!*s)
3344                                 break;
3345                         tempchar = *s;
3346                         *s = 0;
3347                         a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style);
3348                         *s = tempchar;
3349                         if (a < 14)
3350                         {
3351                                 Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1);
3352                                 break;
3353                         }
3354                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3355                         radius = bound(15, radius, 4096);
3356                         VectorScale(color, (2.0f / (8388608.0f)), color);
3357                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3358                         if (*s == '\r')
3359                                 s++;
3360                         if (*s == '\n')
3361                                 s++;
3362                         n++;
3363                 }
3364                 if (*s)
3365                         Con_Printf("invalid lights file \"%s\"\n", name);
3366                 Mem_Free(lightsstring);
3367         }
3368 }
3369
3370 // tyrlite/hmap2 light types in the delay field
3371 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3372
3373 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3374 {
3375         int entnum, style, islight, skin, pflags, effects, type, n;
3376         char *entfiledata;
3377         const char *data;
3378         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3379         char key[256], value[1024];
3380
3381         if (r_refdef.worldmodel == NULL)
3382         {
3383                 Con_Print("No map loaded.\n");
3384                 return;
3385         }
3386         // try to load a .ent file first
3387         FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3388         strlcat (key, ".ent", sizeof (key));
3389         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true);
3390         // and if that is not found, fall back to the bsp file entity string
3391         if (!data)
3392                 data = r_refdef.worldmodel->brush.entities;
3393         if (!data)
3394                 return;
3395         for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3396         {
3397                 type = LIGHTTYPE_MINUSX;
3398                 origin[0] = origin[1] = origin[2] = 0;
3399                 originhack[0] = originhack[1] = originhack[2] = 0;
3400                 angles[0] = angles[1] = angles[2] = 0;
3401                 color[0] = color[1] = color[2] = 1;
3402                 light[0] = light[1] = light[2] = 1;light[3] = 300;
3403                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3404                 fadescale = 1;
3405                 lightscale = 1;
3406                 style = 0;
3407                 skin = 0;
3408                 pflags = 0;
3409                 effects = 0;
3410                 islight = false;
3411                 while (1)
3412                 {
3413                         if (!COM_ParseToken(&data, false))
3414                                 break; // error
3415                         if (com_token[0] == '}')
3416                                 break; // end of entity
3417                         if (com_token[0] == '_')
3418                                 strcpy(key, com_token + 1);
3419                         else
3420                                 strcpy(key, com_token);
3421                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
3422                                 key[strlen(key)-1] = 0;
3423                         if (!COM_ParseToken(&data, false))
3424                                 break; // error
3425                         strcpy(value, com_token);
3426
3427                         // now that we have the key pair worked out...
3428                         if (!strcmp("light", key))
3429                         {
3430                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3431                                 if (n == 1)
3432                                 {
3433                                         // quake
3434                                         light[0] = vec[0] * (1.0f / 256.0f);
3435                                         light[1] = vec[0] * (1.0f / 256.0f);
3436                                         light[2] = vec[0] * (1.0f / 256.0f);
3437                                         light[3] = vec[0];
3438                                 }
3439                                 else if (n == 4)
3440                                 {
3441                                         // halflife
3442                                         light[0] = vec[0] * (1.0f / 255.0f);
3443                                         light[1] = vec[1] * (1.0f / 255.0f);
3444                                         light[2] = vec[2] * (1.0f / 255.0f);
3445                                         light[3] = vec[3];
3446                                 }
3447                         }
3448                         else if (!strcmp("delay", key))
3449                                 type = atoi(value);
3450                         else if (!strcmp("origin", key))
3451                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3452                         else if (!strcmp("angle", key))
3453                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3454                         else if (!strcmp("angles", key))
3455                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3456                         else if (!strcmp("color", key))
3457                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3458                         else if (!strcmp("wait", key))
3459                                 fadescale = atof(value);
3460                         else if (!strcmp("classname", key))
3461                         {
3462                                 if (!strncmp(value, "light", 5))
3463                                 {
3464                                         islight = true;
3465                                         if (!strcmp(value, "light_fluoro"))
3466                                         {
3467                                                 originhack[0] = 0;
3468                                                 originhack[1] = 0;
3469                                                 originhack[2] = 0;
3470                                                 overridecolor[0] = 1;
3471                                                 overridecolor[1] = 1;
3472                                                 overridecolor[2] = 1;
3473                                         }
3474                                         if (!strcmp(value, "light_fluorospark"))
3475                                         {
3476                                                 originhack[0] = 0;
3477                                                 originhack[1] = 0;
3478                                                 originhack[2] = 0;
3479                                                 overridecolor[0] = 1;
3480                                                 overridecolor[1] = 1;
3481                                                 overridecolor[2] = 1;
3482                                         }
3483                                         if (!strcmp(value, "light_globe"))
3484                                         {
3485                                                 originhack[0] = 0;
3486                                                 originhack[1] = 0;
3487                                                 originhack[2] = 0;
3488                                                 overridecolor[0] = 1;
3489                                                 overridecolor[1] = 0.8;
3490                                                 overridecolor[2] = 0.4;
3491                                         }
3492                                         if (!strcmp(value, "light_flame_large_yellow"))
3493                                         {
3494                                                 originhack[0] = 0;
3495                                                 originhack[1] = 0;
3496                                                 originhack[2] = 0;
3497                                                 overridecolor[0] = 1;
3498                                                 overridecolor[1] = 0.5;
3499                                                 overridecolor[2] = 0.1;
3500                                         }
3501                                         if (!strcmp(value, "light_flame_small_yellow"))
3502                                         {
3503                                                 originhack[0] = 0;
3504                                                 originhack[1] = 0;
3505                                                 originhack[2] = 0;
3506                                                 overridecolor[0] = 1;
3507                                                 overridecolor[1] = 0.5;
3508                                                 overridecolor[2] = 0.1;
3509                                         }
3510                                         if (!strcmp(value, "light_torch_small_white"))
3511                                         {
3512                                                 originhack[0] = 0;
3513                                                 originhack[1] = 0;
3514                                                 originhack[2] = 0;
3515                                                 overridecolor[0] = 1;
3516                                                 overridecolor[1] = 0.5;
3517                                                 overridecolor[2] = 0.1;
3518                                         }
3519                                         if (!strcmp(value, "light_torch_small_walltorch"))
3520                                         {
3521                                                 originhack[0] = 0;
3522                                                 originhack[1] = 0;
3523                                                 originhack[2] = 0;
3524                                                 overridecolor[0] = 1;
3525                                                 overridecolor[1] = 0.5;
3526                                                 overridecolor[2] = 0.1;
3527                                         }
3528                                 }
3529                         }
3530                         else if (!strcmp("style", key))
3531                                 style = atoi(value);
3532                         else if (!strcmp("skin", key))
3533                                 skin = (int)atof(value);
3534                         else if (!strcmp("pflags", key))
3535                                 pflags = (int)atof(value);
3536                         else if (!strcmp("effects", key))
3537                                 effects = (int)atof(value);
3538                         else if (r_refdef.worldmodel->type == mod_brushq3)
3539                         {
3540                                 if (!strcmp("scale", key))
3541                                         lightscale = atof(value);
3542                                 if (!strcmp("fade", key))
3543                                         fadescale = atof(value);
3544                         }
3545                 }
3546                 if (!islight)
3547                         continue;
3548                 if (lightscale <= 0)
3549                         lightscale = 1;
3550                 if (fadescale <= 0)
3551                         fadescale = 1;
3552                 if (color[0] == color[1] && color[0] == color[2])
3553                 {
3554                         color[0] *= overridecolor[0];
3555                         color[1] *= overridecolor[1];
3556                         color[2] *= overridecolor[2];
3557                 }
3558                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3559                 color[0] = color[0] * light[0];
3560                 color[1] = color[1] * light[1];
3561                 color[2] = color[2] * light[2];
3562                 switch (type)
3563                 {
3564                 case LIGHTTYPE_MINUSX:
3565                         break;
3566                 case LIGHTTYPE_RECIPX:
3567                         radius *= 2;
3568                         VectorScale(color, (1.0f / 16.0f), color);
3569                         break;
3570                 case LIGHTTYPE_RECIPXX:
3571                         radius *= 2;
3572                         VectorScale(color, (1.0f / 16.0f), color);
3573                         break;
3574                 default:
3575                 case LIGHTTYPE_NONE:
3576                         break;
3577                 case LIGHTTYPE_SUN:
3578                         break;
3579                 case LIGHTTYPE_MINUSXX:
3580                         break;
3581                 }
3582                 VectorAdd(origin, originhack, origin);
3583                 if (radius >= 1)
3584                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3585         }
3586         if (entfiledata)
3587                 Mem_Free(entfiledata);
3588 }
3589
3590
3591 void R_Shadow_SetCursorLocationForView(void)
3592 {
3593         vec_t dist, push;
3594         vec3_t dest, endpos;
3595         trace_t trace;
3596         VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3597         trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3598         if (trace.fraction < 1)
3599         {
3600                 dist = trace.fraction * r_editlights_cursordistance.value;
3601                 push = r_editlights_cursorpushback.value;
3602                 if (push > dist)
3603                         push = dist;
3604                 push = -push;
3605                 VectorMA(trace.endpos, push, r_viewforward, endpos);
3606                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3607         }
3608         else
3609         {
3610                 VectorClear( endpos );
3611         }
3612         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3613         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3614         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3615 }
3616
3617 void R_Shadow_UpdateWorldLightSelection(void)
3618 {
3619         if (r_editlights.integer)
3620         {
3621                 R_Shadow_SetCursorLocationForView();
3622                 R_Shadow_SelectLightInView();
3623                 R_Shadow_DrawLightSprites();
3624         }
3625         else
3626                 R_Shadow_SelectLight(NULL);
3627 }
3628
3629 void R_Shadow_EditLights_Clear_f(void)
3630 {
3631         R_Shadow_ClearWorldLights();
3632 }
3633
3634 void R_Shadow_EditLights_Reload_f(void)
3635 {
3636         if (!r_refdef.worldmodel)
3637                 return;
3638         strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3639         R_Shadow_ClearWorldLights();
3640         R_Shadow_LoadWorldLights();
3641         if (r_shadow_worldlightchain == NULL)
3642         {
3643                 R_Shadow_LoadLightsFile();
3644                 if (r_shadow_worldlightchain == NULL)
3645                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3646         }
3647 }
3648
3649 void R_Shadow_EditLights_Save_f(void)
3650 {
3651         if (!r_refdef.worldmodel)
3652                 return;
3653         R_Shadow_SaveWorldLights();
3654 }
3655
3656 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3657 {
3658         R_Shadow_ClearWorldLights();
3659         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3660 }
3661
3662 void R_Shadow_EditLights_ImportLightsFile_f(void)
3663 {
3664         R_Shadow_ClearWorldLights();
3665         R_Shadow_LoadLightsFile();
3666 }
3667
3668 void R_Shadow_EditLights_Spawn_f(void)
3669 {
3670         vec3_t color;
3671         if (!r_editlights.integer)
3672         {
3673                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3674                 return;
3675         }
3676         if (Cmd_Argc() != 1)
3677         {
3678                 Con_Print("r_editlights_spawn does not take parameters\n");
3679                 return;
3680         }
3681         color[0] = color[1] = color[2] = 1;
3682         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3683 }
3684
3685 void R_Shadow_EditLights_Edit_f(void)
3686 {
3687         vec3_t origin, angles, color;
3688         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3689         int style, shadows, flags, normalmode, realtimemode;
3690         char cubemapname[1024];
3691         if (!r_editlights.integer)
3692         {
3693                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3694                 return;
3695         }
3696         if (!r_shadow_selectedlight)
3697         {
3698                 Con_Print("No selected light.\n");
3699                 return;
3700         }
3701         VectorCopy(r_shadow_selectedlight->origin, origin);
3702         VectorCopy(r_shadow_selectedlight->angles, angles);
3703         VectorCopy(r_shadow_selectedlight->color, color);
3704         radius = r_shadow_selectedlight->radius;
3705         style = r_shadow_selectedlight->style;
3706         if (r_shadow_selectedlight->cubemapname)
3707                 strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
3708         else
3709                 cubemapname[0] = 0;
3710         shadows = r_shadow_selectedlight->shadow;
3711         corona = r_shadow_selectedlight->corona;
3712         coronasizescale = r_shadow_selectedlight->coronasizescale;
3713         ambientscale = r_shadow_selectedlight->ambientscale;
3714         diffusescale = r_shadow_selectedlight->diffusescale;
3715         specularscale = r_shadow_selectedlight->specularscale;
3716         flags = r_shadow_selectedlight->flags;
3717         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3718         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3719         if (!strcmp(Cmd_Argv(1), "origin"))
3720         {
3721                 if (Cmd_Argc() != 5)
3722                 {
3723                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3724                         return;
3725                 }
3726                 origin[0] = atof(Cmd_Argv(2));
3727                 origin[1] = atof(Cmd_Argv(3));
3728                 origin[2] = atof(Cmd_Argv(4));
3729         }
3730         else if (!strcmp(Cmd_Argv(1), "originx"))
3731         {
3732                 if (Cmd_Argc() != 3)
3733                 {
3734                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3735                         return;
3736                 }
3737                 origin[0] = atof(Cmd_Argv(2));
3738         }
3739         else if (!strcmp(Cmd_Argv(1), "originy"))
3740         {
3741                 if (Cmd_Argc() != 3)
3742                 {
3743                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3744                         return;
3745                 }
3746                 origin[1] = atof(Cmd_Argv(2));
3747         }
3748         else if (!strcmp(Cmd_Argv(1), "originz"))
3749         {
3750                 if (Cmd_Argc() != 3)
3751                 {
3752                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3753                         return;
3754                 }
3755                 origin[2] = atof(Cmd_Argv(2));
3756         }
3757         else if (!strcmp(Cmd_Argv(1), "move"))
3758         {
3759                 if (Cmd_Argc() != 5)
3760                 {
3761                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3762                         return;
3763                 }
3764                 origin[0] += atof(Cmd_Argv(2));
3765                 origin[1] += atof(Cmd_Argv(3));
3766                 origin[2] += atof(Cmd_Argv(4));
3767         }
3768         else if (!strcmp(Cmd_Argv(1), "movex"))
3769         {
3770                 if (Cmd_Argc() != 3)
3771                 {
3772                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3773                         return;
3774                 }
3775                 origin[0] += atof(Cmd_Argv(2));
3776         }
3777         else if (!strcmp(Cmd_Argv(1), "movey"))
3778         {
3779                 if (Cmd_Argc() != 3)
3780                 {
3781                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3782                         return;
3783                 }
3784                 origin[1] += atof(Cmd_Argv(2));
3785         }
3786         else if (!strcmp(Cmd_Argv(1), "movez"))
3787         {
3788                 if (Cmd_Argc() != 3)
3789                 {
3790                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3791                         return;
3792                 }
3793                 origin[2] += atof(Cmd_Argv(2));
3794         }
3795         else if (!strcmp(Cmd_Argv(1), "angles"))
3796         {
3797                 if (Cmd_Argc() != 5)
3798                 {
3799                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3800                         return;
3801                 }
3802                 angles[0] = atof(Cmd_Argv(2));
3803                 angles[1] = atof(Cmd_Argv(3));
3804                 angles[2] = atof(Cmd_Argv(4));
3805         }
3806         else if (!strcmp(Cmd_Argv(1), "anglesx"))
3807         {
3808                 if (Cmd_Argc() != 3)
3809                 {
3810                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3811                         return;
3812                 }
3813                 angles[0] = atof(Cmd_Argv(2));
3814         }
3815         else if (!strcmp(Cmd_Argv(1), "anglesy"))
3816         {
3817                 if (Cmd_Argc() != 3)
3818                 {
3819                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3820                         return;
3821                 }
3822                 angles[1] = atof(Cmd_Argv(2));
3823         }
3824         else if (!strcmp(Cmd_Argv(1), "anglesz"))
3825         {
3826                 if (Cmd_Argc() != 3)
3827                 {
3828                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3829                         return;
3830                 }
3831                 angles[2] = atof(Cmd_Argv(2));
3832         }
3833         else if (!strcmp(Cmd_Argv(1), "color"))
3834         {
3835                 if (Cmd_Argc() != 5)
3836                 {
3837                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3838                         return;
3839                 }
3840                 color[0] = atof(Cmd_Argv(2));
3841                 color[1] = atof(Cmd_Argv(3));
3842                 color[2] = atof(Cmd_Argv(4));
3843         }
3844         else if (!strcmp(Cmd_Argv(1), "radius"))
3845         {
3846                 if (Cmd_Argc() != 3)
3847                 {
3848                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3849                         return;
3850                 }
3851                 radius = atof(Cmd_Argv(2));
3852         }
3853         else if (!strcmp(Cmd_Argv(1), "colorscale"))
3854         {
3855                 if (Cmd_Argc() == 3)
3856                 {
3857                         double scale = atof(Cmd_Argv(2));
3858                         color[0] *= scale;
3859                         color[1] *= scale;
3860                         color[2] *= scale;
3861                 }
3862                 else
3863                 {
3864                         if (Cmd_Argc() != 5)
3865                         {
3866                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
3867                                 return;
3868                         }
3869                         color[0] *= atof(Cmd_Argv(2));
3870                         color[1] *= atof(Cmd_Argv(3));
3871                         color[2] *= atof(Cmd_Argv(4));
3872                 }
3873         }
3874         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3875         {
3876                 if (Cmd_Argc() != 3)
3877                 {
3878                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3879                         return;
3880                 }
3881                 radius *= atof(Cmd_Argv(2));
3882         }
3883         else if (!strcmp(Cmd_Argv(1), "style"))
3884         {
3885                 if (Cmd_Argc() != 3)
3886                 {
3887                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3888                         return;
3889                 }
3890                 style = atoi(Cmd_Argv(2));
3891         }
3892         else if (!strcmp(Cmd_Argv(1), "cubemap"))
3893         {
3894                 if (Cmd_Argc() > 3)
3895                 {
3896                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3897                         return;
3898                 }
3899                 if (Cmd_Argc() == 3)
3900                         strcpy(cubemapname, Cmd_Argv(2));
3901                 else
3902                         cubemapname[0] = 0;
3903         }
3904         else if (!strcmp(Cmd_Argv(1), "shadows"))
3905         {
3906                 if (Cmd_Argc() != 3)
3907                 {
3908                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3909                         return;
3910                 }
3911                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3912         }
3913         else if (!strcmp(Cmd_Argv(1), "corona"))
3914         {
3915                 if (Cmd_Argc() != 3)
3916                 {
3917                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3918                         return;
3919                 }
3920                 corona = atof(Cmd_Argv(2));
3921         }
3922         else if (!strcmp(Cmd_Argv(1), "coronasize"))
3923         {
3924                 if (Cmd_Argc() != 3)
3925                 {
3926                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3927                         return;
3928                 }
3929                 coronasizescale = atof(Cmd_Argv(2));
3930         }
3931         else if (!strcmp(Cmd_Argv(1), "ambient"))
3932         {
3933                 if (Cmd_Argc() != 3)
3934                 {
3935                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3936                         return;
3937                 }
3938                 ambientscale = atof(Cmd_Argv(2));
3939         }
3940         else if (!strcmp(Cmd_Argv(1), "diffuse"))
3941         {
3942                 if (Cmd_Argc() != 3)
3943                 {
3944                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3945                         return;
3946                 }
3947                 diffusescale = atof(Cmd_Argv(2));
3948         }
3949         else if (!strcmp(Cmd_Argv(1), "specular"))
3950         {
3951                 if (Cmd_Argc() != 3)
3952                 {
3953                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3954                         return;
3955                 }
3956                 specularscale = atof(Cmd_Argv(2));
3957         }
3958         else if (!strcmp(Cmd_Argv(1), "normalmode"))
3959         {
3960                 if (Cmd_Argc() != 3)
3961                 {
3962                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3963                         return;
3964                 }
3965                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3966         }
3967         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
3968         {
3969                 if (Cmd_Argc() != 3)
3970                 {
3971                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3972                         return;
3973                 }
3974                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3975         }
3976         else
3977         {
3978                 Con_Print("usage: r_editlights_edit [property] [value]\n");
3979                 Con_Print("Selected light's properties:\n");
3980                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3981                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3982                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3983                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
3984                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
3985                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
3986                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3987                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
3988                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
3989                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
3990                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
3991                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
3992                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
3993                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
3994                 return;
3995         }
3996         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
3997         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3998 }
3999
4000 void R_Shadow_EditLights_EditAll_f(void)
4001 {
4002         dlight_t *light;
4003
4004         if (!r_editlights.integer)
4005         {
4006                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
4007                 return;
4008         }
4009
4010         for (light = r_shadow_worldlightchain;light;light = light->next)
4011         {
4012                 R_Shadow_SelectLight(light);
4013                 R_Shadow_EditLights_Edit_f();
4014         }
4015 }
4016
4017 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4018 {
4019         int lightnumber, lightcount;
4020         dlight_t *light;
4021         float x, y;
4022         char temp[256];
4023         if (!r_editlights.integer)
4024                 return;
4025         x = 0;
4026         y = con_vislines;
4027         lightnumber = -1;
4028         lightcount = 0;
4029         for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
4030                 if (light == r_shadow_selectedlight)
4031                         lightnumber = lightcount;
4032         sprintf(temp, "Cursor  %f %f %f  Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4033         if (r_shadow_selectedlight == NULL)
4034                 return;
4035         sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4036         sprintf(temp, "Origin       : %f %f %f\n", 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;
4037         sprintf(temp, "Angles       : %f %f %f\n", 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;
4038         sprintf(temp, "Color        : %f %f %f\n", 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;
4039         sprintf(temp, "Radius       : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4040         sprintf(temp, "Corona       : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4041         sprintf(temp, "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4042         sprintf(temp, "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4043         sprintf(temp, "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4044         sprintf(temp, "CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4045         sprintf(temp, "Ambient      : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4046         sprintf(temp, "Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4047         sprintf(temp, "Specular     : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4048         sprintf(temp, "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4049         sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4050 }
4051
4052 void R_Shadow_EditLights_ToggleShadow_f(void)
4053 {
4054         if (!r_editlights.integer)
4055         {
4056                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4057                 return;
4058         }
4059         if (!r_shadow_selectedlight)
4060         {
4061                 Con_Print("No selected light.\n");
4062                 return;
4063         }
4064         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
4065 }
4066
4067 void R_Shadow_EditLights_ToggleCorona_f(void)
4068 {
4069         if (!r_editlights.integer)
4070         {
4071                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4072                 return;
4073         }
4074         if (!r_shadow_selectedlight)
4075         {
4076                 Con_Print("No selected light.\n");
4077                 return;
4078         }
4079         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
4080 }
4081
4082 void R_Shadow_EditLights_Remove_f(void)
4083 {
4084         if (!r_editlights.integer)
4085         {
4086                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
4087                 return;
4088         }
4089         if (!r_shadow_selectedlight)
4090         {
4091                 Con_Print("No selected light.\n");
4092                 return;
4093         }
4094         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4095         r_shadow_selectedlight = NULL;
4096 }
4097
4098 void R_Shadow_EditLights_Help_f(void)
4099 {
4100         Con_Print(
4101 "Documentation on r_editlights system:\n"
4102 "Settings:\n"
4103 "r_editlights : enable/disable editing mode\n"
4104 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4105 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4106 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4107 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4108 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4109 "Commands:\n"
4110 "r_editlights_help : this help\n"
4111 "r_editlights_clear : remove all lights\n"
4112 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4113 "r_editlights_save : save to .rtlights file\n"
4114 "r_editlights_spawn : create a light with default settings\n"
4115 "r_editlights_edit command : edit selected light - more documentation below\n"
4116 "r_editlights_remove : remove selected light\n"
4117 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4118 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4119 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4120 "Edit commands:\n"
4121 "origin x y z : set light location\n"
4122 "originx x: set x component of light location\n"
4123 "originy y: set y component of light location\n"
4124 "originz z: set z component of light location\n"
4125 "move x y z : adjust light location\n"
4126 "movex x: adjust x component of light location\n"
4127 "movey y: adjust y component of light location\n"
4128 "movez z: adjust z component of light location\n"
4129 "angles x y z : set light angles\n"
4130 "anglesx x: set x component of light angles\n"
4131 "anglesy y: set y component of light angles\n"
4132 "anglesz z: set z component of light angles\n"
4133 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4134 "radius radius : set radius (size) of light\n"
4135 "colorscale grey : multiply color of light (1 does nothing)\n"
4136 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4137 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4138 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4139 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4140 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4141 "shadows 1/0 : turn on/off shadows\n"
4142 "corona n : set corona intensity\n"
4143 "coronasize n : set corona size (0-1)\n"
4144 "ambient n : set ambient intensity (0-1)\n"
4145 "diffuse n : set diffuse intensity (0-1)\n"
4146 "specular n : set specular intensity (0-1)\n"
4147 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4148 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4149 "<nothing> : print light properties to console\n"
4150         );
4151 }
4152
4153 void R_Shadow_EditLights_CopyInfo_f(void)
4154 {
4155         if (!r_editlights.integer)
4156         {
4157                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
4158                 return;
4159         }
4160         if (!r_shadow_selectedlight)
4161         {
4162                 Con_Print("No selected light.\n");
4163                 return;
4164         }
4165         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4166         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4167         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4168         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4169         if (r_shadow_selectedlight->cubemapname)
4170                 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4171         else
4172                 r_shadow_bufferlight.cubemapname[0] = 0;
4173         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4174         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4175         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4176         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4177         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4178         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4179         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4180 }
4181
4182 void R_Shadow_EditLights_PasteInfo_f(void)
4183 {
4184         if (!r_editlights.integer)
4185         {
4186                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
4187                 return;
4188         }
4189         if (!r_shadow_selectedlight)
4190         {
4191                 Con_Print("No selected light.\n");
4192                 return;
4193         }
4194         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
4195 }
4196
4197 void R_Shadow_EditLights_Init(void)
4198 {
4199         Cvar_RegisterVariable(&r_editlights);
4200         Cvar_RegisterVariable(&r_editlights_cursordistance);
4201         Cvar_RegisterVariable(&r_editlights_cursorpushback);
4202         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4203         Cvar_RegisterVariable(&r_editlights_cursorgrid);
4204         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4205         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f);
4206         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
4207         Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
4208         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
4209         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
4210         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
4211         Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f);
4212         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
4213         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
4214         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
4215         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
4216         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
4217         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f);
4218         Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f);
4219 }
4220