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ensure shadowing quality keeps track of r_fb.usedepthtextures
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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 #include "dpsoftrast.h"
143
144 #ifdef SUPPORTD3D
145 #include <d3d9.h>
146 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
147 #endif
148
149 static void R_Shadow_EditLights_Init(void);
150
151 typedef enum r_shadow_rendermode_e
152 {
153         R_SHADOW_RENDERMODE_NONE,
154         R_SHADOW_RENDERMODE_ZPASS_STENCIL,
155         R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
156         R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
157         R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
158         R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
159         R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
160         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
161         R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
162         R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
163         R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
164         R_SHADOW_RENDERMODE_LIGHT_GLSL,
165         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
166         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
167         R_SHADOW_RENDERMODE_SHADOWMAP2D
168 }
169 r_shadow_rendermode_t;
170
171 typedef enum r_shadow_shadowmode_e
172 {
173         R_SHADOW_SHADOWMODE_STENCIL,
174         R_SHADOW_SHADOWMODE_SHADOWMAP2D
175 }
176 r_shadow_shadowmode_t;
177
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmap2d;
183 qboolean r_shadow_usingshadowmaportho;
184 int r_shadow_shadowmapside;
185 float r_shadow_shadowmap_texturescale[2];
186 float r_shadow_shadowmap_parameters[4];
187 #if 0
188 int r_shadow_drawbuffer;
189 int r_shadow_readbuffer;
190 #endif
191 int r_shadow_cullface_front, r_shadow_cullface_back;
192 GLuint r_shadow_fbo2d;
193 r_shadow_shadowmode_t r_shadow_shadowmode;
194 int r_shadow_shadowmapfilterquality;
195 int r_shadow_shadowmapdepthbits;
196 int r_shadow_shadowmapmaxsize;
197 qboolean r_shadow_shadowmapvsdct;
198 qboolean r_shadow_shadowmapsampler;
199 qboolean r_shadow_shadowmapshadowsampler;
200 int r_shadow_shadowmappcf;
201 int r_shadow_shadowmapborder;
202 matrix4x4_t r_shadow_shadowmapmatrix;
203 int r_shadow_lightscissor[4];
204 qboolean r_shadow_usingdeferredprepass;
205 qboolean r_shadow_shadowmapdepthtexture;
206 int maxshadowtriangles;
207 int *shadowelements;
208
209 int maxshadowvertices;
210 float *shadowvertex3f;
211
212 int maxshadowmark;
213 int numshadowmark;
214 int *shadowmark;
215 int *shadowmarklist;
216 int shadowmarkcount;
217
218 int maxshadowsides;
219 int numshadowsides;
220 unsigned char *shadowsides;
221 int *shadowsideslist;
222
223 int maxvertexupdate;
224 int *vertexupdate;
225 int *vertexremap;
226 int vertexupdatenum;
227
228 int r_shadow_buffer_numleafpvsbytes;
229 unsigned char *r_shadow_buffer_visitingleafpvs;
230 unsigned char *r_shadow_buffer_leafpvs;
231 int *r_shadow_buffer_leaflist;
232
233 int r_shadow_buffer_numsurfacepvsbytes;
234 unsigned char *r_shadow_buffer_surfacepvs;
235 int *r_shadow_buffer_surfacelist;
236 unsigned char *r_shadow_buffer_surfacesides;
237
238 int r_shadow_buffer_numshadowtrispvsbytes;
239 unsigned char *r_shadow_buffer_shadowtrispvs;
240 int r_shadow_buffer_numlighttrispvsbytes;
241 unsigned char *r_shadow_buffer_lighttrispvs;
242
243 rtexturepool_t *r_shadow_texturepool;
244 rtexture_t *r_shadow_attenuationgradienttexture;
245 rtexture_t *r_shadow_attenuation2dtexture;
246 rtexture_t *r_shadow_attenuation3dtexture;
247 skinframe_t *r_shadow_lightcorona;
248 rtexture_t *r_shadow_shadowmap2ddepthbuffer;
249 rtexture_t *r_shadow_shadowmap2ddepthtexture;
250 rtexture_t *r_shadow_shadowmapvsdcttexture;
251 int r_shadow_shadowmapsize; // changes for each light based on distance
252 int r_shadow_shadowmaplod; // changes for each light based on distance
253
254 GLuint r_shadow_prepassgeometryfbo;
255 GLuint r_shadow_prepasslightingdiffusespecularfbo;
256 GLuint r_shadow_prepasslightingdiffusefbo;
257 int r_shadow_prepass_width;
258 int r_shadow_prepass_height;
259 rtexture_t *r_shadow_prepassgeometrydepthbuffer;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
263
264 // keep track of the provided framebuffer info
265 static int r_shadow_fb_fbo;
266 static rtexture_t *r_shadow_fb_depthtexture;
267 static rtexture_t *r_shadow_fb_colortexture;
268
269 // lights are reloaded when this changes
270 char r_shadow_mapname[MAX_QPATH];
271
272 // used only for light filters (cubemaps)
273 rtexturepool_t *r_shadow_filters_texturepool;
274
275 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
276 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
277 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
278 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
279 cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
280 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
281 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
282 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
283 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
284 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
285 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
286 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
287 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
289 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
290 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
291 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
292 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
293 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
294 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
295 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
296 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
297 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
298 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
299 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
300 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
301 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
302 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
303 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
304 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
305 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
306 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
307 cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
308 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
309 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
310 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
311 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
312 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
313 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
314 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
315 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
316 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
317 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
318 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
319 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
320 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
321 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
322 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
323 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
324 cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
325 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
326 cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
327 cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
328 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
329 cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
330 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
331 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "4", "particles stop at this fraction of light radius (can be more than 1)"};
332 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"};
333 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
334 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
335 cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
336 cvar_t r_shadow_bouncegrid_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_spacing", "64", "unit size of bouncegrid pixel"};
337 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
338 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
339 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
340 cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
341 cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"};
342 cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
343 cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
344 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
345 cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
346 cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
347 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
348 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
349 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "0", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility) - bad performance (synchronous rendering) - worse on multi-gpu!"};
350 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
351 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
352 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
353 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
354 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
355 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
356 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
357 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
358 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
359 cvar_t r_editlights_drawproperties = {0, "r_editlights_drawproperties", "1", "draw properties of currently selected light"};
360 cvar_t r_editlights_current_origin = {0, "r_editlights_current_origin", "0 0 0", "origin of selected light"};
361 cvar_t r_editlights_current_angles = {0, "r_editlights_current_angles", "0 0 0", "angles of selected light"};
362 cvar_t r_editlights_current_color = {0, "r_editlights_current_color", "1 1 1", "color of selected light"};
363 cvar_t r_editlights_current_radius = {0, "r_editlights_current_radius", "0", "radius of selected light"};
364 cvar_t r_editlights_current_corona = {0, "r_editlights_current_corona", "0", "corona intensity of selected light"};
365 cvar_t r_editlights_current_coronasize = {0, "r_editlights_current_coronasize", "0", "corona size of selected light"};
366 cvar_t r_editlights_current_style = {0, "r_editlights_current_style", "0", "style of selected light"};
367 cvar_t r_editlights_current_shadows = {0, "r_editlights_current_shadows", "0", "shadows flag of selected light"};
368 cvar_t r_editlights_current_cubemap = {0, "r_editlights_current_cubemap", "0", "cubemap of selected light"};
369 cvar_t r_editlights_current_ambient = {0, "r_editlights_current_ambient", "0", "ambient intensity of selected light"};
370 cvar_t r_editlights_current_diffuse = {0, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"};
371 cvar_t r_editlights_current_specular = {0, "r_editlights_current_specular", "1", "specular intensity of selected light"};
372 cvar_t r_editlights_current_normalmode = {0, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"};
373 cvar_t r_editlights_current_realtimemode = {0, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"};
374
375
376 typedef struct r_shadow_bouncegrid_settings_s
377 {
378         qboolean staticmode;
379         qboolean bounceanglediffuse;
380         qboolean directionalshading;
381         qboolean includedirectlighting;
382         float dlightparticlemultiplier;
383         qboolean hitmodels;
384         float lightradiusscale;
385         int maxbounce;
386         float particlebounceintensity;
387         float particleintensity;
388         int photons;
389         float spacing[3];
390         int stablerandom;
391 }
392 r_shadow_bouncegrid_settings_t;
393
394 r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
395 rtexture_t *r_shadow_bouncegridtexture;
396 matrix4x4_t r_shadow_bouncegridmatrix;
397 vec_t r_shadow_bouncegridintensity;
398 qboolean r_shadow_bouncegriddirectional;
399 static double r_shadow_bouncegridtime;
400 static int r_shadow_bouncegridresolution[3];
401 static int r_shadow_bouncegridnumpixels;
402 static unsigned char *r_shadow_bouncegridpixels;
403 static float *r_shadow_bouncegridhighpixels;
404
405 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
406 #define ATTENTABLESIZE 256
407 // 1D gradient, 2D circle and 3D sphere attenuation textures
408 #define ATTEN1DSIZE 32
409 #define ATTEN2DSIZE 64
410 #define ATTEN3DSIZE 32
411
412 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
413 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
414 static float r_shadow_attentable[ATTENTABLESIZE+1];
415
416 rtlight_t *r_shadow_compilingrtlight;
417 static memexpandablearray_t r_shadow_worldlightsarray;
418 dlight_t *r_shadow_selectedlight;
419 dlight_t r_shadow_bufferlight;
420 vec3_t r_editlights_cursorlocation;
421 qboolean r_editlights_lockcursor;
422
423 extern int con_vislines;
424
425 void R_Shadow_UncompileWorldLights(void);
426 void R_Shadow_ClearWorldLights(void);
427 void R_Shadow_SaveWorldLights(void);
428 void R_Shadow_LoadWorldLights(void);
429 void R_Shadow_LoadLightsFile(void);
430 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
431 void R_Shadow_EditLights_Reload_f(void);
432 void R_Shadow_ValidateCvars(void);
433 static void R_Shadow_MakeTextures(void);
434
435 #define EDLIGHTSPRSIZE                  8
436 skinframe_t *r_editlights_sprcursor;
437 skinframe_t *r_editlights_sprlight;
438 skinframe_t *r_editlights_sprnoshadowlight;
439 skinframe_t *r_editlights_sprcubemaplight;
440 skinframe_t *r_editlights_sprcubemapnoshadowlight;
441 skinframe_t *r_editlights_sprselection;
442
443 static void R_Shadow_SetShadowMode(void)
444 {
445         r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
446         r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
447         r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
448         r_shadow_shadowmapshadowsampler = r_shadow_shadowmapping_useshadowsampler.integer != 0;
449         r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
450         r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
451         r_shadow_shadowmaplod = -1;
452         r_shadow_shadowmapsize = 0;
453         r_shadow_shadowmapsampler = false;
454         r_shadow_shadowmappcf = 0;
455         r_shadow_shadowmapdepthtexture = r_fb.usedepthtextures;
456         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
457         if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
458         {
459                 switch(vid.renderpath)
460                 {
461                 case RENDERPATH_GL20:
462                         if(r_shadow_shadowmapfilterquality < 0)
463                         {
464                                 if (!r_fb.usedepthtextures)
465                                         r_shadow_shadowmappcf = 1;
466                                 else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && vid.support.arb_shadow && r_shadow_shadowmapshadowsampler) 
467                                 {
468                                         r_shadow_shadowmapsampler = true;
469                                         r_shadow_shadowmappcf = 1;
470                                 }
471                                 else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
472                                         r_shadow_shadowmappcf = 1;
473                                 else if((strstr(gl_vendor, "ATI") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa")) 
474                                         r_shadow_shadowmappcf = 1;
475                                 else 
476                                         r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
477                         }
478                         else 
479                         {
480                                 switch (r_shadow_shadowmapfilterquality)
481                                 {
482                                 case 1:
483                                         r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
484                                         break;
485                                 case 2:
486                                         r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
487                                         r_shadow_shadowmappcf = 1;
488                                         break;
489                                 case 3:
490                                         r_shadow_shadowmappcf = 1;
491                                         break;
492                                 case 4:
493                                         r_shadow_shadowmappcf = 2;
494                                         break;
495                                 }
496                         }
497                         if (!r_fb.usedepthtextures)
498                                 r_shadow_shadowmapsampler = false;
499                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
500                         break;
501                 case RENDERPATH_D3D9:
502                 case RENDERPATH_D3D10:
503                 case RENDERPATH_D3D11:
504                 case RENDERPATH_SOFT:
505                         r_shadow_shadowmapsampler = false;
506                         r_shadow_shadowmappcf = 1;
507                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
508                         break;
509                 case RENDERPATH_GL11:
510                 case RENDERPATH_GL13:
511                 case RENDERPATH_GLES1:
512                 case RENDERPATH_GLES2:
513                         break;
514                 }
515         }
516
517         if(R_CompileShader_CheckStaticParms())
518                 R_GLSL_Restart_f();
519 }
520
521 qboolean R_Shadow_ShadowMappingEnabled(void)
522 {
523         switch (r_shadow_shadowmode)
524         {
525         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
526                 return true;
527         default:
528                 return false;
529         }
530 }
531
532 static void R_Shadow_FreeShadowMaps(void)
533 {
534         R_Shadow_SetShadowMode();
535
536         R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
537
538         r_shadow_fbo2d = 0;
539
540         if (r_shadow_shadowmap2ddepthtexture)
541                 R_FreeTexture(r_shadow_shadowmap2ddepthtexture);
542         r_shadow_shadowmap2ddepthtexture = NULL;
543
544         if (r_shadow_shadowmap2ddepthbuffer)
545                 R_FreeTexture(r_shadow_shadowmap2ddepthbuffer);
546         r_shadow_shadowmap2ddepthbuffer = NULL;
547
548         if (r_shadow_shadowmapvsdcttexture)
549                 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
550         r_shadow_shadowmapvsdcttexture = NULL;
551 }
552
553 static void r_shadow_start(void)
554 {
555         // allocate vertex processing arrays
556         r_shadow_bouncegridpixels = NULL;
557         r_shadow_bouncegridhighpixels = NULL;
558         r_shadow_bouncegridnumpixels = 0;
559         r_shadow_bouncegridtexture = NULL;
560         r_shadow_bouncegriddirectional = false;
561         r_shadow_attenuationgradienttexture = NULL;
562         r_shadow_attenuation2dtexture = NULL;
563         r_shadow_attenuation3dtexture = NULL;
564         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
565         r_shadow_shadowmap2ddepthtexture = NULL;
566         r_shadow_shadowmap2ddepthbuffer = NULL;
567         r_shadow_shadowmapvsdcttexture = NULL;
568         r_shadow_shadowmapmaxsize = 0;
569         r_shadow_shadowmapsize = 0;
570         r_shadow_shadowmaplod = 0;
571         r_shadow_shadowmapfilterquality = -1;
572         r_shadow_shadowmapdepthbits = 0;
573         r_shadow_shadowmapvsdct = false;
574         r_shadow_shadowmapsampler = false;
575         r_shadow_shadowmappcf = 0;
576         r_shadow_fbo2d = 0;
577
578         R_Shadow_FreeShadowMaps();
579
580         r_shadow_texturepool = NULL;
581         r_shadow_filters_texturepool = NULL;
582         R_Shadow_ValidateCvars();
583         R_Shadow_MakeTextures();
584         maxshadowtriangles = 0;
585         shadowelements = NULL;
586         maxshadowvertices = 0;
587         shadowvertex3f = NULL;
588         maxvertexupdate = 0;
589         vertexupdate = NULL;
590         vertexremap = NULL;
591         vertexupdatenum = 0;
592         maxshadowmark = 0;
593         numshadowmark = 0;
594         shadowmark = NULL;
595         shadowmarklist = NULL;
596         shadowmarkcount = 0;
597         maxshadowsides = 0;
598         numshadowsides = 0;
599         shadowsides = NULL;
600         shadowsideslist = NULL;
601         r_shadow_buffer_numleafpvsbytes = 0;
602         r_shadow_buffer_visitingleafpvs = NULL;
603         r_shadow_buffer_leafpvs = NULL;
604         r_shadow_buffer_leaflist = NULL;
605         r_shadow_buffer_numsurfacepvsbytes = 0;
606         r_shadow_buffer_surfacepvs = NULL;
607         r_shadow_buffer_surfacelist = NULL;
608         r_shadow_buffer_surfacesides = NULL;
609         r_shadow_buffer_numshadowtrispvsbytes = 0;
610         r_shadow_buffer_shadowtrispvs = NULL;
611         r_shadow_buffer_numlighttrispvsbytes = 0;
612         r_shadow_buffer_lighttrispvs = NULL;
613
614         r_shadow_usingdeferredprepass = false;
615         r_shadow_prepass_width = r_shadow_prepass_height = 0;
616 }
617
618 static void R_Shadow_FreeDeferred(void);
619 static void r_shadow_shutdown(void)
620 {
621         CHECKGLERROR
622         R_Shadow_UncompileWorldLights();
623
624         R_Shadow_FreeShadowMaps();
625
626         r_shadow_usingdeferredprepass = false;
627         if (r_shadow_prepass_width)
628                 R_Shadow_FreeDeferred();
629         r_shadow_prepass_width = r_shadow_prepass_height = 0;
630
631         CHECKGLERROR
632         r_shadow_bouncegridtexture = NULL;
633         r_shadow_bouncegridpixels = NULL;
634         r_shadow_bouncegridhighpixels = NULL;
635         r_shadow_bouncegridnumpixels = 0;
636         r_shadow_bouncegriddirectional = false;
637         r_shadow_attenuationgradienttexture = NULL;
638         r_shadow_attenuation2dtexture = NULL;
639         r_shadow_attenuation3dtexture = NULL;
640         R_FreeTexturePool(&r_shadow_texturepool);
641         R_FreeTexturePool(&r_shadow_filters_texturepool);
642         maxshadowtriangles = 0;
643         if (shadowelements)
644                 Mem_Free(shadowelements);
645         shadowelements = NULL;
646         if (shadowvertex3f)
647                 Mem_Free(shadowvertex3f);
648         shadowvertex3f = NULL;
649         maxvertexupdate = 0;
650         if (vertexupdate)
651                 Mem_Free(vertexupdate);
652         vertexupdate = NULL;
653         if (vertexremap)
654                 Mem_Free(vertexremap);
655         vertexremap = NULL;
656         vertexupdatenum = 0;
657         maxshadowmark = 0;
658         numshadowmark = 0;
659         if (shadowmark)
660                 Mem_Free(shadowmark);
661         shadowmark = NULL;
662         if (shadowmarklist)
663                 Mem_Free(shadowmarklist);
664         shadowmarklist = NULL;
665         shadowmarkcount = 0;
666         maxshadowsides = 0;
667         numshadowsides = 0;
668         if (shadowsides)
669                 Mem_Free(shadowsides);
670         shadowsides = NULL;
671         if (shadowsideslist)
672                 Mem_Free(shadowsideslist);
673         shadowsideslist = NULL;
674         r_shadow_buffer_numleafpvsbytes = 0;
675         if (r_shadow_buffer_visitingleafpvs)
676                 Mem_Free(r_shadow_buffer_visitingleafpvs);
677         r_shadow_buffer_visitingleafpvs = NULL;
678         if (r_shadow_buffer_leafpvs)
679                 Mem_Free(r_shadow_buffer_leafpvs);
680         r_shadow_buffer_leafpvs = NULL;
681         if (r_shadow_buffer_leaflist)
682                 Mem_Free(r_shadow_buffer_leaflist);
683         r_shadow_buffer_leaflist = NULL;
684         r_shadow_buffer_numsurfacepvsbytes = 0;
685         if (r_shadow_buffer_surfacepvs)
686                 Mem_Free(r_shadow_buffer_surfacepvs);
687         r_shadow_buffer_surfacepvs = NULL;
688         if (r_shadow_buffer_surfacelist)
689                 Mem_Free(r_shadow_buffer_surfacelist);
690         r_shadow_buffer_surfacelist = NULL;
691         if (r_shadow_buffer_surfacesides)
692                 Mem_Free(r_shadow_buffer_surfacesides);
693         r_shadow_buffer_surfacesides = NULL;
694         r_shadow_buffer_numshadowtrispvsbytes = 0;
695         if (r_shadow_buffer_shadowtrispvs)
696                 Mem_Free(r_shadow_buffer_shadowtrispvs);
697         r_shadow_buffer_numlighttrispvsbytes = 0;
698         if (r_shadow_buffer_lighttrispvs)
699                 Mem_Free(r_shadow_buffer_lighttrispvs);
700 }
701
702 static void r_shadow_newmap(void)
703 {
704         if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
705         if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
706         if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
707         if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
708         if (r_editlights_sprnoshadowlight)        R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
709         if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
710         if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
711         if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
712         if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
713                 R_Shadow_EditLights_Reload_f();
714 }
715
716 void R_Shadow_Init(void)
717 {
718         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
719         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
720         Cvar_RegisterVariable(&r_shadow_usebihculling);
721         Cvar_RegisterVariable(&r_shadow_usenormalmap);
722         Cvar_RegisterVariable(&r_shadow_debuglight);
723         Cvar_RegisterVariable(&r_shadow_deferred);
724         Cvar_RegisterVariable(&r_shadow_gloss);
725         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
726         Cvar_RegisterVariable(&r_shadow_glossintensity);
727         Cvar_RegisterVariable(&r_shadow_glossexponent);
728         Cvar_RegisterVariable(&r_shadow_gloss2exponent);
729         Cvar_RegisterVariable(&r_shadow_glossexact);
730         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
731         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
732         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
733         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
734         Cvar_RegisterVariable(&r_shadow_projectdistance);
735         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
736         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
737         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
738         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
739         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
740         Cvar_RegisterVariable(&r_shadow_realtime_world);
741         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
742         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
743         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
744         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
745         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
746         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
747         Cvar_RegisterVariable(&r_shadow_scissor);
748         Cvar_RegisterVariable(&r_shadow_shadowmapping);
749         Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
750         Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
751         Cvar_RegisterVariable(&r_shadow_shadowmapping_useshadowsampler);
752         Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
753         Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
754         Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
755         Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
756 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
757 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
758         Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
759         Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
760         Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
761         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
762         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
763         Cvar_RegisterVariable(&r_shadow_sortsurfaces);
764         Cvar_RegisterVariable(&r_shadow_polygonfactor);
765         Cvar_RegisterVariable(&r_shadow_polygonoffset);
766         Cvar_RegisterVariable(&r_shadow_texture3d);
767         Cvar_RegisterVariable(&r_shadow_bouncegrid);
768         Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
769         Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
770         Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
771         Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
772         Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
773         Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
774         Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
775         Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
776         Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
777         Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
778         Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
779         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacing);
780         Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
781         Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
782         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
783         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_lightradiusscale);
784         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxbounce);
785         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
786         Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
787         Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
788         Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
789         Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
790         Cvar_RegisterVariable(&r_coronas);
791         Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
792         Cvar_RegisterVariable(&r_coronas_occlusionquery);
793         Cvar_RegisterVariable(&gl_flashblend);
794         Cvar_RegisterVariable(&gl_ext_separatestencil);
795         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
796         R_Shadow_EditLights_Init();
797         Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
798         maxshadowtriangles = 0;
799         shadowelements = NULL;
800         maxshadowvertices = 0;
801         shadowvertex3f = NULL;
802         maxvertexupdate = 0;
803         vertexupdate = NULL;
804         vertexremap = NULL;
805         vertexupdatenum = 0;
806         maxshadowmark = 0;
807         numshadowmark = 0;
808         shadowmark = NULL;
809         shadowmarklist = NULL;
810         shadowmarkcount = 0;
811         maxshadowsides = 0;
812         numshadowsides = 0;
813         shadowsides = NULL;
814         shadowsideslist = NULL;
815         r_shadow_buffer_numleafpvsbytes = 0;
816         r_shadow_buffer_visitingleafpvs = NULL;
817         r_shadow_buffer_leafpvs = NULL;
818         r_shadow_buffer_leaflist = NULL;
819         r_shadow_buffer_numsurfacepvsbytes = 0;
820         r_shadow_buffer_surfacepvs = NULL;
821         r_shadow_buffer_surfacelist = NULL;
822         r_shadow_buffer_surfacesides = NULL;
823         r_shadow_buffer_shadowtrispvs = NULL;
824         r_shadow_buffer_lighttrispvs = NULL;
825         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
826 }
827
828 matrix4x4_t matrix_attenuationxyz =
829 {
830         {
831                 {0.5, 0.0, 0.0, 0.5},
832                 {0.0, 0.5, 0.0, 0.5},
833                 {0.0, 0.0, 0.5, 0.5},
834                 {0.0, 0.0, 0.0, 1.0}
835         }
836 };
837
838 matrix4x4_t matrix_attenuationz =
839 {
840         {
841                 {0.0, 0.0, 0.5, 0.5},
842                 {0.0, 0.0, 0.0, 0.5},
843                 {0.0, 0.0, 0.0, 0.5},
844                 {0.0, 0.0, 0.0, 1.0}
845         }
846 };
847
848 static void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
849 {
850         numvertices = ((numvertices + 255) & ~255) * vertscale;
851         numtriangles = ((numtriangles + 255) & ~255) * triscale;
852         // make sure shadowelements is big enough for this volume
853         if (maxshadowtriangles < numtriangles)
854         {
855                 maxshadowtriangles = numtriangles;
856                 if (shadowelements)
857                         Mem_Free(shadowelements);
858                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
859         }
860         // make sure shadowvertex3f is big enough for this volume
861         if (maxshadowvertices < numvertices)
862         {
863                 maxshadowvertices = numvertices;
864                 if (shadowvertex3f)
865                         Mem_Free(shadowvertex3f);
866                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
867         }
868 }
869
870 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
871 {
872         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
873         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
874         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
875         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
876         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
877         {
878                 if (r_shadow_buffer_visitingleafpvs)
879                         Mem_Free(r_shadow_buffer_visitingleafpvs);
880                 if (r_shadow_buffer_leafpvs)
881                         Mem_Free(r_shadow_buffer_leafpvs);
882                 if (r_shadow_buffer_leaflist)
883                         Mem_Free(r_shadow_buffer_leaflist);
884                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
885                 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
886                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
887                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
888         }
889         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
890         {
891                 if (r_shadow_buffer_surfacepvs)
892                         Mem_Free(r_shadow_buffer_surfacepvs);
893                 if (r_shadow_buffer_surfacelist)
894                         Mem_Free(r_shadow_buffer_surfacelist);
895                 if (r_shadow_buffer_surfacesides)
896                         Mem_Free(r_shadow_buffer_surfacesides);
897                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
898                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
899                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
900                 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
901         }
902         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
903         {
904                 if (r_shadow_buffer_shadowtrispvs)
905                         Mem_Free(r_shadow_buffer_shadowtrispvs);
906                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
907                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
908         }
909         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
910         {
911                 if (r_shadow_buffer_lighttrispvs)
912                         Mem_Free(r_shadow_buffer_lighttrispvs);
913                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
914                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
915         }
916 }
917
918 void R_Shadow_PrepareShadowMark(int numtris)
919 {
920         // make sure shadowmark is big enough for this volume
921         if (maxshadowmark < numtris)
922         {
923                 maxshadowmark = numtris;
924                 if (shadowmark)
925                         Mem_Free(shadowmark);
926                 if (shadowmarklist)
927                         Mem_Free(shadowmarklist);
928                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
929                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
930                 shadowmarkcount = 0;
931         }
932         shadowmarkcount++;
933         // if shadowmarkcount wrapped we clear the array and adjust accordingly
934         if (shadowmarkcount == 0)
935         {
936                 shadowmarkcount = 1;
937                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
938         }
939         numshadowmark = 0;
940 }
941
942 void R_Shadow_PrepareShadowSides(int numtris)
943 {
944         if (maxshadowsides < numtris)
945         {
946                 maxshadowsides = numtris;
947                 if (shadowsides)
948                         Mem_Free(shadowsides);
949                 if (shadowsideslist)
950                         Mem_Free(shadowsideslist);
951                 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
952                 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
953         }
954         numshadowsides = 0;
955 }
956
957 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
958 {
959         int i, j;
960         int outtriangles = 0, outvertices = 0;
961         const int *element;
962         const float *vertex;
963         float ratio, direction[3], projectvector[3];
964
965         if (projectdirection)
966                 VectorScale(projectdirection, projectdistance, projectvector);
967         else
968                 VectorClear(projectvector);
969
970         // create the vertices
971         if (projectdirection)
972         {
973                 for (i = 0;i < numshadowmarktris;i++)
974                 {
975                         element = inelement3i + shadowmarktris[i] * 3;
976                         for (j = 0;j < 3;j++)
977                         {
978                                 if (vertexupdate[element[j]] != vertexupdatenum)
979                                 {
980                                         vertexupdate[element[j]] = vertexupdatenum;
981                                         vertexremap[element[j]] = outvertices;
982                                         vertex = invertex3f + element[j] * 3;
983                                         // project one copy of the vertex according to projectvector
984                                         VectorCopy(vertex, outvertex3f);
985                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
986                                         outvertex3f += 6;
987                                         outvertices += 2;
988                                 }
989                         }
990                 }
991         }
992         else
993         {
994                 for (i = 0;i < numshadowmarktris;i++)
995                 {
996                         element = inelement3i + shadowmarktris[i] * 3;
997                         for (j = 0;j < 3;j++)
998                         {
999                                 if (vertexupdate[element[j]] != vertexupdatenum)
1000                                 {
1001                                         vertexupdate[element[j]] = vertexupdatenum;
1002                                         vertexremap[element[j]] = outvertices;
1003                                         vertex = invertex3f + element[j] * 3;
1004                                         // project one copy of the vertex to the sphere radius of the light
1005                                         // (FIXME: would projecting it to the light box be better?)
1006                                         VectorSubtract(vertex, projectorigin, direction);
1007                                         ratio = projectdistance / VectorLength(direction);
1008                                         VectorCopy(vertex, outvertex3f);
1009                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1010                                         outvertex3f += 6;
1011                                         outvertices += 2;
1012                                 }
1013                         }
1014                 }
1015         }
1016
1017         if (r_shadow_frontsidecasting.integer)
1018         {
1019                 for (i = 0;i < numshadowmarktris;i++)
1020                 {
1021                         int remappedelement[3];
1022                         int markindex;
1023                         const int *neighbortriangle;
1024
1025                         markindex = shadowmarktris[i] * 3;
1026                         element = inelement3i + markindex;
1027                         neighbortriangle = inneighbor3i + markindex;
1028                         // output the front and back triangles
1029                         outelement3i[0] = vertexremap[element[0]];
1030                         outelement3i[1] = vertexremap[element[1]];
1031                         outelement3i[2] = vertexremap[element[2]];
1032                         outelement3i[3] = vertexremap[element[2]] + 1;
1033                         outelement3i[4] = vertexremap[element[1]] + 1;
1034                         outelement3i[5] = vertexremap[element[0]] + 1;
1035
1036                         outelement3i += 6;
1037                         outtriangles += 2;
1038                         // output the sides (facing outward from this triangle)
1039                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1040                         {
1041                                 remappedelement[0] = vertexremap[element[0]];
1042                                 remappedelement[1] = vertexremap[element[1]];
1043                                 outelement3i[0] = remappedelement[1];
1044                                 outelement3i[1] = remappedelement[0];
1045                                 outelement3i[2] = remappedelement[0] + 1;
1046                                 outelement3i[3] = remappedelement[1];
1047                                 outelement3i[4] = remappedelement[0] + 1;
1048                                 outelement3i[5] = remappedelement[1] + 1;
1049
1050                                 outelement3i += 6;
1051                                 outtriangles += 2;
1052                         }
1053                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1054                         {
1055                                 remappedelement[1] = vertexremap[element[1]];
1056                                 remappedelement[2] = vertexremap[element[2]];
1057                                 outelement3i[0] = remappedelement[2];
1058                                 outelement3i[1] = remappedelement[1];
1059                                 outelement3i[2] = remappedelement[1] + 1;
1060                                 outelement3i[3] = remappedelement[2];
1061                                 outelement3i[4] = remappedelement[1] + 1;
1062                                 outelement3i[5] = remappedelement[2] + 1;
1063
1064                                 outelement3i += 6;
1065                                 outtriangles += 2;
1066                         }
1067                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1068                         {
1069                                 remappedelement[0] = vertexremap[element[0]];
1070                                 remappedelement[2] = vertexremap[element[2]];
1071                                 outelement3i[0] = remappedelement[0];
1072                                 outelement3i[1] = remappedelement[2];
1073                                 outelement3i[2] = remappedelement[2] + 1;
1074                                 outelement3i[3] = remappedelement[0];
1075                                 outelement3i[4] = remappedelement[2] + 1;
1076                                 outelement3i[5] = remappedelement[0] + 1;
1077
1078                                 outelement3i += 6;
1079                                 outtriangles += 2;
1080                         }
1081                 }
1082         }
1083         else
1084         {
1085                 for (i = 0;i < numshadowmarktris;i++)
1086                 {
1087                         int remappedelement[3];
1088                         int markindex;
1089                         const int *neighbortriangle;
1090
1091                         markindex = shadowmarktris[i] * 3;
1092                         element = inelement3i + markindex;
1093                         neighbortriangle = inneighbor3i + markindex;
1094                         // output the front and back triangles
1095                         outelement3i[0] = vertexremap[element[2]];
1096                         outelement3i[1] = vertexremap[element[1]];
1097                         outelement3i[2] = vertexremap[element[0]];
1098                         outelement3i[3] = vertexremap[element[0]] + 1;
1099                         outelement3i[4] = vertexremap[element[1]] + 1;
1100                         outelement3i[5] = vertexremap[element[2]] + 1;
1101
1102                         outelement3i += 6;
1103                         outtriangles += 2;
1104                         // output the sides (facing outward from this triangle)
1105                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1106                         {
1107                                 remappedelement[0] = vertexremap[element[0]];
1108                                 remappedelement[1] = vertexremap[element[1]];
1109                                 outelement3i[0] = remappedelement[0];
1110                                 outelement3i[1] = remappedelement[1];
1111                                 outelement3i[2] = remappedelement[1] + 1;
1112                                 outelement3i[3] = remappedelement[0];
1113                                 outelement3i[4] = remappedelement[1] + 1;
1114                                 outelement3i[5] = remappedelement[0] + 1;
1115
1116                                 outelement3i += 6;
1117                                 outtriangles += 2;
1118                         }
1119                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1120                         {
1121                                 remappedelement[1] = vertexremap[element[1]];
1122                                 remappedelement[2] = vertexremap[element[2]];
1123                                 outelement3i[0] = remappedelement[1];
1124                                 outelement3i[1] = remappedelement[2];
1125                                 outelement3i[2] = remappedelement[2] + 1;
1126                                 outelement3i[3] = remappedelement[1];
1127                                 outelement3i[4] = remappedelement[2] + 1;
1128                                 outelement3i[5] = remappedelement[1] + 1;
1129
1130                                 outelement3i += 6;
1131                                 outtriangles += 2;
1132                         }
1133                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1134                         {
1135                                 remappedelement[0] = vertexremap[element[0]];
1136                                 remappedelement[2] = vertexremap[element[2]];
1137                                 outelement3i[0] = remappedelement[2];
1138                                 outelement3i[1] = remappedelement[0];
1139                                 outelement3i[2] = remappedelement[0] + 1;
1140                                 outelement3i[3] = remappedelement[2];
1141                                 outelement3i[4] = remappedelement[0] + 1;
1142                                 outelement3i[5] = remappedelement[2] + 1;
1143
1144                                 outelement3i += 6;
1145                                 outtriangles += 2;
1146                         }
1147                 }
1148         }
1149         if (outnumvertices)
1150                 *outnumvertices = outvertices;
1151         return outtriangles;
1152 }
1153
1154 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1155 {
1156         int i, j, k;
1157         int outtriangles = 0, outvertices = 0;
1158         const int *element;
1159         const float *vertex;
1160         float ratio, direction[3], projectvector[3];
1161         qboolean side[4];
1162
1163         if (projectdirection)
1164                 VectorScale(projectdirection, projectdistance, projectvector);
1165         else
1166                 VectorClear(projectvector);
1167
1168         for (i = 0;i < numshadowmarktris;i++)
1169         {
1170                 int remappedelement[3];
1171                 int markindex;
1172                 const int *neighbortriangle;
1173
1174                 markindex = shadowmarktris[i] * 3;
1175                 neighbortriangle = inneighbor3i + markindex;
1176                 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1177                 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1178                 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1179                 if (side[0] + side[1] + side[2] == 0)
1180                         continue;
1181
1182                 side[3] = side[0];
1183                 element = inelement3i + markindex;
1184
1185                 // create the vertices
1186                 for (j = 0;j < 3;j++)
1187                 {
1188                         if (side[j] + side[j+1] == 0)
1189                                 continue;
1190                         k = element[j];
1191                         if (vertexupdate[k] != vertexupdatenum)
1192                         {
1193                                 vertexupdate[k] = vertexupdatenum;
1194                                 vertexremap[k] = outvertices;
1195                                 vertex = invertex3f + k * 3;
1196                                 VectorCopy(vertex, outvertex3f);
1197                                 if (projectdirection)
1198                                 {
1199                                         // project one copy of the vertex according to projectvector
1200                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
1201                                 }
1202                                 else
1203                                 {
1204                                         // project one copy of the vertex to the sphere radius of the light
1205                                         // (FIXME: would projecting it to the light box be better?)
1206                                         VectorSubtract(vertex, projectorigin, direction);
1207                                         ratio = projectdistance / VectorLength(direction);
1208                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1209                                 }
1210                                 outvertex3f += 6;
1211                                 outvertices += 2;
1212                         }
1213                 }
1214
1215                 // output the sides (facing outward from this triangle)
1216                 if (!side[0])
1217                 {
1218                         remappedelement[0] = vertexremap[element[0]];
1219                         remappedelement[1] = vertexremap[element[1]];
1220                         outelement3i[0] = remappedelement[1];
1221                         outelement3i[1] = remappedelement[0];
1222                         outelement3i[2] = remappedelement[0] + 1;
1223                         outelement3i[3] = remappedelement[1];
1224                         outelement3i[4] = remappedelement[0] + 1;
1225                         outelement3i[5] = remappedelement[1] + 1;
1226
1227                         outelement3i += 6;
1228                         outtriangles += 2;
1229                 }
1230                 if (!side[1])
1231                 {
1232                         remappedelement[1] = vertexremap[element[1]];
1233                         remappedelement[2] = vertexremap[element[2]];
1234                         outelement3i[0] = remappedelement[2];
1235                         outelement3i[1] = remappedelement[1];
1236                         outelement3i[2] = remappedelement[1] + 1;
1237                         outelement3i[3] = remappedelement[2];
1238                         outelement3i[4] = remappedelement[1] + 1;
1239                         outelement3i[5] = remappedelement[2] + 1;
1240
1241                         outelement3i += 6;
1242                         outtriangles += 2;
1243                 }
1244                 if (!side[2])
1245                 {
1246                         remappedelement[0] = vertexremap[element[0]];
1247                         remappedelement[2] = vertexremap[element[2]];
1248                         outelement3i[0] = remappedelement[0];
1249                         outelement3i[1] = remappedelement[2];
1250                         outelement3i[2] = remappedelement[2] + 1;
1251                         outelement3i[3] = remappedelement[0];
1252                         outelement3i[4] = remappedelement[2] + 1;
1253                         outelement3i[5] = remappedelement[0] + 1;
1254
1255                         outelement3i += 6;
1256                         outtriangles += 2;
1257                 }
1258         }
1259         if (outnumvertices)
1260                 *outnumvertices = outvertices;
1261         return outtriangles;
1262 }
1263
1264 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1265 {
1266         int t, tend;
1267         const int *e;
1268         const float *v[3];
1269         float normal[3];
1270         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1271                 return;
1272         tend = firsttriangle + numtris;
1273         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1274         {
1275                 // surface box entirely inside light box, no box cull
1276                 if (projectdirection)
1277                 {
1278                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1279                         {
1280                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1281                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1282                                         shadowmarklist[numshadowmark++] = t;
1283                         }
1284                 }
1285                 else
1286                 {
1287                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1288                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1289                                         shadowmarklist[numshadowmark++] = t;
1290                 }
1291         }
1292         else
1293         {
1294                 // surface box not entirely inside light box, cull each triangle
1295                 if (projectdirection)
1296                 {
1297                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1298                         {
1299                                 v[0] = invertex3f + e[0] * 3;
1300                                 v[1] = invertex3f + e[1] * 3;
1301                                 v[2] = invertex3f + e[2] * 3;
1302                                 TriangleNormal(v[0], v[1], v[2], normal);
1303                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1304                                  && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1305                                         shadowmarklist[numshadowmark++] = t;
1306                         }
1307                 }
1308                 else
1309                 {
1310                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1311                         {
1312                                 v[0] = invertex3f + e[0] * 3;
1313                                 v[1] = invertex3f + e[1] * 3;
1314                                 v[2] = invertex3f + e[2] * 3;
1315                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1316                                  && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1317                                         shadowmarklist[numshadowmark++] = t;
1318                         }
1319                 }
1320         }
1321 }
1322
1323 static qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1324 {
1325 #if 1
1326         return false;
1327 #else
1328         if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1329                 return false;
1330         // check if the shadow volume intersects the near plane
1331         //
1332         // a ray between the eye and light origin may intersect the caster,
1333         // indicating that the shadow may touch the eye location, however we must
1334         // test the near plane (a polygon), not merely the eye location, so it is
1335         // easiest to enlarge the caster bounding shape slightly for this.
1336         // TODO
1337         return true;
1338 #endif
1339 }
1340
1341 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1342 {
1343         int i, tris, outverts;
1344         if (projectdistance < 0.1)
1345         {
1346                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1347                 return;
1348         }
1349         if (!numverts || !nummarktris)
1350                 return;
1351         // make sure shadowelements is big enough for this volume
1352         if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1353                 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1354
1355         if (maxvertexupdate < numverts)
1356         {
1357                 maxvertexupdate = numverts;
1358                 if (vertexupdate)
1359                         Mem_Free(vertexupdate);
1360                 if (vertexremap)
1361                         Mem_Free(vertexremap);
1362                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1363                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1364                 vertexupdatenum = 0;
1365         }
1366         vertexupdatenum++;
1367         if (vertexupdatenum == 0)
1368         {
1369                 vertexupdatenum = 1;
1370                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1371                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1372         }
1373
1374         for (i = 0;i < nummarktris;i++)
1375                 shadowmark[marktris[i]] = shadowmarkcount;
1376
1377         if (r_shadow_compilingrtlight)
1378         {
1379                 // if we're compiling an rtlight, capture the mesh
1380                 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1381                 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1382                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1383                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1384         }
1385         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1386         {
1387                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1388                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1389                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1390         }
1391         else
1392         {
1393                 // decide which type of shadow to generate and set stencil mode
1394                 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1395                 // generate the sides or a solid volume, depending on type
1396                 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1397                         tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1398                 else
1399                         tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1400                 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1401                 r_refdef.stats.lights_shadowtriangles += tris;
1402                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1403                 {
1404                         // increment stencil if frontface is infront of depthbuffer
1405                         GL_CullFace(r_refdef.view.cullface_front);
1406                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1407                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1408                         // decrement stencil if backface is infront of depthbuffer
1409                         GL_CullFace(r_refdef.view.cullface_back);
1410                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1411                 }
1412                 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1413                 {
1414                         // decrement stencil if backface is behind depthbuffer
1415                         GL_CullFace(r_refdef.view.cullface_front);
1416                         R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1417                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1418                         // increment stencil if frontface is behind depthbuffer
1419                         GL_CullFace(r_refdef.view.cullface_back);
1420                         R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1421                 }
1422                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1423                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1424         }
1425 }
1426
1427 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1428 {
1429         // p1, p2, p3 are in the cubemap's local coordinate system
1430         // bias = border/(size - border)
1431         int mask = 0x3F;
1432
1433         float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1434                   dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1435                   dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1436         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1437                 mask &= (3<<4)
1438                         | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1439                         | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1440                         | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1441         if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1442                 mask &= (3<<4)
1443                         | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1444                         | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))                    
1445                         | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1446
1447         dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1448         dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1449         dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1450         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1451                 mask &= (3<<0)
1452                         | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1453                         | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))                    
1454                         | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1455         if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1456                 mask &= (3<<0)
1457                         | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1458                         | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1459                         | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1460
1461         dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1462         dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1463         dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1464         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1465                 mask &= (3<<2)
1466                         | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1467                         | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1468                         | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1469         if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1470                 mask &= (3<<2)
1471                         | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1472                         | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1473                         | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1474
1475         return mask;
1476 }
1477
1478 static int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1479 {
1480         vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1481         float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1482         int mask = 0x3F;
1483
1484         VectorSubtract(maxs, mins, radius);
1485         VectorScale(radius, 0.5f, radius);
1486         VectorAdd(mins, radius, center);
1487         Matrix4x4_Transform(worldtolight, center, lightcenter);
1488         Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1489         VectorSubtract(lightcenter, lightradius, pmin);
1490         VectorAdd(lightcenter, lightradius, pmax);
1491
1492         dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1493         dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1494         if(ap1 > bias*an1 && ap2 > bias*an2)
1495                 mask &= (3<<4)
1496                         | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1497                         | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1498         if(an1 > bias*ap1 && an2 > bias*ap2)
1499                 mask &= (3<<4)
1500                         | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1501                         | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1502
1503         dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1504         dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1505         if(ap1 > bias*an1 && ap2 > bias*an2)
1506                 mask &= (3<<0)
1507                         | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1508                         | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1509         if(an1 > bias*ap1 && an2 > bias*ap2)
1510                 mask &= (3<<0)
1511                         | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1512                         | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1513
1514         dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1515         dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1516         if(ap1 > bias*an1 && ap2 > bias*an2)
1517                 mask &= (3<<2)
1518                         | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1519                         | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1520         if(an1 > bias*ap1 && an2 > bias*ap2)
1521                 mask &= (3<<2)
1522                         | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1523                         | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1524
1525         return mask;
1526 }
1527
1528 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1529
1530 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1531 {
1532         // p is in the cubemap's local coordinate system
1533         // bias = border/(size - border)
1534         float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1535         float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1536         float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1537         int mask = 0x3F;
1538         if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1539         if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1540         if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1541         if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1542         if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1543         if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1544         return mask;
1545 }
1546
1547 static int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1548 {
1549         int i;
1550         vec3_t o, p, n;
1551         int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1552         float scale = (size - 2*border)/size, len;
1553         float bias = border / (float)(size - border), dp, dn, ap, an;
1554         // check if cone enclosing side would cross frustum plane 
1555         scale = 2 / (scale*scale + 2);
1556         Matrix4x4_OriginFromMatrix(&rtlight->matrix_lighttoworld, o);
1557         for (i = 0;i < 5;i++)
1558         {
1559                 if (PlaneDiff(o, &r_refdef.view.frustum[i]) > -0.03125)
1560                         continue;
1561                 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1562                 len = scale*VectorLength2(n);
1563                 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1564                 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1565                 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1566         }
1567         if (PlaneDiff(o, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1568         {
1569                 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1570                 len = scale*VectorLength2(n);
1571                 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1572                 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1573                 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1574         }
1575         // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1576         // check if frustum corners/origin cross plane sides
1577 #if 1
1578         // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1579         Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1580         dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1581         masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1582         masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1583         dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1584         masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1585         masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1586         dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1587         masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1588         masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1589         for (i = 0;i < 4;i++)
1590         {
1591                 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1592                 VectorSubtract(n, p, n);
1593                 dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1594                 if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1595                 if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1596                 dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1597                 if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1598                 if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1599                 dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1600                 if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1601                 if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1602         }
1603 #else
1604         // finite version, assumes corners are a finite distance from origin dependent on far plane
1605         for (i = 0;i < 5;i++)
1606         {
1607                 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1608                 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1609                 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1610                 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1611                 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1612                 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1613                 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1614                 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1615                 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1616                 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1617         }
1618 #endif
1619         return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1620 }
1621
1622 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1623 {
1624         int t, tend;
1625         const int *e;
1626         const float *v[3];
1627         float normal[3];
1628         vec3_t p[3];
1629         float bias;
1630         int mask, surfacemask = 0;
1631         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1632                 return 0;
1633         bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1634         tend = firsttriangle + numtris;
1635         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1636         {
1637                 // surface box entirely inside light box, no box cull
1638                 if (projectdirection)
1639                 {
1640                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1641                         {
1642                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1643                                 TriangleNormal(v[0], v[1], v[2], normal);
1644                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1645                                 {
1646                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1647                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1648                                         surfacemask |= mask;
1649                                         if(totals)
1650                                         {
1651                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1652                                                 shadowsides[numshadowsides] = mask;
1653                                                 shadowsideslist[numshadowsides++] = t;
1654                                         }
1655                                 }
1656                         }
1657                 }
1658                 else
1659                 {
1660                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1661                         {
1662                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1663                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1664                                 {
1665                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1666                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1667                                         surfacemask |= mask;
1668                                         if(totals)
1669                                         {
1670                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1671                                                 shadowsides[numshadowsides] = mask;
1672                                                 shadowsideslist[numshadowsides++] = t;
1673                                         }
1674                                 }
1675                         }
1676                 }
1677         }
1678         else
1679         {
1680                 // surface box not entirely inside light box, cull each triangle
1681                 if (projectdirection)
1682                 {
1683                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1684                         {
1685                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1686                                 TriangleNormal(v[0], v[1], v[2], normal);
1687                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1688                                  && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1689                                 {
1690                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1691                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1692                                         surfacemask |= mask;
1693                                         if(totals)
1694                                         {
1695                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1696                                                 shadowsides[numshadowsides] = mask;
1697                                                 shadowsideslist[numshadowsides++] = t;
1698                                         }
1699                                 }
1700                         }
1701                 }
1702                 else
1703                 {
1704                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1705                         {
1706                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1707                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1708                                  && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1709                                 {
1710                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1711                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1712                                         surfacemask |= mask;
1713                                         if(totals)
1714                                         {
1715                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1716                                                 shadowsides[numshadowsides] = mask;
1717                                                 shadowsideslist[numshadowsides++] = t;
1718                                         }
1719                                 }
1720                         }
1721                 }
1722         }
1723         return surfacemask;
1724 }
1725
1726 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1727 {
1728         int i, j, outtriangles = 0;
1729         int *outelement3i[6];
1730         if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1731                 return;
1732         outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1733         // make sure shadowelements is big enough for this mesh
1734         if (maxshadowtriangles < outtriangles)
1735                 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1736
1737         // compute the offset and size of the separate index lists for each cubemap side
1738         outtriangles = 0;
1739         for (i = 0;i < 6;i++)
1740         {
1741                 outelement3i[i] = shadowelements + outtriangles * 3;
1742                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1743                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1744                 outtriangles += sidetotals[i];
1745         }
1746
1747         // gather up the (sparse) triangles into separate index lists for each cubemap side
1748         for (i = 0;i < numsidetris;i++)
1749         {
1750                 const int *element = elements + sidetris[i] * 3;
1751                 for (j = 0;j < 6;j++)
1752                 {
1753                         if (sides[i] & (1 << j))
1754                         {
1755                                 outelement3i[j][0] = element[0];
1756                                 outelement3i[j][1] = element[1];
1757                                 outelement3i[j][2] = element[2];
1758                                 outelement3i[j] += 3;
1759                         }
1760                 }
1761         }
1762                         
1763         Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1764 }
1765
1766 static void R_Shadow_MakeTextures_MakeCorona(void)
1767 {
1768         float dx, dy;
1769         int x, y, a;
1770         unsigned char pixels[32][32][4];
1771         for (y = 0;y < 32;y++)
1772         {
1773                 dy = (y - 15.5f) * (1.0f / 16.0f);
1774                 for (x = 0;x < 32;x++)
1775                 {
1776                         dx = (x - 15.5f) * (1.0f / 16.0f);
1777                         a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1778                         a = bound(0, a, 255);
1779                         pixels[y][x][0] = a;
1780                         pixels[y][x][1] = a;
1781                         pixels[y][x][2] = a;
1782                         pixels[y][x][3] = 255;
1783                 }
1784         }
1785         r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
1786 }
1787
1788 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1789 {
1790         float dist = sqrt(x*x+y*y+z*z);
1791         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1792         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1793         return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1794 }
1795
1796 static void R_Shadow_MakeTextures(void)
1797 {
1798         int x, y, z;
1799         float intensity, dist;
1800         unsigned int *data;
1801         R_Shadow_FreeShadowMaps();
1802         R_FreeTexturePool(&r_shadow_texturepool);
1803         r_shadow_texturepool = R_AllocTexturePool();
1804         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1805         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1806         data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1807         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1808         for (x = 0;x <= ATTENTABLESIZE;x++)
1809         {
1810                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1811                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1812                 r_shadow_attentable[x] = bound(0, intensity, 1);
1813         }
1814         // 1D gradient texture
1815         for (x = 0;x < ATTEN1DSIZE;x++)
1816                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1817         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1818         // 2D circle texture
1819         for (y = 0;y < ATTEN2DSIZE;y++)
1820                 for (x = 0;x < ATTEN2DSIZE;x++)
1821                         data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1822         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1823         // 3D sphere texture
1824         if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1825         {
1826                 for (z = 0;z < ATTEN3DSIZE;z++)
1827                         for (y = 0;y < ATTEN3DSIZE;y++)
1828                                 for (x = 0;x < ATTEN3DSIZE;x++)
1829                                         data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1830                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1831         }
1832         else
1833                 r_shadow_attenuation3dtexture = NULL;
1834         Mem_Free(data);
1835
1836         R_Shadow_MakeTextures_MakeCorona();
1837
1838         // Editor light sprites
1839         r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1840         "................"
1841         ".3............3."
1842         "..5...2332...5.."
1843         "...7.3....3.7..."
1844         "....7......7...."
1845         "...3.7....7.3..."
1846         "..2...7..7...2.."
1847         "..3..........3.."
1848         "..3..........3.."
1849         "..2...7..7...2.."
1850         "...3.7....7.3..."
1851         "....7......7...."
1852         "...7.3....3.7..."
1853         "..5...2332...5.."
1854         ".3............3."
1855         "................"
1856         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1857         r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1858         "................"
1859         "................"
1860         "......1111......"
1861         "....11233211...."
1862         "...1234554321..."
1863         "...1356776531..."
1864         "..124677776421.."
1865         "..135777777531.."
1866         "..135777777531.."
1867         "..124677776421.."
1868         "...1356776531..."
1869         "...1234554321..."
1870         "....11233211...."
1871         "......1111......"
1872         "................"
1873         "................"
1874         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1875         r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1876         "................"
1877         "................"
1878         "......1111......"
1879         "....11233211...."
1880         "...1234554321..."
1881         "...1356226531..."
1882         "..12462..26421.."
1883         "..1352....2531.."
1884         "..1352....2531.."
1885         "..12462..26421.."
1886         "...1356226531..."
1887         "...1234554321..."
1888         "....11233211...."
1889         "......1111......"
1890         "................"
1891         "................"
1892         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1893         r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1894         "................"
1895         "................"
1896         "......2772......"
1897         "....27755772...."
1898         "..277533335772.."
1899         "..753333333357.."
1900         "..777533335777.."
1901         "..735775577537.."
1902         "..733357753337.."
1903         "..733337733337.."
1904         "..753337733357.."
1905         "..277537735772.."
1906         "....27777772...."
1907         "......2772......"
1908         "................"
1909         "................"
1910         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1911         r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1912         "................"
1913         "................"
1914         "......2772......"
1915         "....27722772...."
1916         "..2772....2772.."
1917         "..72........27.."
1918         "..7772....2777.."
1919         "..7.27722772.7.."
1920         "..7...2772...7.."
1921         "..7....77....7.."
1922         "..72...77...27.."
1923         "..2772.77.2772.."
1924         "....27777772...."
1925         "......2772......"
1926         "................"
1927         "................"
1928         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1929         r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1930         "................"
1931         ".777752..257777."
1932         ".742........247."
1933         ".72..........27."
1934         ".7............7."
1935         ".5............5."
1936         ".2............2."
1937         "................"
1938         "................"
1939         ".2............2."
1940         ".5............5."
1941         ".7............7."
1942         ".72..........27."
1943         ".742........247."
1944         ".777752..257777."
1945         "................"
1946         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1947 }
1948
1949 void R_Shadow_ValidateCvars(void)
1950 {
1951         if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1952                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1953         if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1954                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1955         if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1956                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1957 }
1958
1959 void R_Shadow_RenderMode_Begin(void)
1960 {
1961 #if 0
1962         GLint drawbuffer;
1963         GLint readbuffer;
1964 #endif
1965         R_Shadow_ValidateCvars();
1966
1967         if (!r_shadow_attenuation2dtexture
1968          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1969          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1970          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1971                 R_Shadow_MakeTextures();
1972
1973         CHECKGLERROR
1974         R_Mesh_ResetTextureState();
1975         GL_BlendFunc(GL_ONE, GL_ZERO);
1976         GL_DepthRange(0, 1);
1977         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1978         GL_DepthTest(true);
1979         GL_DepthMask(false);
1980         GL_Color(0, 0, 0, 1);
1981         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1982         
1983         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1984
1985         if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1986         {
1987                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1988                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1989         }
1990         else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1991         {
1992                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1993                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1994         }
1995         else
1996         {
1997                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1998                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1999         }
2000
2001         switch(vid.renderpath)
2002         {
2003         case RENDERPATH_GL20:
2004         case RENDERPATH_D3D9:
2005         case RENDERPATH_D3D10:
2006         case RENDERPATH_D3D11:
2007         case RENDERPATH_SOFT:
2008         case RENDERPATH_GLES2:
2009                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
2010                 break;
2011         case RENDERPATH_GL11:
2012         case RENDERPATH_GL13:
2013         case RENDERPATH_GLES1:
2014                 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
2015                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
2016                 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
2017                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
2018                 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
2019                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
2020                 else
2021                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
2022                 break;
2023         }
2024
2025         CHECKGLERROR
2026 #if 0
2027         qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
2028         qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
2029         r_shadow_drawbuffer = drawbuffer;
2030         r_shadow_readbuffer = readbuffer;
2031 #endif
2032         r_shadow_cullface_front = r_refdef.view.cullface_front;
2033         r_shadow_cullface_back = r_refdef.view.cullface_back;
2034 }
2035
2036 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
2037 {
2038         rsurface.rtlight = rtlight;
2039 }
2040
2041 void R_Shadow_RenderMode_Reset(void)
2042 {
2043         R_Mesh_ResetTextureState();
2044         R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
2045         R_SetViewport(&r_refdef.view.viewport);
2046         GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
2047         GL_DepthRange(0, 1);
2048         GL_DepthTest(true);
2049         GL_DepthMask(false);
2050         GL_DepthFunc(GL_LEQUAL);
2051         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2052         r_refdef.view.cullface_front = r_shadow_cullface_front;
2053         r_refdef.view.cullface_back = r_shadow_cullface_back;
2054         GL_CullFace(r_refdef.view.cullface_back);
2055         GL_Color(1, 1, 1, 1);
2056         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2057         GL_BlendFunc(GL_ONE, GL_ZERO);
2058         R_SetupShader_Generic_NoTexture(false, false);
2059         r_shadow_usingshadowmap2d = false;
2060         r_shadow_usingshadowmaportho = false;
2061         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2062 }
2063
2064 void R_Shadow_ClearStencil(void)
2065 {
2066         GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2067         r_refdef.stats.lights_clears++;
2068 }
2069
2070 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2071 {
2072         r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2073         if (r_shadow_rendermode == mode)
2074                 return;
2075         R_Shadow_RenderMode_Reset();
2076         GL_DepthFunc(GL_LESS);
2077         GL_ColorMask(0, 0, 0, 0);
2078         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2079         GL_CullFace(GL_NONE);
2080         R_SetupShader_DepthOrShadow(false, false);
2081         r_shadow_rendermode = mode;
2082         switch(mode)
2083         {
2084         default:
2085                 break;
2086         case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2087         case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2088                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2089                 break;
2090         case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2091         case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2092                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2093                 break;
2094         }
2095 }
2096
2097 static void R_Shadow_MakeVSDCT(void)
2098 {
2099         // maps to a 2x3 texture rectangle with normalized coordinates
2100         // +-
2101         // XX
2102         // YY
2103         // ZZ
2104         // stores abs(dir.xy), offset.xy/2.5
2105         unsigned char data[4*6] =
2106         {
2107                 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2108                 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2109                 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2110                 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2111                 0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2112                 0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2113         };
2114         r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2115 }
2116
2117 static void R_Shadow_MakeShadowMap(int side, int size)
2118 {
2119         switch (r_shadow_shadowmode)
2120         {
2121         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2122                 if (r_shadow_shadowmap2ddepthtexture) return;
2123                 if (r_fb.usedepthtextures)
2124                 {
2125                         r_shadow_shadowmap2ddepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP24_COMP : TEXTYPE_SHADOWMAP24_RAW) : (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP16_COMP : TEXTYPE_SHADOWMAP16_RAW), r_shadow_shadowmapsampler);
2126                         r_shadow_shadowmap2ddepthbuffer = NULL;
2127                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
2128                 }
2129                 else
2130                 {
2131                         r_shadow_shadowmap2ddepthtexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2132                         r_shadow_shadowmap2ddepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? TEXTYPE_DEPTHBUFFER24 : TEXTYPE_DEPTHBUFFER16);
2133                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
2134                 }
2135                 break;
2136         default:
2137                 return;
2138         }
2139 }
2140
2141 static void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2142 {
2143         float nearclip, farclip, bias;
2144         r_viewport_t viewport;
2145         int flipped;
2146         GLuint fbo2d = 0;
2147         float clearcolor[4];
2148         nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2149         farclip = 1.0f;
2150         bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2151         r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2152         r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2153         r_shadow_shadowmapside = side;
2154         r_shadow_shadowmapsize = size;
2155
2156         r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2157         r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2158         R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2159         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2160
2161         // complex unrolled cube approach (more flexible)
2162         if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2163                 R_Shadow_MakeVSDCT();
2164         if (!r_shadow_shadowmap2ddepthtexture)
2165                 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2166         fbo2d = r_shadow_fbo2d;
2167         r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture);
2168         r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture);
2169         r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2170
2171         R_Mesh_ResetTextureState();
2172         R_Shadow_RenderMode_Reset();
2173         if (r_shadow_shadowmap2ddepthbuffer)
2174                 R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
2175         else
2176                 R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
2177         R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL);
2178         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2179         GL_DepthMask(true);
2180         GL_DepthTest(true);
2181
2182 init_done:
2183         R_SetViewport(&viewport);
2184         flipped = (side & 1) ^ (side >> 2);
2185         r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2186         r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2187         if (r_shadow_shadowmap2ddepthbuffer)
2188         {
2189                 // completely different meaning than in depthtexture approach
2190                 r_shadow_shadowmap_parameters[1] = 0;
2191                 r_shadow_shadowmap_parameters[3] = -bias;
2192         }
2193         Vector4Set(clearcolor, 1,1,1,1);
2194         if (r_shadow_shadowmap2ddepthbuffer)
2195                 GL_ColorMask(1,1,1,1);
2196         else
2197                 GL_ColorMask(0,0,0,0);
2198         switch(vid.renderpath)
2199         {
2200         case RENDERPATH_GL11:
2201         case RENDERPATH_GL13:
2202         case RENDERPATH_GL20:
2203         case RENDERPATH_SOFT:
2204         case RENDERPATH_GLES1:
2205         case RENDERPATH_GLES2:
2206                 GL_CullFace(r_refdef.view.cullface_back);
2207                 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2208                 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2209                 {
2210                         // get tightest scissor rectangle that encloses all viewports in the clear mask
2211                         int x1 = clear & 0x15 ? 0 : size;
2212                         int x2 = clear & 0x2A ? 2 * size : size;
2213                         int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2214                         int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2215                         GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2216                         if (clear)
2217                         {
2218                                 if (r_shadow_shadowmap2ddepthbuffer)
2219                                         GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2220                                 else
2221                                         GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2222                         }
2223                 }
2224                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2225                 break;
2226         case RENDERPATH_D3D9:
2227         case RENDERPATH_D3D10:
2228         case RENDERPATH_D3D11:
2229                 // we invert the cull mode because we flip the projection matrix
2230                 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2231                 GL_CullFace(r_refdef.view.cullface_front);
2232                 // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
2233                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2234                 if (clear)
2235                 {
2236                         if (r_shadow_shadowmap2ddepthbuffer)
2237                                 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2238                         else
2239                                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2240                 }
2241                 break;
2242         }
2243 }
2244
2245 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2246 {
2247         R_Mesh_ResetTextureState();
2248         if (transparent)
2249         {
2250                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2251                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2252                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2253                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2254         }
2255         R_Shadow_RenderMode_Reset();
2256         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2257         if (!transparent)
2258                 GL_DepthFunc(GL_EQUAL);
2259         // do global setup needed for the chosen lighting mode
2260         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2261                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2262         r_shadow_usingshadowmap2d = shadowmapping;
2263         r_shadow_rendermode = r_shadow_lightingrendermode;
2264         // only draw light where this geometry was already rendered AND the
2265         // stencil is 128 (values other than this mean shadow)
2266         if (stenciltest)
2267                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2268         else
2269                 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2270 }
2271
2272 static const unsigned short bboxelements[36] =
2273 {
2274         5, 1, 3, 5, 3, 7,
2275         6, 2, 0, 6, 0, 4,
2276         7, 3, 2, 7, 2, 6,
2277         4, 0, 1, 4, 1, 5,
2278         4, 5, 7, 4, 7, 6,
2279         1, 0, 2, 1, 2, 3,
2280 };
2281
2282 static const float bboxpoints[8][3] =
2283 {
2284         {-1,-1,-1},
2285         { 1,-1,-1},
2286         {-1, 1,-1},
2287         { 1, 1,-1},
2288         {-1,-1, 1},
2289         { 1,-1, 1},
2290         {-1, 1, 1},
2291         { 1, 1, 1},
2292 };
2293
2294 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2295 {
2296         int i;
2297         float vertex3f[8*3];
2298         const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2299 // do global setup needed for the chosen lighting mode
2300         R_Shadow_RenderMode_Reset();
2301         r_shadow_rendermode = r_shadow_lightingrendermode;
2302         R_EntityMatrix(&identitymatrix);
2303         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2304         // only draw light where this geometry was already rendered AND the
2305         // stencil is 128 (values other than this mean shadow)
2306         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2307         if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
2308                 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2309         else
2310                 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
2311
2312         r_shadow_usingshadowmap2d = shadowmapping;
2313
2314         // render the lighting
2315         R_SetupShader_DeferredLight(rsurface.rtlight);
2316         for (i = 0;i < 8;i++)
2317                 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2318         GL_ColorMask(1,1,1,1);
2319         GL_DepthMask(false);
2320         GL_DepthRange(0, 1);
2321         GL_PolygonOffset(0, 0);
2322         GL_DepthTest(true);
2323         GL_DepthFunc(GL_GREATER);
2324         GL_CullFace(r_refdef.view.cullface_back);
2325         R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
2326         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2327 }
2328
2329 void R_Shadow_UpdateBounceGridTexture(void)
2330 {
2331 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2332         dlight_t *light;
2333         int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2334         int bouncecount;
2335         int hitsupercontentsmask;
2336         int maxbounce;
2337         int numpixels;
2338         int resolution[3];
2339         int shootparticles;
2340         int shotparticles;
2341         int photoncount;
2342         int tex[3];
2343         trace_t cliptrace;
2344         //trace_t cliptrace2;
2345         //trace_t cliptrace3;
2346         unsigned char *pixel;
2347         unsigned char *pixels;
2348         float *highpixel;
2349         float *highpixels;
2350         unsigned int lightindex;
2351         unsigned int range;
2352         unsigned int range1;
2353         unsigned int range2;
2354         unsigned int seed = (unsigned int)(realtime * 1000.0f);
2355         vec3_t shotcolor;
2356         vec3_t baseshotcolor;
2357         vec3_t surfcolor;
2358         vec3_t clipend;
2359         vec3_t clipstart;
2360         vec3_t clipdiff;
2361         vec3_t ispacing;
2362         vec3_t maxs;
2363         vec3_t mins;
2364         vec3_t size;
2365         vec3_t spacing;
2366         vec3_t lightcolor;
2367         vec3_t steppos;
2368         vec3_t stepdelta;
2369         vec3_t cullmins, cullmaxs;
2370         vec_t radius;
2371         vec_t s;
2372         vec_t lightintensity;
2373         vec_t photonscaling;
2374         vec_t photonresidual;
2375         float m[16];
2376         float texlerp[2][3];
2377         float splatcolor[32];
2378         float pixelweight[8];
2379         float w;
2380         int c[4];
2381         int pixelindex[8];
2382         int corner;
2383         int pixelsperband;
2384         int pixelband;
2385         int pixelbands;
2386         int numsteps;
2387         int step;
2388         int x, y, z;
2389         rtlight_t *rtlight;
2390         r_shadow_bouncegrid_settings_t settings;
2391         qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
2392         qboolean allowdirectionalshading = false;
2393         switch(vid.renderpath)
2394         {
2395         case RENDERPATH_GL20:
2396                 allowdirectionalshading = true;
2397                 if (!vid.support.ext_texture_3d)
2398                         return;
2399                 break;
2400         case RENDERPATH_GLES2:
2401                 // for performance reasons, do not use directional shading on GLES devices
2402                 if (!vid.support.ext_texture_3d)
2403                         return;
2404                 break;
2405                 // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
2406         case RENDERPATH_GL11:
2407         case RENDERPATH_GL13:
2408         case RENDERPATH_GLES1:
2409         case RENDERPATH_SOFT:
2410         case RENDERPATH_D3D9:
2411         case RENDERPATH_D3D10:
2412         case RENDERPATH_D3D11:
2413                 return;
2414         }
2415
2416         r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2417
2418         // see if there are really any lights to render...
2419         if (enable && r_shadow_bouncegrid_static.integer)
2420         {
2421                 enable = false;
2422                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2423                 for (lightindex = 0;lightindex < range;lightindex++)
2424                 {
2425                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2426                         if (!light || !(light->flags & flag))
2427                                 continue;
2428                         rtlight = &light->rtlight;
2429                         // when static, we skip styled lights because they tend to change...
2430                         if (rtlight->style > 0)
2431                                 continue;
2432                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
2433                         if (!VectorLength2(lightcolor))
2434                                 continue;
2435                         enable = true;
2436                         break;
2437                 }
2438         }
2439
2440         if (!enable)
2441         {
2442                 if (r_shadow_bouncegridtexture)
2443                 {
2444                         R_FreeTexture(r_shadow_bouncegridtexture);
2445                         r_shadow_bouncegridtexture = NULL;
2446                 }
2447                 if (r_shadow_bouncegridpixels)
2448                         Mem_Free(r_shadow_bouncegridpixels);
2449                 r_shadow_bouncegridpixels = NULL;
2450                 if (r_shadow_bouncegridhighpixels)
2451                         Mem_Free(r_shadow_bouncegridhighpixels);
2452                 r_shadow_bouncegridhighpixels = NULL;
2453                 r_shadow_bouncegridnumpixels = 0;
2454                 r_shadow_bouncegriddirectional = false;
2455                 return;
2456         }
2457
2458         // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
2459         memset(&settings, 0, sizeof(settings));
2460         settings.staticmode                    = r_shadow_bouncegrid_static.integer != 0;
2461         settings.bounceanglediffuse            = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
2462         settings.directionalshading            = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
2463         settings.dlightparticlemultiplier      = r_shadow_bouncegrid_dlightparticlemultiplier.value;
2464         settings.hitmodels                     = r_shadow_bouncegrid_hitmodels.integer != 0;
2465         settings.includedirectlighting         = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2;
2466         settings.lightradiusscale              = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_lightradiusscale.value);
2467         settings.maxbounce                     = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_maxbounce.integer);
2468         settings.particlebounceintensity       = r_shadow_bouncegrid_particlebounceintensity.value;
2469         settings.particleintensity             = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings.directionalshading ? 4.0f : 1.0f) / (r_shadow_bouncegrid_spacing.value * r_shadow_bouncegrid_spacing.value);
2470         settings.photons                       = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
2471         settings.spacing[0]                    = r_shadow_bouncegrid_spacing.value;
2472         settings.spacing[1]                    = r_shadow_bouncegrid_spacing.value;
2473         settings.spacing[2]                    = r_shadow_bouncegrid_spacing.value;
2474         settings.stablerandom                  = r_shadow_bouncegrid_stablerandom.integer;
2475
2476         // bound the values for sanity
2477         settings.photons = bound(1, settings.photons, 1048576);
2478         settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
2479         settings.maxbounce = bound(0, settings.maxbounce, 16);
2480         settings.spacing[0] = bound(1, settings.spacing[0], 512);
2481         settings.spacing[1] = bound(1, settings.spacing[1], 512);
2482         settings.spacing[2] = bound(1, settings.spacing[2], 512);
2483
2484         // get the spacing values
2485         spacing[0] = settings.spacing[0];
2486         spacing[1] = settings.spacing[1];
2487         spacing[2] = settings.spacing[2];
2488         ispacing[0] = 1.0f / spacing[0];
2489         ispacing[1] = 1.0f / spacing[1];
2490         ispacing[2] = 1.0f / spacing[2];
2491
2492         // calculate texture size enclosing entire world bounds at the spacing
2493         VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2494         VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2495         VectorSubtract(maxs, mins, size);
2496         // now we can calculate the resolution we want
2497         c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2498         c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2499         c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2500         // figure out the exact texture size (honoring power of 2 if required)
2501         c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2502         c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2503         c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2504         if (vid.support.arb_texture_non_power_of_two)
2505         {
2506                 resolution[0] = c[0];
2507                 resolution[1] = c[1];
2508                 resolution[2] = c[2];
2509         }
2510         else
2511         {
2512                 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2513                 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2514                 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2515         }
2516         size[0] = spacing[0] * resolution[0];
2517         size[1] = spacing[1] * resolution[1];
2518         size[2] = spacing[2] * resolution[2];
2519
2520         // if dynamic we may or may not want to use the world bounds
2521         // if the dynamic size is smaller than the world bounds, use it instead
2522         if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
2523         {
2524                 // we know the resolution we want
2525                 c[0] = r_shadow_bouncegrid_x.integer;
2526                 c[1] = r_shadow_bouncegrid_y.integer;
2527                 c[2] = r_shadow_bouncegrid_z.integer;
2528                 // now we can calculate the texture size (power of 2 if required)
2529                 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2530                 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2531                 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2532                 if (vid.support.arb_texture_non_power_of_two)
2533                 {
2534                         resolution[0] = c[0];
2535                         resolution[1] = c[1];
2536                         resolution[2] = c[2];
2537                 }
2538                 else
2539                 {
2540                         for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2541                         for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2542                         for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2543                 }
2544                 size[0] = spacing[0] * resolution[0];
2545                 size[1] = spacing[1] * resolution[1];
2546                 size[2] = spacing[2] * resolution[2];
2547                 // center the rendering on the view
2548                 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2549                 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2550                 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2551         }
2552
2553         // recalculate the maxs in case the resolution was not satisfactory
2554         VectorAdd(mins, size, maxs);
2555
2556         // if all the settings seem identical to the previous update, return
2557         if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
2558                 return;
2559
2560         // store the new settings
2561         r_shadow_bouncegridsettings = settings;
2562
2563         pixelbands = settings.directionalshading ? 8 : 1;
2564         pixelsperband = resolution[0]*resolution[1]*resolution[2];
2565         numpixels = pixelsperband*pixelbands;
2566
2567         // we're going to update the bouncegrid, update the matrix...
2568         memset(m, 0, sizeof(m));
2569         m[0] = 1.0f / size[0];
2570         m[3] = -mins[0] * m[0];
2571         m[5] = 1.0f / size[1];
2572         m[7] = -mins[1] * m[5];
2573         m[10] = 1.0f / size[2];
2574         m[11] = -mins[2] * m[10];
2575         m[15] = 1.0f;
2576         Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2577         // reallocate pixels for this update if needed...
2578         if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2579         {
2580                 if (r_shadow_bouncegridtexture)
2581                 {
2582                         R_FreeTexture(r_shadow_bouncegridtexture);
2583                         r_shadow_bouncegridtexture = NULL;
2584                 }
2585                 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2586                 r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
2587         }
2588         r_shadow_bouncegridnumpixels = numpixels;
2589         pixels = r_shadow_bouncegridpixels;
2590         highpixels = r_shadow_bouncegridhighpixels;
2591         x = pixelsperband*4;
2592         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2593         {
2594                 if (pixelband == 1)
2595                         memset(pixels + pixelband * x, 128, x);
2596                 else
2597                         memset(pixels + pixelband * x, 0, x);
2598         }
2599         memset(highpixels, 0, numpixels * sizeof(float[4]));
2600         // figure out what we want to interact with
2601         if (settings.hitmodels)
2602                 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
2603         else
2604                 hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
2605         maxbounce = settings.maxbounce;
2606         // clear variables that produce warnings otherwise
2607         memset(splatcolor, 0, sizeof(splatcolor));
2608         // iterate world rtlights
2609         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2610         range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
2611         range2 = range + range1;
2612         photoncount = 0;
2613         for (lightindex = 0;lightindex < range2;lightindex++)
2614         {
2615                 if (lightindex < range)
2616                 {
2617                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2618                         if (!light)
2619                                 continue;
2620                         rtlight = &light->rtlight;
2621                         VectorClear(rtlight->photoncolor);
2622                         rtlight->photons = 0;
2623                         if (!(light->flags & flag))
2624                                 continue;
2625                         if (settings.staticmode)
2626                         {
2627                                 // when static, we skip styled lights because they tend to change...
2628                                 if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2)
2629                                         continue;
2630                         }
2631                 }
2632                 else
2633                 {
2634                         rtlight = r_refdef.scene.lights[lightindex - range];
2635                         VectorClear(rtlight->photoncolor);
2636                         rtlight->photons = 0;
2637                 }
2638                 // draw only visible lights (major speedup)
2639                 radius = rtlight->radius * settings.lightradiusscale;
2640                 cullmins[0] = rtlight->shadoworigin[0] - radius;
2641                 cullmins[1] = rtlight->shadoworigin[1] - radius;
2642                 cullmins[2] = rtlight->shadoworigin[2] - radius;
2643                 cullmaxs[0] = rtlight->shadoworigin[0] + radius;
2644                 cullmaxs[1] = rtlight->shadoworigin[1] + radius;
2645                 cullmaxs[2] = rtlight->shadoworigin[2] + radius;
2646                 if (R_CullBox(cullmins, cullmaxs))
2647                         continue;
2648                 if (r_refdef.scene.worldmodel
2649                  && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
2650                  && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
2651                         continue;
2652                 w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2653                 if (w * VectorLength2(rtlight->color) == 0.0f)
2654                         continue;
2655                 w *= (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1);
2656                 VectorScale(rtlight->color, w, rtlight->photoncolor);
2657                 //if (!VectorLength2(rtlight->photoncolor))
2658                 //      continue;
2659                 // shoot particles from this light
2660                 // use a calculation for the number of particles that will not
2661                 // vary with lightstyle, otherwise we get randomized particle
2662                 // distribution, the seeded random is only consistent for a
2663                 // consistent number of particles on this light...
2664                 s = rtlight->radius;
2665                 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2666                 if (lightindex >= range)
2667                         lightintensity *= settings.dlightparticlemultiplier;
2668                 rtlight->photons = max(0.0f, lightintensity * s * s);
2669                 photoncount += rtlight->photons;
2670         }
2671         photonscaling = (float)settings.photons / max(1, photoncount);
2672         photonresidual = 0.0f;
2673         for (lightindex = 0;lightindex < range2;lightindex++)
2674         {
2675                 if (lightindex < range)
2676                 {
2677                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2678                         if (!light)
2679                                 continue;
2680                         rtlight = &light->rtlight;
2681                 }
2682                 else
2683                         rtlight = r_refdef.scene.lights[lightindex - range];
2684                 // skip a light with no photons
2685                 if (rtlight->photons == 0.0f)
2686                         continue;
2687                 // skip a light with no photon color)
2688                 if (VectorLength2(rtlight->photoncolor) == 0.0f)
2689                         continue;
2690                 photonresidual += rtlight->photons * photonscaling;
2691                 shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2692                 if (!shootparticles)
2693                         continue;
2694                 photonresidual -= shootparticles;
2695                 radius = rtlight->radius * settings.lightradiusscale;
2696                 s = settings.particleintensity / shootparticles;
2697                 VectorScale(rtlight->photoncolor, s, baseshotcolor);
2698                 r_refdef.stats.bouncegrid_lights++;
2699                 r_refdef.stats.bouncegrid_particles += shootparticles;
2700                 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2701                 {
2702                         if (settings.stablerandom > 0)
2703                                 seed = lightindex * 11937 + shotparticles;
2704                         VectorCopy(baseshotcolor, shotcolor);
2705                         VectorCopy(rtlight->shadoworigin, clipstart);
2706                         if (settings.stablerandom < 0)
2707                                 VectorRandom(clipend);
2708                         else
2709                                 VectorCheeseRandom(clipend);
2710                         VectorMA(clipstart, radius, clipend, clipend);
2711                         for (bouncecount = 0;;bouncecount++)
2712                         {
2713                                 r_refdef.stats.bouncegrid_traces++;
2714                                 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2715                                 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2716                                 if (settings.staticmode)
2717                                 {
2718                                         // static mode fires a LOT of rays but none of them are identical, so they are not cached
2719                                         cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, true, false, NULL, true, true);
2720                                 }
2721                                 else
2722                                 {
2723                                         // dynamic mode fires many rays and most will match the cache from the previous frame
2724                                         cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask);
2725                                 }
2726                                 if (bouncecount > 0 || settings.includedirectlighting)
2727                                 {
2728                                         // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
2729                                         // accumulate average shotcolor
2730                                         w = VectorLength(shotcolor);
2731                                         splatcolor[ 0] = shotcolor[0];
2732                                         splatcolor[ 1] = shotcolor[1];
2733                                         splatcolor[ 2] = shotcolor[2];
2734                                         splatcolor[ 3] = 0.0f;
2735                                         if (pixelbands > 1)
2736                                         {
2737                                                 VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
2738                                                 VectorNormalize(clipdiff);
2739                                                 // store bentnormal in case the shader has a use for it
2740                                                 splatcolor[ 4] = clipdiff[0] * w;
2741                                                 splatcolor[ 5] = clipdiff[1] * w;
2742                                                 splatcolor[ 6] = clipdiff[2] * w;
2743                                                 splatcolor[ 7] = w;
2744                                                 // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z)
2745                                                 splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]);
2746                                                 splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]);
2747                                                 splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]);
2748                                                 splatcolor[11] = 0.0f;
2749                                                 splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]);
2750                                                 splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]);
2751                                                 splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]);
2752                                                 splatcolor[15] = 0.0f;
2753                                                 splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]);
2754                                                 splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]);
2755                                                 splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]);
2756                                                 splatcolor[19] = 0.0f;
2757                                                 splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]);
2758                                                 splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]);
2759                                                 splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]);
2760                                                 splatcolor[23] = 0.0f;
2761                                                 splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]);
2762                                                 splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]);
2763                                                 splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]);
2764                                                 splatcolor[27] = 0.0f;
2765                                                 splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]);
2766                                                 splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]);
2767                                                 splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]);
2768                                                 splatcolor[31] = 0.0f;
2769                                         }
2770                                         // calculate the number of steps we need to traverse this distance
2771                                         VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
2772                                         numsteps = (int)(VectorLength(stepdelta) * ispacing[0]);
2773                                         numsteps = bound(1, numsteps, 1024);
2774                                         w = 1.0f / numsteps;
2775                                         VectorScale(stepdelta, w, stepdelta);
2776                                         VectorMA(clipstart, 0.5f, stepdelta, steppos);
2777                                         for (step = 0;step < numsteps;step++)
2778                                         {
2779                                                 r_refdef.stats.bouncegrid_splats++;
2780                                                 // figure out which texture pixel this is in
2781                                                 texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]) - 0.5f;
2782                                                 texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]) - 0.5f;
2783                                                 texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]) - 0.5f;
2784                                                 tex[0] = (int)floor(texlerp[1][0]);
2785                                                 tex[1] = (int)floor(texlerp[1][1]);
2786                                                 tex[2] = (int)floor(texlerp[1][2]);
2787                                                 if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2)
2788                                                 {
2789                                                         // it is within bounds...  do the real work now
2790                                                         // calculate the lerp factors
2791                                                         texlerp[1][0] -= tex[0];
2792                                                         texlerp[1][1] -= tex[1];
2793                                                         texlerp[1][2] -= tex[2];
2794                                                         texlerp[0][0] = 1.0f - texlerp[1][0];
2795                                                         texlerp[0][1] = 1.0f - texlerp[1][1];
2796                                                         texlerp[0][2] = 1.0f - texlerp[1][2];
2797                                                         // calculate individual pixel indexes and weights
2798                                                         pixelindex[0] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
2799                                                         pixelindex[1] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
2800                                                         pixelindex[2] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
2801                                                         pixelindex[3] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]);
2802                                                         pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
2803                                                         pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]);
2804                                                         pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]);
2805                                                         pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]);
2806                                                         // update the 8 pixels...
2807                                                         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2808                                                         {
2809                                                                 for (corner = 0;corner < 8;corner++)
2810                                                                 {
2811                                                                         // calculate address for pixel
2812                                                                         w = pixelweight[corner];
2813                                                                         pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2814                                                                         highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2815                                                                         // add to the high precision pixel color
2816                                                                         highpixel[0] += (splatcolor[pixelband*4+0]*w);
2817                                                                         highpixel[1] += (splatcolor[pixelband*4+1]*w);
2818                                                                         highpixel[2] += (splatcolor[pixelband*4+2]*w);
2819                                                                         highpixel[3] += (splatcolor[pixelband*4+3]*w);
2820                                                                         // flag the low precision pixel as needing to be updated
2821                                                                         pixel[3] = 255;
2822                                                                         // advance to next band of coefficients
2823                                                                         //pixel += pixelsperband*4;
2824                                                                         //highpixel += pixelsperband*4;
2825                                                                 }
2826                                                         }
2827                                                 }
2828                                                 VectorAdd(steppos, stepdelta, steppos);
2829                                         }
2830                                 }
2831                                 if (cliptrace.fraction >= 1.0f)
2832                                         break;
2833                                 r_refdef.stats.bouncegrid_hits++;
2834                                 if (bouncecount >= maxbounce)
2835                                         break;
2836                                 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2837                                 // also clamp the resulting color to never add energy, even if the user requests extreme values
2838                                 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2839                                         VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2840                                 else
2841                                         VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2842                                 VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
2843                                 surfcolor[0] = min(surfcolor[0], 1.0f);
2844                                 surfcolor[1] = min(surfcolor[1], 1.0f);
2845                                 surfcolor[2] = min(surfcolor[2], 1.0f);
2846                                 VectorMultiply(shotcolor, surfcolor, shotcolor);
2847                                 if (VectorLength2(baseshotcolor) == 0.0f)
2848                                         break;
2849                                 r_refdef.stats.bouncegrid_bounces++;
2850                                 if (settings.bounceanglediffuse)
2851                                 {
2852                                         // random direction, primarily along plane normal
2853                                         s = VectorDistance(cliptrace.endpos, clipend);
2854                                         if (settings.stablerandom < 0)
2855                                                 VectorRandom(clipend);
2856                                         else
2857                                                 VectorCheeseRandom(clipend);
2858                                         VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2859                                         VectorNormalize(clipend);
2860                                         VectorScale(clipend, s, clipend);
2861                                 }
2862                                 else
2863                                 {
2864                                         // reflect the remaining portion of the line across plane normal
2865                                         VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2866                                         VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2867                                 }
2868                                 // calculate the new line start and end
2869                                 VectorCopy(cliptrace.endpos, clipstart);
2870                                 VectorAdd(clipstart, clipend, clipend);
2871                         }
2872                 }
2873         }
2874         // generate pixels array from highpixels array
2875         // skip first and last columns, rows, and layers as these are blank
2876         // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
2877         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2878         {
2879                 for (z = 1;z < resolution[2]-1;z++)
2880                 {
2881                         for (y = 1;y < resolution[1]-1;y++)
2882                         {
2883                                 for (x = 1, pixelindex[0] = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4)
2884                                 {
2885                                         // only convert pixels that were hit by photons
2886                                         if (pixel[3] == 255)
2887                                         {
2888                                                 // normalize the bentnormal...
2889                                                 if (pixelband == 1)
2890                                                 {
2891                                                         VectorNormalize(highpixel);
2892                                                         c[0] = (int)(highpixel[0]*128.0f+128.0f);
2893                                                         c[1] = (int)(highpixel[1]*128.0f+128.0f);
2894                                                         c[2] = (int)(highpixel[2]*128.0f+128.0f);
2895                                                         c[3] = (int)(highpixel[3]*128.0f+128.0f);
2896                                                 }
2897                                                 else
2898                                                 {
2899                                                         c[0] = (int)(highpixel[0]*256.0f);
2900                                                         c[1] = (int)(highpixel[1]*256.0f);
2901                                                         c[2] = (int)(highpixel[2]*256.0f);
2902                                                         c[3] = (int)(highpixel[3]*256.0f);
2903                                                 }
2904                                                 pixel[2] = (unsigned char)bound(0, c[0], 255);
2905                                                 pixel[1] = (unsigned char)bound(0, c[1], 255);
2906                                                 pixel[0] = (unsigned char)bound(0, c[2], 255);
2907                                                 pixel[3] = (unsigned char)bound(0, c[3], 255);
2908                                         }
2909                                 }
2910                         }
2911                 }
2912         }
2913         if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2] && r_shadow_bouncegriddirectional == settings.directionalshading)
2914                 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
2915         else
2916         {
2917                 VectorCopy(resolution, r_shadow_bouncegridresolution);
2918                 r_shadow_bouncegriddirectional = settings.directionalshading;
2919                 if (r_shadow_bouncegridtexture)
2920                         R_FreeTexture(r_shadow_bouncegridtexture);
2921                 r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
2922         }
2923         r_shadow_bouncegridtime = realtime;
2924 }
2925
2926 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2927 {
2928         R_Shadow_RenderMode_Reset();
2929         GL_BlendFunc(GL_ONE, GL_ONE);
2930         GL_DepthRange(0, 1);
2931         GL_DepthTest(r_showshadowvolumes.integer < 2);
2932         GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2933         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2934         GL_CullFace(GL_NONE);
2935         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2936 }
2937
2938 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2939 {
2940         R_Shadow_RenderMode_Reset();
2941         GL_BlendFunc(GL_ONE, GL_ONE);
2942         GL_DepthRange(0, 1);
2943         GL_DepthTest(r_showlighting.integer < 2);
2944         GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2945         if (!transparent)
2946                 GL_DepthFunc(GL_EQUAL);
2947         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2948         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2949 }
2950
2951 void R_Shadow_RenderMode_End(void)
2952 {
2953         R_Shadow_RenderMode_Reset();
2954         R_Shadow_RenderMode_ActiveLight(NULL);
2955         GL_DepthMask(true);
2956         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2957         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2958 }
2959
2960 int bboxedges[12][2] =
2961 {
2962         // top
2963         {0, 1}, // +X
2964         {0, 2}, // +Y
2965         {1, 3}, // Y, +X
2966         {2, 3}, // X, +Y
2967         // bottom
2968         {4, 5}, // +X
2969         {4, 6}, // +Y
2970         {5, 7}, // Y, +X
2971         {6, 7}, // X, +Y
2972         // verticals
2973         {0, 4}, // +Z
2974         {1, 5}, // X, +Z
2975         {2, 6}, // Y, +Z
2976         {3, 7}, // XY, +Z
2977 };
2978
2979 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2980 {
2981         if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer)
2982         {
2983                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2984                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2985                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2986                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2987                 return false;
2988         }
2989         if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2990                 return true; // invisible
2991         if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2992         || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2993         || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2994         || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2995                 r_refdef.stats.lights_scissored++;
2996         return false;
2997 }
2998
2999 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
3000 {
3001         int i;
3002         const float *vertex3f;
3003         const float *normal3f;
3004         float *color4f;
3005         float dist, dot, distintensity, shadeintensity, v[3], n[3];
3006         switch (r_shadow_rendermode)
3007         {
3008         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3009         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3010                 if (VectorLength2(diffusecolor) > 0)
3011                 {
3012                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3013                         {
3014                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3015                                 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3016                                 if ((dot = DotProduct(n, v)) < 0)
3017                                 {
3018                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3019                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
3020                                 }
3021                                 else
3022                                         VectorCopy(ambientcolor, color4f);
3023                                 if (r_refdef.fogenabled)
3024                                 {
3025                                         float f;
3026                                         f = RSurf_FogVertex(vertex3f);
3027                                         VectorScale(color4f, f, color4f);
3028                                 }
3029                                 color4f[3] = 1;
3030                         }
3031                 }
3032                 else
3033                 {
3034                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3035                         {
3036                                 VectorCopy(ambientcolor, color4f);
3037                                 if (r_refdef.fogenabled)
3038                                 {
3039                                         float f;
3040                                         Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3041                                         f = RSurf_FogVertex(vertex3f);
3042                                         VectorScale(color4f + 4*i, f, color4f);
3043                                 }
3044                                 color4f[3] = 1;
3045                         }
3046                 }
3047                 break;
3048         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3049                 if (VectorLength2(diffusecolor) > 0)
3050                 {
3051                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3052                         {
3053                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3054                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3055                                 {
3056                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3057                                         if ((dot = DotProduct(n, v)) < 0)
3058                                         {
3059                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3060                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3061                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3062                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3063                                         }
3064                                         else
3065                                         {
3066                                                 color4f[0] = ambientcolor[0] * distintensity;
3067                                                 color4f[1] = ambientcolor[1] * distintensity;
3068                                                 color4f[2] = ambientcolor[2] * distintensity;
3069                                         }
3070                                         if (r_refdef.fogenabled)
3071                                         {
3072                                                 float f;
3073                                                 f = RSurf_FogVertex(vertex3f);
3074                                                 VectorScale(color4f, f, color4f);
3075                                         }
3076                                 }
3077                                 else
3078                                         VectorClear(color4f);
3079                                 color4f[3] = 1;
3080                         }
3081                 }
3082                 else
3083                 {
3084                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3085                         {
3086                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3087                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3088                                 {
3089                                         color4f[0] = ambientcolor[0] * distintensity;
3090                                         color4f[1] = ambientcolor[1] * distintensity;
3091                                         color4f[2] = ambientcolor[2] * distintensity;
3092                                         if (r_refdef.fogenabled)
3093                                         {
3094                                                 float f;
3095                                                 f = RSurf_FogVertex(vertex3f);
3096                                                 VectorScale(color4f, f, color4f);
3097                                         }
3098                                 }
3099                                 else
3100                                         VectorClear(color4f);
3101                                 color4f[3] = 1;
3102                         }
3103                 }
3104                 break;
3105         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3106                 if (VectorLength2(diffusecolor) > 0)
3107                 {
3108                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3109                         {
3110                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3111                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3112                                 {
3113                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3114                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3115                                         if ((dot = DotProduct(n, v)) < 0)
3116                                         {
3117                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3118                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3119                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3120                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3121                                         }
3122                                         else
3123                                         {
3124                                                 color4f[0] = ambientcolor[0] * distintensity;
3125                                                 color4f[1] = ambientcolor[1] * distintensity;
3126                                                 color4f[2] = ambientcolor[2] * distintensity;
3127                                         }
3128                                         if (r_refdef.fogenabled)
3129                                         {
3130                                                 float f;
3131                                                 f = RSurf_FogVertex(vertex3f);
3132                                                 VectorScale(color4f, f, color4f);
3133                                         }
3134                                 }
3135                                 else
3136                                         VectorClear(color4f);
3137                                 color4f[3] = 1;
3138                         }
3139                 }
3140                 else
3141                 {
3142                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3143                         {
3144                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3145                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3146                                 {
3147                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3148                                         color4f[0] = ambientcolor[0] * distintensity;
3149                                         color4f[1] = ambientcolor[1] * distintensity;
3150                                         color4f[2] = ambientcolor[2] * distintensity;
3151                                         if (r_refdef.fogenabled)
3152                                         {
3153                                                 float f;
3154                                                 f = RSurf_FogVertex(vertex3f);
3155                                                 VectorScale(color4f, f, color4f);
3156                                         }
3157                                 }
3158                                 else
3159                                         VectorClear(color4f);
3160                                 color4f[3] = 1;
3161                         }
3162                 }
3163                 break;
3164         default:
3165                 break;
3166         }
3167 }
3168
3169 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3170 {
3171         // used to display how many times a surface is lit for level design purposes
3172         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3173         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
3174         RSurf_DrawBatch();
3175 }
3176
3177 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
3178 {
3179         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
3180         R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
3181         RSurf_DrawBatch();
3182 }
3183
3184 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3185 {
3186         int renders;
3187         int i;
3188         int stop;
3189         int newfirstvertex;
3190         int newlastvertex;
3191         int newnumtriangles;
3192         int *newe;
3193         const int *e;
3194         float *c;
3195         int maxtriangles = 1024;
3196         int newelements[1024*3];
3197         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
3198         for (renders = 0;renders < 4;renders++)
3199         {
3200                 stop = true;
3201                 newfirstvertex = 0;
3202                 newlastvertex = 0;
3203                 newnumtriangles = 0;
3204                 newe = newelements;
3205                 // due to low fillrate on the cards this vertex lighting path is
3206                 // designed for, we manually cull all triangles that do not
3207                 // contain a lit vertex
3208                 // this builds batches of triangles from multiple surfaces and
3209                 // renders them at once
3210                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3211                 {
3212                         if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
3213                         {
3214                                 if (newnumtriangles)
3215                                 {
3216                                         newfirstvertex = min(newfirstvertex, e[0]);
3217                                         newlastvertex  = max(newlastvertex, e[0]);
3218                                 }
3219                                 else
3220                                 {
3221                                         newfirstvertex = e[0];
3222                                         newlastvertex = e[0];
3223                                 }
3224                                 newfirstvertex = min(newfirstvertex, e[1]);
3225                                 newlastvertex  = max(newlastvertex, e[1]);
3226                                 newfirstvertex = min(newfirstvertex, e[2]);
3227                                 newlastvertex  = max(newlastvertex, e[2]);
3228                                 newe[0] = e[0];
3229                                 newe[1] = e[1];
3230                                 newe[2] = e[2];
3231                                 newnumtriangles++;
3232                                 newe += 3;
3233                                 if (newnumtriangles >= maxtriangles)
3234                                 {
3235                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3236                                         newnumtriangles = 0;
3237                                         newe = newelements;
3238                                         stop = false;
3239                                 }
3240                         }
3241                 }
3242                 if (newnumtriangles >= 1)
3243                 {
3244                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3245                         stop = false;
3246                 }
3247                 // if we couldn't find any lit triangles, exit early
3248                 if (stop)
3249                         break;
3250                 // now reduce the intensity for the next overbright pass
3251                 // we have to clamp to 0 here incase the drivers have improper
3252                 // handling of negative colors
3253                 // (some old drivers even have improper handling of >1 color)
3254                 stop = true;
3255                 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3256                 {
3257                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3258                         {
3259                                 c[0] = max(0, c[0] - 1);
3260                                 c[1] = max(0, c[1] - 1);
3261                                 c[2] = max(0, c[2] - 1);
3262                                 stop = false;
3263                         }
3264                         else
3265                                 VectorClear(c);
3266                 }
3267                 // another check...
3268                 if (stop)
3269                         break;
3270         }
3271 }
3272
3273 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
3274 {
3275         // OpenGL 1.1 path (anything)
3276         float ambientcolorbase[3], diffusecolorbase[3];
3277         float ambientcolorpants[3], diffusecolorpants[3];
3278         float ambientcolorshirt[3], diffusecolorshirt[3];
3279         const float *surfacecolor = rsurface.texture->dlightcolor;
3280         const float *surfacepants = rsurface.colormap_pantscolor;
3281         const float *surfaceshirt = rsurface.colormap_shirtcolor;
3282         rtexture_t *basetexture = rsurface.texture->basetexture;
3283         rtexture_t *pantstexture = rsurface.texture->pantstexture;
3284         rtexture_t *shirttexture = rsurface.texture->shirttexture;
3285         qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
3286         qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
3287         ambientscale *= 2 * r_refdef.view.colorscale;
3288         diffusescale *= 2 * r_refdef.view.colorscale;
3289         ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
3290         diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
3291         ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
3292         diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
3293         ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
3294         diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
3295         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3296         rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
3297         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3298         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
3299         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
3300         R_Mesh_TexBind(0, basetexture);
3301         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
3302         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
3303         switch(r_shadow_rendermode)
3304         {
3305         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3306                 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
3307                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3308                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3309                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3310                 break;
3311         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3312                 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
3313                 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
3314                 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
3315                 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3316                 // fall through
3317         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3318                 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
3319                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3320                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3321                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3322                 break;
3323         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3324                 break;
3325         default:
3326                 break;
3327         }
3328         //R_Mesh_TexBind(0, basetexture);
3329         R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3330         if (dopants)
3331         {
3332                 R_Mesh_TexBind(0, pantstexture);
3333                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3334         }
3335         if (doshirt)
3336         {
3337                 R_Mesh_TexBind(0, shirttexture);
3338                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3339         }
3340 }
3341
3342 extern cvar_t gl_lightmaps;
3343 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3344 {
3345         float ambientscale, diffusescale, specularscale;
3346         qboolean negated;
3347         float lightcolor[3];
3348         VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3349         ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient;
3350         diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient);
3351         specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3352         if (!r_shadow_usenormalmap.integer)
3353         {
3354                 ambientscale += 1.0f * diffusescale;
3355                 diffusescale = 0;
3356                 specularscale = 0;
3357         }
3358         if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3359                 return;
3360         negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3361         if(negated)
3362         {
3363                 VectorNegate(lightcolor, lightcolor);
3364                 GL_BlendEquationSubtract(true);
3365         }
3366         RSurf_SetupDepthAndCulling();
3367         switch (r_shadow_rendermode)
3368         {
3369         case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3370                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3371                 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3372                 break;
3373         case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3374                 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3375                 break;
3376         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3377         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3378         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3379         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3380                 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3381                 break;
3382         default:
3383                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3384                 break;
3385         }
3386         if(negated)
3387                 GL_BlendEquationSubtract(false);
3388 }
3389
3390 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
3391 {
3392         matrix4x4_t tempmatrix = *matrix;
3393         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3394
3395         // if this light has been compiled before, free the associated data
3396         R_RTLight_Uncompile(rtlight);
3397
3398         // clear it completely to avoid any lingering data
3399         memset(rtlight, 0, sizeof(*rtlight));
3400
3401         // copy the properties
3402         rtlight->matrix_lighttoworld = tempmatrix;
3403         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3404         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3405         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3406         VectorCopy(color, rtlight->color);
3407         rtlight->cubemapname[0] = 0;
3408         if (cubemapname && cubemapname[0])
3409                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3410         rtlight->shadow = shadow;
3411         rtlight->corona = corona;
3412         rtlight->style = style;
3413         rtlight->isstatic = isstatic;
3414         rtlight->coronasizescale = coronasizescale;
3415         rtlight->ambientscale = ambientscale;
3416         rtlight->diffusescale = diffusescale;
3417         rtlight->specularscale = specularscale;
3418         rtlight->flags = flags;
3419
3420         // compute derived data
3421         //rtlight->cullradius = rtlight->radius;
3422         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3423         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3424         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3425         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3426         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3427         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3428         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3429 }
3430
3431 // compiles rtlight geometry
3432 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3433 void R_RTLight_Compile(rtlight_t *rtlight)
3434 {
3435         int i;
3436         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3437         int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3438         entity_render_t *ent = r_refdef.scene.worldentity;
3439         dp_model_t *model = r_refdef.scene.worldmodel;
3440         unsigned char *data;
3441         shadowmesh_t *mesh;
3442
3443         // compile the light
3444         rtlight->compiled = true;
3445         rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3446         rtlight->static_numleafs = 0;
3447         rtlight->static_numleafpvsbytes = 0;
3448         rtlight->static_leaflist = NULL;
3449         rtlight->static_leafpvs = NULL;
3450         rtlight->static_numsurfaces = 0;
3451         rtlight->static_surfacelist = NULL;
3452         rtlight->static_shadowmap_receivers = 0x3F;
3453         rtlight->static_shadowmap_casters = 0x3F;
3454         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3455         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3456         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3457         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3458         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3459         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3460
3461         if (model && model->GetLightInfo)
3462         {
3463                 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3464                 r_shadow_compilingrtlight = rtlight;
3465                 R_FrameData_SetMark();
3466                 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
3467                 R_FrameData_ReturnToMark();
3468                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3469                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3470                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3471                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3472                 rtlight->static_numsurfaces = numsurfaces;
3473                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3474                 rtlight->static_numleafs = numleafs;
3475                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3476                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3477                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3478                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3479                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3480                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3481                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3482                 if (rtlight->static_numsurfaces)
3483                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3484                 if (rtlight->static_numleafs)
3485                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3486                 if (rtlight->static_numleafpvsbytes)
3487                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3488                 if (rtlight->static_numshadowtrispvsbytes)
3489                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3490                 if (rtlight->static_numlighttrispvsbytes)
3491                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3492                 R_FrameData_SetMark();
3493                 switch (rtlight->shadowmode)
3494                 {
3495                 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3496                         if (model->CompileShadowMap && rtlight->shadow)
3497                                 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3498                         break;
3499                 default:
3500                         if (model->CompileShadowVolume && rtlight->shadow)
3501                                 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3502                         break;
3503                 }
3504                 R_FrameData_ReturnToMark();
3505                 // now we're done compiling the rtlight
3506                 r_shadow_compilingrtlight = NULL;
3507         }
3508
3509
3510         // use smallest available cullradius - box radius or light radius
3511         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3512         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3513
3514         shadowzpasstris = 0;
3515         if (rtlight->static_meshchain_shadow_zpass)
3516                 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3517                         shadowzpasstris += mesh->numtriangles;
3518
3519         shadowzfailtris = 0;
3520         if (rtlight->static_meshchain_shadow_zfail)
3521                 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3522                         shadowzfailtris += mesh->numtriangles;
3523
3524         lighttris = 0;
3525         if (rtlight->static_numlighttrispvsbytes)
3526                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3527                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3528                                 lighttris++;
3529
3530         shadowtris = 0;
3531         if (rtlight->static_numlighttrispvsbytes)
3532                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3533                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3534                                 shadowtris++;
3535
3536         if (developer_extra.integer)
3537                 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
3538 }
3539
3540 void R_RTLight_Uncompile(rtlight_t *rtlight)
3541 {
3542         if (rtlight->compiled)
3543         {
3544                 if (rtlight->static_meshchain_shadow_zpass)
3545                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3546                 rtlight->static_meshchain_shadow_zpass = NULL;
3547                 if (rtlight->static_meshchain_shadow_zfail)
3548                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3549                 rtlight->static_meshchain_shadow_zfail = NULL;
3550                 if (rtlight->static_meshchain_shadow_shadowmap)
3551                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3552                 rtlight->static_meshchain_shadow_shadowmap = NULL;
3553                 // these allocations are grouped
3554                 if (rtlight->static_surfacelist)
3555                         Mem_Free(rtlight->static_surfacelist);
3556                 rtlight->static_numleafs = 0;
3557                 rtlight->static_numleafpvsbytes = 0;
3558                 rtlight->static_leaflist = NULL;
3559                 rtlight->static_leafpvs = NULL;
3560                 rtlight->static_numsurfaces = 0;
3561                 rtlight->static_surfacelist = NULL;
3562                 rtlight->static_numshadowtrispvsbytes = 0;
3563                 rtlight->static_shadowtrispvs = NULL;
3564                 rtlight->static_numlighttrispvsbytes = 0;
3565                 rtlight->static_lighttrispvs = NULL;
3566                 rtlight->compiled = false;
3567         }
3568 }
3569
3570 void R_Shadow_UncompileWorldLights(void)
3571 {
3572         size_t lightindex;
3573         dlight_t *light;
3574         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3575         for (lightindex = 0;lightindex < range;lightindex++)
3576         {
3577                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3578                 if (!light)
3579                         continue;
3580                 R_RTLight_Uncompile(&light->rtlight);
3581         }
3582 }
3583
3584 static void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3585 {
3586         int i, j;
3587         mplane_t plane;
3588         // reset the count of frustum planes
3589         // see rtlight->cached_frustumplanes definition for how much this array
3590         // can hold
3591         rtlight->cached_numfrustumplanes = 0;
3592
3593         if (r_trippy.integer)
3594                 return;
3595
3596         // haven't implemented a culling path for ortho rendering
3597         if (!r_refdef.view.useperspective)
3598         {
3599                 // check if the light is on screen and copy the 4 planes if it is
3600                 for (i = 0;i < 4;i++)
3601                         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3602                                 break;
3603                 if (i == 4)
3604                         for (i = 0;i < 4;i++)
3605                                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3606                 return;
3607         }
3608
3609 #if 1
3610         // generate a deformed frustum that includes the light origin, this is
3611         // used to cull shadow casting surfaces that can not possibly cast a
3612         // shadow onto the visible light-receiving surfaces, which can be a
3613         // performance gain
3614         //
3615         // if the light origin is onscreen the result will be 4 planes exactly
3616         // if the light origin is offscreen on only one axis the result will
3617         // be exactly 5 planes (split-side case)
3618         // if the light origin is offscreen on two axes the result will be
3619         // exactly 4 planes (stretched corner case)
3620         for (i = 0;i < 4;i++)
3621         {
3622                 // quickly reject standard frustum planes that put the light
3623                 // origin outside the frustum
3624                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3625                         continue;
3626                 // copy the plane
3627                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3628         }
3629         // if all the standard frustum planes were accepted, the light is onscreen
3630         // otherwise we need to generate some more planes below...
3631         if (rtlight->cached_numfrustumplanes < 4)
3632         {
3633                 // at least one of the stock frustum planes failed, so we need to
3634                 // create one or two custom planes to enclose the light origin
3635                 for (i = 0;i < 4;i++)
3636                 {
3637                         // create a plane using the view origin and light origin, and a
3638                         // single point from the frustum corner set
3639                         TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3640                         VectorNormalize(plane.normal);
3641                         plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3642                         // see if this plane is backwards and flip it if so
3643                         for (j = 0;j < 4;j++)
3644                                 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3645                                         break;
3646                         if (j < 4)
3647                         {
3648                                 VectorNegate(plane.normal, plane.normal);
3649                                 plane.dist *= -1;
3650                                 // flipped plane, test again to see if it is now valid
3651                                 for (j = 0;j < 4;j++)
3652                                         if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3653                                                 break;
3654                                 // if the plane is still not valid, then it is dividing the
3655                                 // frustum and has to be rejected
3656                                 if (j < 4)
3657                                         continue;
3658                         }
3659                         // we have created a valid plane, compute extra info
3660                         PlaneClassify(&plane);
3661                         // copy the plane
3662                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3663 #if 1
3664                         // if we've found 5 frustum planes then we have constructed a
3665                         // proper split-side case and do not need to keep searching for
3666                         // planes to enclose the light origin
3667                         if (rtlight->cached_numfrustumplanes == 5)
3668                                 break;
3669 #endif
3670                 }
3671         }
3672 #endif
3673
3674 #if 0
3675         for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3676         {
3677                 plane = rtlight->cached_frustumplanes[i];
3678                 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
3679         }
3680 #endif
3681
3682 #if 0
3683         // now add the light-space box planes if the light box is rotated, as any
3684         // caster outside the oriented light box is irrelevant (even if it passed
3685         // the worldspace light box, which is axial)
3686         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3687         {
3688                 for (i = 0;i < 6;i++)
3689                 {
3690                         vec3_t v;
3691                         VectorClear(v);
3692                         v[i >> 1] = (i & 1) ? -1 : 1;
3693                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3694                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3695                         plane.dist = VectorNormalizeLength(plane.normal);
3696                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3697                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3698                 }
3699         }
3700 #endif
3701
3702 #if 0
3703         // add the world-space reduced box planes
3704         for (i = 0;i < 6;i++)
3705         {
3706                 VectorClear(plane.normal);
3707                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3708                 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3709                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3710         }
3711 #endif
3712
3713 #if 0
3714         {
3715         int j, oldnum;
3716         vec3_t points[8];
3717         vec_t bestdist;
3718         // reduce all plane distances to tightly fit the rtlight cull box, which
3719         // is in worldspace
3720         VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3721         VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3722         VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3723         VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3724         VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3725         VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3726         VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3727         VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3728         oldnum = rtlight->cached_numfrustumplanes;
3729         rtlight->cached_numfrustumplanes = 0;
3730         for (j = 0;j < oldnum;j++)
3731         {
3732                 // find the nearest point on the box to this plane
3733                 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3734                 for (i = 1;i < 8;i++)
3735                 {
3736                         dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3737                         if (bestdist > dist)
3738                                 bestdist = dist;
3739                 }
3740                 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
3741                 // if the nearest point is near or behind the plane, we want this
3742                 // plane, otherwise the plane is useless as it won't cull anything
3743                 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3744                 {
3745                         PlaneClassify(&rtlight->cached_frustumplanes[j]);
3746                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3747                 }
3748         }
3749         }
3750 #endif
3751 }
3752
3753 static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3754 {
3755         shadowmesh_t *mesh;
3756
3757         RSurf_ActiveWorldEntity();
3758
3759         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3760         {
3761                 CHECKGLERROR
3762                 GL_CullFace(GL_NONE);
3763                 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3764                 for (;mesh;mesh = mesh->next)
3765                 {
3766                         if (!mesh->sidetotals[r_shadow_shadowmapside])
3767                                 continue;
3768                         r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3769                         if (mesh->vertex3fbuffer)
3770                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3771                         else
3772                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3773                         R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3774                 }
3775                 CHECKGLERROR
3776         }
3777         else if (r_refdef.scene.worldentity->model)
3778                 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3779
3780         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3781 }
3782
3783 static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3784 {
3785         qboolean zpass = false;
3786         shadowmesh_t *mesh;
3787         int t, tend;
3788         int surfacelistindex;
3789         msurface_t *surface;
3790
3791         // if triangle neighbors are disabled, shadowvolumes are disabled
3792         if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3793                 return;
3794
3795         RSurf_ActiveWorldEntity();
3796
3797         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3798         {
3799                 CHECKGLERROR
3800                 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3801                 {
3802                         zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3803                         R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3804                 }
3805                 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3806                 for (;mesh;mesh = mesh->next)
3807                 {
3808                         r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3809                         if (mesh->vertex3fbuffer)
3810                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3811                         else
3812                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3813                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3814                         {
3815                                 // increment stencil if frontface is infront of depthbuffer
3816                                 GL_CullFace(r_refdef.view.cullface_back);
3817                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3818                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3819                                 // decrement stencil if backface is infront of depthbuffer
3820                                 GL_CullFace(r_refdef.view.cullface_front);
3821                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3822                         }
3823                         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3824                         {
3825                                 // decrement stencil if backface is behind depthbuffer
3826                                 GL_CullFace(r_refdef.view.cullface_front);
3827                                 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3828                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3829                                 // increment stencil if frontface is behind depthbuffer
3830                                 GL_CullFace(r_refdef.view.cullface_back);
3831                                 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3832                         }
3833                         R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3834                 }
3835                 CHECKGLERROR
3836         }
3837         else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3838         {
3839                 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3840                 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3841                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3842                 {
3843                         surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3844                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3845                                 if (CHECKPVSBIT(trispvs, t))
3846                                         shadowmarklist[numshadowmark++] = t;
3847                 }
3848                 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3849         }
3850         else if (numsurfaces)
3851         {
3852                 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3853         }
3854
3855         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3856 }
3857
3858 static void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3859 {
3860         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3861         vec_t relativeshadowradius;
3862         RSurf_ActiveModelEntity(ent, false, false, false);
3863         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3864         // we need to re-init the shader for each entity because the matrix changed
3865         relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3866         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3867         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3868         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3869         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3870         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3871         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3872         switch (r_shadow_rendermode)
3873         {
3874         case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3875                 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3876                 break;
3877         default:
3878                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3879                 break;
3880         }
3881         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3882 }
3883
3884 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3885 {
3886         // set up properties for rendering light onto this entity
3887         RSurf_ActiveModelEntity(ent, true, true, false);
3888         Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3889         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3890         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3891         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3892 }
3893
3894 static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3895 {
3896         if (!r_refdef.scene.worldmodel->DrawLight)
3897                 return;
3898
3899         // set up properties for rendering light onto this entity
3900         RSurf_ActiveWorldEntity();
3901         rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3902         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3903         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3904         VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3905
3906         r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3907
3908         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3909 }
3910
3911 static void R_Shadow_DrawEntityLight(entity_render_t *ent)
3912 {
3913         dp_model_t *model = ent->model;
3914         if (!model->DrawLight)
3915                 return;
3916
3917         R_Shadow_SetupEntityLight(ent);
3918
3919         model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3920
3921         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3922 }
3923
3924 static void R_Shadow_PrepareLight(rtlight_t *rtlight)
3925 {
3926         int i;
3927         float f;
3928         int numleafs, numsurfaces;
3929         int *leaflist, *surfacelist;
3930         unsigned char *leafpvs;
3931         unsigned char *shadowtrispvs;
3932         unsigned char *lighttrispvs;
3933         //unsigned char *surfacesides;
3934         int numlightentities;
3935         int numlightentities_noselfshadow;
3936         int numshadowentities;
3937         int numshadowentities_noselfshadow;
3938         static entity_render_t *lightentities[MAX_EDICTS];
3939         static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3940         static entity_render_t *shadowentities[MAX_EDICTS];
3941         static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3942         qboolean nolight;
3943
3944         rtlight->draw = false;
3945         rtlight->cached_numlightentities               = 0;
3946         rtlight->cached_numlightentities_noselfshadow  = 0;
3947         rtlight->cached_numshadowentities              = 0;
3948         rtlight->cached_numshadowentities_noselfshadow = 0;
3949         rtlight->cached_numsurfaces                    = 0;
3950         rtlight->cached_lightentities                  = NULL;
3951         rtlight->cached_lightentities_noselfshadow     = NULL;
3952         rtlight->cached_shadowentities                 = NULL;
3953         rtlight->cached_shadowentities_noselfshadow    = NULL;
3954         rtlight->cached_shadowtrispvs                  = NULL;
3955         rtlight->cached_lighttrispvs                   = NULL;
3956         rtlight->cached_surfacelist                    = NULL;
3957
3958         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3959         // skip lights that are basically invisible (color 0 0 0)
3960         nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3961
3962         // loading is done before visibility checks because loading should happen
3963         // all at once at the start of a level, not when it stalls gameplay.
3964         // (especially important to benchmarks)
3965         // compile light
3966         if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3967         {
3968                 if (rtlight->compiled)
3969                         R_RTLight_Uncompile(rtlight);
3970                 R_RTLight_Compile(rtlight);
3971         }
3972
3973         // load cubemap
3974         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3975
3976         // look up the light style value at this time
3977         f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3978         VectorScale(rtlight->color, f, rtlight->currentcolor);
3979         /*
3980         if (rtlight->selected)
3981         {
3982                 f = 2 + sin(realtime * M_PI * 4.0);
3983                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3984         }
3985         */
3986
3987         // if lightstyle is currently off, don't draw the light
3988         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3989                 return;
3990
3991         // skip processing on corona-only lights
3992         if (nolight)
3993                 return;
3994
3995         // if the light box is offscreen, skip it
3996         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3997                 return;
3998
3999         VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
4000         VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
4001
4002         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4003
4004         // don't allow lights to be drawn if using r_shadow_bouncegrid 2, except if we're using static bouncegrid where dynamic lights still need to draw
4005         if (r_shadow_bouncegrid.integer == 2 && (rtlight->isstatic || !r_shadow_bouncegrid_static.integer))
4006                 return;
4007
4008         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
4009         {
4010                 // compiled light, world available and can receive realtime lighting
4011                 // retrieve leaf information
4012                 numleafs = rtlight->static_numleafs;
4013                 leaflist = rtlight->static_leaflist;
4014                 leafpvs = rtlight->static_leafpvs;
4015                 numsurfaces = rtlight->static_numsurfaces;
4016                 surfacelist = rtlight->static_surfacelist;
4017                 //surfacesides = NULL;
4018                 shadowtrispvs = rtlight->static_shadowtrispvs;
4019                 lighttrispvs = rtlight->static_lighttrispvs;
4020         }
4021         else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
4022         {
4023                 // dynamic light, world available and can receive realtime lighting
4024                 // calculate lit surfaces and leafs
4025                 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
4026                 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4027                 leaflist = r_shadow_buffer_leaflist;
4028                 leafpvs = r_shadow_buffer_leafpvs;
4029                 surfacelist = r_shadow_buffer_surfacelist;
4030                 //surfacesides = r_shadow_buffer_surfacesides;
4031                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
4032                 lighttrispvs = r_shadow_buffer_lighttrispvs;
4033                 // if the reduced leaf bounds are offscreen, skip it
4034                 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4035                         return;
4036         }
4037         else
4038         {
4039                 // no world
4040                 numleafs = 0;
4041                 leaflist = NULL;
4042                 leafpvs = NULL;
4043                 numsurfaces = 0;
4044                 surfacelist = NULL;
4045                 //surfacesides = NULL;
4046                 shadowtrispvs = NULL;
4047                 lighttrispvs = NULL;
4048         }
4049         // check if light is illuminating any visible leafs
4050         if (numleafs)
4051         {
4052                 for (i = 0;i < numleafs;i++)
4053                         if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4054                                 break;
4055                 if (i == numleafs)
4056                         return;
4057         }
4058
4059         // make a list of lit entities and shadow casting entities
4060         numlightentities = 0;
4061         numlightentities_noselfshadow = 0;
4062         numshadowentities = 0;
4063         numshadowentities_noselfshadow = 0;
4064
4065         // add dynamic entities that are lit by the light
4066         for (i = 0;i < r_refdef.scene.numentities;i++)
4067         {
4068                 dp_model_t *model;
4069                 entity_render_t *ent = r_refdef.scene.entities[i];
4070                 vec3_t org;
4071                 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4072                         continue;
4073                 // skip the object entirely if it is not within the valid
4074                 // shadow-casting region (which includes the lit region)
4075                 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4076                         continue;
4077                 if (!(model = ent->model))
4078                         continue;
4079                 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4080                 {
4081                         // this entity wants to receive light, is visible, and is
4082                         // inside the light box
4083                         // TODO: check if the surfaces in the model can receive light
4084                         // so now check if it's in a leaf seen by the light
4085                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
4086                                 continue;
4087                         if (ent->flags & RENDER_NOSELFSHADOW)
4088                                 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4089                         else
4090                                 lightentities[numlightentities++] = ent;
4091                         // since it is lit, it probably also casts a shadow...
4092                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
4093                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4094                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4095                         {
4096                                 // note: exterior models without the RENDER_NOSELFSHADOW
4097                                 // flag still create a RENDER_NOSELFSHADOW shadow but
4098                                 // are lit normally, this means that they are
4099                                 // self-shadowing but do not shadow other
4100                                 // RENDER_NOSELFSHADOW entities such as the gun
4101                                 // (very weird, but keeps the player shadow off the gun)
4102                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4103                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4104                                 else
4105                                         shadowentities[numshadowentities++] = ent;
4106                         }
4107                 }
4108                 else if (ent->flags & RENDER_SHADOW)
4109                 {
4110                         // this entity is not receiving light, but may still need to
4111                         // cast a shadow...
4112                         // TODO: check if the surfaces in the model can cast shadow
4113                         // now check if it is in a leaf seen by the light
4114                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
4115                                 continue;
4116                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
4117                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4118                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4119                         {
4120                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4121                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4122                                 else
4123                                         shadowentities[numshadowentities++] = ent;
4124                         }
4125                 }
4126         }
4127
4128         // return if there's nothing at all to light
4129         if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4130                 return;
4131
4132         // count this light in the r_speeds
4133         r_refdef.stats.lights++;
4134
4135         // flag it as worth drawing later
4136         rtlight->draw = true;
4137
4138         // cache all the animated entities that cast a shadow but are not visible
4139         for (i = 0;i < numshadowentities;i++)
4140                 if (!shadowentities[i]->animcache_vertex3f)
4141                         R_AnimCache_GetEntity(shadowentities[i], false, false);
4142         for (i = 0;i < numshadowentities_noselfshadow;i++)
4143                 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
4144                         R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4145
4146         // allocate some temporary memory for rendering this light later in the frame
4147         // reusable buffers need to be copied, static data can be used as-is
4148         rtlight->cached_numlightentities               = numlightentities;
4149         rtlight->cached_numlightentities_noselfshadow  = numlightentities_noselfshadow;
4150         rtlight->cached_numshadowentities              = numshadowentities;
4151         rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4152         rtlight->cached_numsurfaces                    = numsurfaces;
4153         rtlight->cached_lightentities                  = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4154         rtlight->cached_lightentities_noselfshadow     = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4155         rtlight->cached_shadowentities                 = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4156         rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4157         if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4158         {
4159                 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4160                 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4161                 rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4162                 rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4163                 rtlight->cached_surfacelist                    =              (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4164         }
4165         else
4166         {
4167                 // compiled light data
4168                 rtlight->cached_shadowtrispvs = shadowtrispvs;
4169                 rtlight->cached_lighttrispvs = lighttrispvs;
4170                 rtlight->cached_surfacelist = surfacelist;
4171         }
4172 }
4173
4174 static void R_Shadow_DrawLight(rtlight_t *rtlight)
4175 {
4176         int i;
4177         int numsurfaces;
4178         unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4179         int numlightentities;
4180         int numlightentities_noselfshadow;
4181         int numshadowentities;
4182         int numshadowentities_noselfshadow;
4183         entity_render_t **lightentities;
4184         entity_render_t **lightentities_noselfshadow;
4185         entity_render_t **shadowentities;
4186         entity_render_t **shadowentities_noselfshadow;
4187         int *surfacelist;
4188         static unsigned char entitysides[MAX_EDICTS];
4189         static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4190         vec3_t nearestpoint;
4191         vec_t distance;
4192         qboolean castshadows;
4193         int lodlinear;
4194
4195         // check if we cached this light this frame (meaning it is worth drawing)
4196         if (!rtlight->draw)
4197                 return;
4198
4199         numlightentities = rtlight->cached_numlightentities;
4200         numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4201         numshadowentities = rtlight->cached_numshadowentities;
4202         numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4203         numsurfaces = rtlight->cached_numsurfaces;
4204         lightentities = rtlight->cached_lightentities;
4205         lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4206         shadowentities = rtlight->cached_shadowentities;
4207         shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4208         shadowtrispvs = rtlight->cached_shadowtrispvs;
4209         lighttrispvs = rtlight->cached_lighttrispvs;
4210         surfacelist = rtlight->cached_surfacelist;
4211
4212         // set up a scissor rectangle for this light
4213         if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4214                 return;
4215
4216         // don't let sound skip if going slow
4217         if (r_refdef.scene.extraupdate)
4218                 S_ExtraUpdate ();
4219
4220         // make this the active rtlight for rendering purposes
4221         R_Shadow_RenderMode_ActiveLight(rtlight);
4222
4223         if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4224         {
4225                 // optionally draw visible shape of the shadow volumes
4226                 // for performance analysis by level designers
4227                 R_Shadow_RenderMode_VisibleShadowVolumes();
4228                 if (numsurfaces)
4229                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4230                 for (i = 0;i < numshadowentities;i++)
4231                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4232                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4233                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4234                 R_Shadow_RenderMode_VisibleLighting(false, false);
4235         }
4236
4237         if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4238         {
4239                 // optionally draw the illuminated areas
4240                 // for performance analysis by level designers
4241                 R_Shadow_RenderMode_VisibleLighting(false, false);
4242                 if (numsurfaces)
4243                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4244                 for (i = 0;i < numlightentities;i++)
4245                         R_Shadow_DrawEntityLight(lightentities[i]);
4246                 for (i = 0;i < numlightentities_noselfshadow;i++)
4247                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4248         }
4249
4250         castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4251
4252         nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4253         nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4254         nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4255         distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4256
4257         lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4258         //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4259         lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4260
4261         if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4262         {
4263                 float borderbias;
4264                 int side;
4265                 int size;
4266                 int castermask = 0;
4267                 int receivermask = 0;
4268                 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4269                 Matrix4x4_Abs(&radiustolight);
4270
4271                 r_shadow_shadowmaplod = 0;
4272                 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4273                         if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4274                                 r_shadow_shadowmaplod = i;
4275
4276                 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4277                         
4278                 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4279
4280                 surfacesides = NULL;
4281                 if (numsurfaces)
4282                 {
4283                         if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4284                         {
4285                                 castermask = rtlight->static_shadowmap_casters;
4286                                 receivermask = rtlight->static_shadowmap_receivers;
4287                         }
4288                         else
4289                         {
4290                                 surfacesides = r_shadow_buffer_surfacesides;
4291                                 for(i = 0;i < numsurfaces;i++)
4292                                 {
4293                                         msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4294                                         surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);           
4295                                         castermask |= surfacesides[i];
4296                                         receivermask |= surfacesides[i];
4297                                 }
4298                         }
4299                 }
4300                 if (receivermask < 0x3F) 
4301                 {
4302                         for (i = 0;i < numlightentities;i++)
4303                                 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4304                         if (receivermask < 0x3F)
4305                                 for(i = 0; i < numlightentities_noselfshadow;i++)
4306                                         receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4307                 }
4308
4309                 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4310
4311                 if (receivermask)
4312                 {
4313                         for (i = 0;i < numshadowentities;i++)
4314                                 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4315                         for (i = 0;i < numshadowentities_noselfshadow;i++)
4316                                 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
4317                 }
4318
4319                 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4320
4321                 // render shadow casters into 6 sided depth texture
4322                 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4323                 {
4324                         R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4325                         if (! (castermask & (1 << side))) continue;
4326                         if (numsurfaces)
4327                                 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4328                         for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4329                                 R_Shadow_DrawEntityShadow(shadowentities[i]);
4330                 }
4331
4332                 if (numlightentities_noselfshadow)
4333                 {
4334                         // render lighting using the depth texture as shadowmap
4335                         // draw lighting in the unmasked areas
4336                         R_Shadow_RenderMode_Lighting(false, false, true);
4337                         for (i = 0;i < numlightentities_noselfshadow;i++)
4338                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4339                 }
4340
4341                 // render shadow casters into 6 sided depth texture
4342                 if (numshadowentities_noselfshadow)
4343                 {
4344                         for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4345                         {
4346                                 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4347                                 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4348                                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4349                         }
4350                 }
4351
4352                 // render lighting using the depth texture as shadowmap
4353                 // draw lighting in the unmasked areas
4354                 R_Shadow_RenderMode_Lighting(false, false, true);
4355                 // draw lighting in the unmasked areas
4356                 if (numsurfaces)
4357                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4358                 for (i = 0;i < numlightentities;i++)
4359                         R_Shadow_DrawEntityLight(lightentities[i]);
4360         }
4361         else if (castshadows && vid.stencil)
4362         {
4363                 // draw stencil shadow volumes to mask off pixels that are in shadow
4364                 // so that they won't receive lighting
4365                 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4366                 R_Shadow_ClearStencil();
4367
4368                 if (numsurfaces)
4369                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4370                 for (i = 0;i < numshadowentities;i++)
4371                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4372
4373                 // draw lighting in the unmasked areas
4374                 R_Shadow_RenderMode_Lighting(true, false, false);
4375                 for (i = 0;i < numlightentities_noselfshadow;i++)
4376                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4377
4378                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4379                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4380
4381                 // draw lighting in the unmasked areas
4382                 R_Shadow_RenderMode_Lighting(true, false, false);
4383                 if (numsurfaces)
4384                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4385                 for (i = 0;i < numlightentities;i++)
4386                         R_Shadow_DrawEntityLight(lightentities[i]);
4387         }
4388         else
4389         {
4390                 // draw lighting in the unmasked areas
4391                 R_Shadow_RenderMode_Lighting(false, false, false);
4392                 if (numsurfaces)
4393                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4394                 for (i = 0;i < numlightentities;i++)
4395                         R_Shadow_DrawEntityLight(lightentities[i]);
4396                 for (i = 0;i < numlightentities_noselfshadow;i++)
4397                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4398         }
4399
4400         if (r_shadow_usingdeferredprepass)
4401         {
4402                 // when rendering deferred lighting, we simply rasterize the box
4403                 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4404                         R_Shadow_RenderMode_DrawDeferredLight(false, true);
4405                 else if (castshadows && vid.stencil)
4406                         R_Shadow_RenderMode_DrawDeferredLight(true, false);
4407                 else
4408                         R_Shadow_RenderMode_DrawDeferredLight(false, false);
4409         }
4410 }
4411
4412 static void R_Shadow_FreeDeferred(void)
4413 {
4414         R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4415         r_shadow_prepassgeometryfbo = 0;
4416
4417         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4418         r_shadow_prepasslightingdiffusespecularfbo = 0;
4419
4420         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4421         r_shadow_prepasslightingdiffusefbo = 0;
4422
4423         if (r_shadow_prepassgeometrydepthbuffer)
4424                 R_FreeTexture(r_shadow_prepassgeometrydepthbuffer);
4425         r_shadow_prepassgeometrydepthbuffer = NULL;
4426
4427         if (r_shadow_prepassgeometrynormalmaptexture)
4428                 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4429         r_shadow_prepassgeometrynormalmaptexture = NULL;
4430
4431         if (r_shadow_prepasslightingdiffusetexture)
4432                 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4433         r_shadow_prepasslightingdiffusetexture = NULL;
4434
4435         if (r_shadow_prepasslightingspeculartexture)
4436                 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4437         r_shadow_prepasslightingspeculartexture = NULL;
4438 }
4439
4440 void R_Shadow_DrawPrepass(void)
4441 {
4442         int i;
4443         int flag;
4444         int lnum;
4445         size_t lightindex;
4446         dlight_t *light;
4447         size_t range;
4448         entity_render_t *ent;
4449         float clearcolor[4];
4450
4451         R_Mesh_ResetTextureState();
4452         GL_DepthMask(true);
4453         GL_ColorMask(1,1,1,1);
4454         GL_BlendFunc(GL_ONE, GL_ZERO);
4455         GL_Color(1,1,1,1);
4456         GL_DepthTest(true);
4457         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4458         Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4459         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4460         if (r_timereport_active)
4461                 R_TimeReport("prepasscleargeom");
4462
4463         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4464                 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4465         if (r_timereport_active)
4466                 R_TimeReport("prepassworld");
4467
4468         for (i = 0;i < r_refdef.scene.numentities;i++)
4469         {
4470                 if (!r_refdef.viewcache.entityvisible[i])
4471                         continue;
4472                 ent = r_refdef.scene.entities[i];
4473                 if (ent->model && ent->model->DrawPrepass != NULL)
4474                         ent->model->DrawPrepass(ent);
4475         }
4476
4477         if (r_timereport_active)
4478                 R_TimeReport("prepassmodels");
4479
4480         GL_DepthMask(false);
4481         GL_ColorMask(1,1,1,1);
4482         GL_Color(1,1,1,1);
4483         GL_DepthTest(true);
4484         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4485         Vector4Set(clearcolor, 0, 0, 0, 0);
4486         GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4487         if (r_timereport_active)
4488                 R_TimeReport("prepassclearlit");
4489
4490         R_Shadow_RenderMode_Begin();
4491
4492         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4493         if (r_shadow_debuglight.integer >= 0)
4494         {
4495                 lightindex = r_shadow_debuglight.integer;
4496                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4497                 if (light && (light->flags & flag) && light->rtlight.draw)
4498                         R_Shadow_DrawLight(&light->rtlight);
4499         }
4500         else
4501         {
4502                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4503                 for (lightindex = 0;lightindex < range;lightindex++)
4504                 {
4505                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4506                         if (light && (light->flags & flag) && light->rtlight.draw)
4507                                 R_Shadow_DrawLight(&light->rtlight);
4508                 }
4509         }
4510         if (r_refdef.scene.rtdlight)
4511                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4512                         if (r_refdef.scene.lights[lnum]->draw)
4513                                 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4514
4515         R_Shadow_RenderMode_End();
4516
4517         if (r_timereport_active)
4518                 R_TimeReport("prepasslights");
4519 }
4520
4521 void R_Shadow_DrawLightSprites(void);
4522 void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4523 {
4524         int flag;
4525         int lnum;
4526         size_t lightindex;
4527         dlight_t *light;
4528         size_t range;
4529         float f;
4530
4531         if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4532                 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4533                 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || 
4534                 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
4535                 r_shadow_shadowmapshadowsampler != (vid.support.arb_shadow && r_shadow_shadowmapping_useshadowsampler.integer) || 
4536                 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
4537                 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16) ||
4538                 r_shadow_shadowmapdepthtexture != r_fb.usedepthtextures)
4539                 R_Shadow_FreeShadowMaps();
4540
4541         r_shadow_fb_fbo = fbo;
4542         r_shadow_fb_depthtexture = depthtexture;
4543         r_shadow_fb_colortexture = colortexture;
4544
4545         r_shadow_usingshadowmaportho = false;
4546
4547         switch (vid.renderpath)
4548         {
4549         case RENDERPATH_GL20:
4550         case RENDERPATH_D3D9:
4551         case RENDERPATH_D3D10:
4552         case RENDERPATH_D3D11:
4553         case RENDERPATH_SOFT:
4554 #ifndef USE_GLES2
4555                 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4556                 {
4557                         r_shadow_usingdeferredprepass = false;
4558                         if (r_shadow_prepass_width)
4559                                 R_Shadow_FreeDeferred();
4560                         r_shadow_prepass_width = r_shadow_prepass_height = 0;
4561                         break;
4562                 }
4563
4564                 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4565                 {
4566                         R_Shadow_FreeDeferred();
4567
4568                         r_shadow_usingdeferredprepass = true;
4569                         r_shadow_prepass_width = vid.width;
4570                         r_shadow_prepass_height = vid.height;
4571                         r_shadow_prepassgeometrydepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "prepassgeometrydepthbuffer", vid.width, vid.height, TEXTYPE_DEPTHBUFFER24);
4572                         r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER32F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4573                         r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4574                         r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4575
4576                         // set up the geometry pass fbo (depth + normalmap)
4577                         r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4578                         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4579                         // render depth into a renderbuffer and other important properties into the normalmap texture
4580
4581                         // set up the lighting pass fbo (diffuse + specular)
4582                         r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4583                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4584                         // render diffuse into one texture and specular into another,
4585                         // with depth and normalmap bound as textures,
4586                         // with depth bound as attachment as well
4587
4588                         // set up the lighting pass fbo (diffuse)
4589                         r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4590                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4591                         // render diffuse into one texture,
4592                         // with depth and normalmap bound as textures,
4593                         // with depth bound as attachment as well
4594                 }
4595 #endif
4596                 break;
4597         case RENDERPATH_GL11:
4598         case RENDERPATH_GL13:
4599         case RENDERPATH_GLES1:
4600         case RENDERPATH_GLES2:
4601                 r_shadow_usingdeferredprepass = false;
4602                 break;
4603         }
4604
4605         R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
4606
4607         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4608         if (r_shadow_debuglight.integer >= 0)
4609         {
4610                 lightindex = r_shadow_debuglight.integer;
4611                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4612                 if (light)
4613                         R_Shadow_PrepareLight(&light->rtlight);
4614         }
4615         else
4616         {
4617                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4618                 for (lightindex = 0;lightindex < range;lightindex++)
4619                 {
4620                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4621                         if (light && (light->flags & flag))
4622                                 R_Shadow_PrepareLight(&light->rtlight);
4623                 }
4624         }
4625         if (r_refdef.scene.rtdlight)
4626         {
4627                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4628                         R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4629         }
4630         else if(gl_flashblend.integer)
4631         {
4632                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4633                 {
4634                         rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4635                         f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4636                         VectorScale(rtlight->color, f, rtlight->currentcolor);
4637                 }
4638         }
4639
4640         if (r_editlights.integer)
4641                 R_Shadow_DrawLightSprites();
4642 }
4643
4644 void R_Shadow_DrawLights(void)
4645 {
4646         int flag;
4647         int lnum;
4648         size_t lightindex;
4649         dlight_t *light;
4650         size_t range;
4651
4652         R_Shadow_RenderMode_Begin();
4653
4654         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4655         if (r_shadow_debuglight.integer >= 0)
4656         {
4657                 lightindex = r_shadow_debuglight.integer;
4658                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4659                 if (light)
4660                         R_Shadow_DrawLight(&light->rtlight);
4661         }
4662         else
4663         {
4664                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4665                 for (lightindex = 0;lightindex < range;lightindex++)
4666                 {
4667                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4668                         if (light && (light->flags & flag))
4669                                 R_Shadow_DrawLight(&light->rtlight);
4670                 }
4671         }
4672         if (r_refdef.scene.rtdlight)
4673                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4674                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4675
4676         R_Shadow_RenderMode_End();
4677 }
4678
4679 void R_Shadow_PrepareModelShadows(void)
4680 {
4681         int i;
4682         float scale, size, radius, dot1, dot2;
4683         prvm_vec3_t prvmshadowdir, prvmshadowfocus;
4684         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4685         entity_render_t *ent;
4686
4687         if (!r_refdef.scene.numentities)
4688                 return;
4689
4690         switch (r_shadow_shadowmode)
4691         {
4692         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4693                 if (r_shadows.integer >= 2) 
4694                         break;
4695                 // fall through
4696         case R_SHADOW_SHADOWMODE_STENCIL:
4697                 for (i = 0;i < r_refdef.scene.numentities;i++)
4698                 {
4699                         ent = r_refdef.scene.entities[i];
4700                         if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4701                                 R_AnimCache_GetEntity(ent, false, false);
4702                 }
4703                 return;
4704         default:
4705                 return;
4706         }
4707
4708         size = 2*r_shadow_shadowmapmaxsize;
4709         scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4710         radius = 0.5f * size / scale;
4711
4712         Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
4713         VectorCopy(prvmshadowdir, shadowdir);
4714         VectorNormalize(shadowdir);
4715         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4716         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4717         if (fabs(dot1) <= fabs(dot2))
4718                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4719         else
4720                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4721         VectorNormalize(shadowforward);
4722         CrossProduct(shadowdir, shadowforward, shadowright);
4723         Math_atov(r_shadows_focus.string, prvmshadowfocus);
4724         VectorCopy(prvmshadowfocus, shadowfocus);
4725         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4726         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4727         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4728         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4729         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4730                 dot1 = 1;
4731         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4732
4733         shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4734         shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4735         shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4736         shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4737         shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4738         shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4739
4740         for (i = 0;i < r_refdef.scene.numentities;i++)
4741         {
4742                 ent = r_refdef.scene.entities[i];
4743                 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4744                         continue;
4745                 // cast shadows from anything of the map (submodels are optional)
4746                 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4747                         R_AnimCache_GetEntity(ent, false, false);
4748         }
4749 }
4750
4751 void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4752 {
4753         int i;
4754         float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4755         entity_render_t *ent;
4756         vec3_t relativelightorigin;
4757         vec3_t relativelightdirection, relativeforward, relativeright;
4758         vec3_t relativeshadowmins, relativeshadowmaxs;
4759         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4760         prvm_vec3_t prvmshadowdir, prvmshadowfocus;
4761         float m[12];
4762         matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4763         r_viewport_t viewport;
4764         GLuint shadowfbo = 0;
4765         float clearcolor[4];
4766
4767         if (!r_refdef.scene.numentities)
4768                 return;
4769
4770         switch (r_shadow_shadowmode)
4771         {
4772         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4773                 break;
4774         default:
4775                 return;
4776         }
4777
4778         r_shadow_fb_fbo = fbo;
4779         r_shadow_fb_depthtexture = depthtexture;
4780         r_shadow_fb_colortexture = colortexture;
4781
4782         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
4783         R_Shadow_RenderMode_Begin();
4784         R_Shadow_RenderMode_ActiveLight(NULL);
4785
4786         switch (r_shadow_shadowmode)
4787         {
4788         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4789                 if (!r_shadow_shadowmap2ddepthtexture)
4790                         R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4791                 shadowfbo = r_shadow_fbo2d;
4792                 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture);
4793                 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture);
4794                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4795                 break;
4796         default:
4797                 break;
4798         }
4799
4800         size = 2*r_shadow_shadowmapmaxsize;
4801         scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4802         radius = 0.5f / scale;
4803         nearclip = -r_shadows_throwdistance.value;
4804         farclip = r_shadows_throwdistance.value;
4805         bias = (r_shadows_shadowmapbias.value < 0) ? r_shadow_shadowmapping_bias.value : r_shadows_shadowmapbias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4806
4807         r_shadow_shadowmap_parameters[0] = size;
4808         r_shadow_shadowmap_parameters[1] = size;
4809         r_shadow_shadowmap_parameters[2] = 1.0;
4810         r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4811
4812         Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
4813         VectorCopy(prvmshadowdir, shadowdir);
4814         VectorNormalize(shadowdir);
4815         Math_atov(r_shadows_focus.string, prvmshadowfocus);
4816         VectorCopy(prvmshadowfocus, shadowfocus);
4817         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4818         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4819         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4820         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4821         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4822         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4823         if (fabs(dot1) <= fabs(dot2)) 
4824                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4825         else
4826                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4827         VectorNormalize(shadowforward);
4828         VectorM(scale, shadowforward, &m[0]);
4829         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4830                 dot1 = 1;
4831         m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4832         CrossProduct(shadowdir, shadowforward, shadowright);
4833         VectorM(scale, shadowright, &m[4]);
4834         m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4835         VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4836         m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4837         Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4838         Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4839         R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL); 
4840
4841         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4842
4843         if (r_shadow_shadowmap2ddepthbuffer)
4844                 R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
4845         else
4846                 R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
4847         R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL);
4848         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4849         GL_DepthMask(true);
4850         GL_DepthTest(true);
4851         R_SetViewport(&viewport);
4852         GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4853         Vector4Set(clearcolor, 1,1,1,1);
4854         // in D3D9 we have to render to a color texture shadowmap
4855         // in GL we render directly to a depth texture only
4856         if (r_shadow_shadowmap2ddepthbuffer)
4857                 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4858         else
4859                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4860         // render into a slightly restricted region so that the borders of the
4861         // shadowmap area fade away, rather than streaking across everything
4862         // outside the usable area
4863         GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4864
4865 #if 0
4866         // debugging
4867         R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
4868         R_SetupShader_ShowDepth(true);
4869         GL_ColorMask(1,1,1,1);
4870         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4871 #endif
4872
4873         for (i = 0;i < r_refdef.scene.numentities;i++)
4874         {
4875                 ent = r_refdef.scene.entities[i];
4876
4877                 // cast shadows from anything of the map (submodels are optional)
4878                 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4879                 {
4880                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4881                         Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4882                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4883                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4884                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4885                         relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4886                         relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4887                         relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4888                         relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4889                         relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4890                         relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4891                         RSurf_ActiveModelEntity(ent, false, false, false);
4892                         ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4893                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4894                 }
4895         }
4896
4897 #if 0
4898         if (r_test.integer)
4899         {
4900                 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4901                 CHECKGLERROR
4902                 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4903                 CHECKGLERROR
4904                 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4905                 Cvar_SetValueQuick(&r_test, 0);
4906                 Z_Free(rawpixels);
4907         }
4908 #endif
4909
4910         R_Shadow_RenderMode_End();
4911
4912         Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4913         Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4914         Matrix4x4_CreateScale3(&scalematrix, size, -size, 1); 
4915         Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4916         Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4917         Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4918
4919         switch (vid.renderpath)
4920         {
4921         case RENDERPATH_GL11:
4922         case RENDERPATH_GL13:
4923         case RENDERPATH_GL20:
4924         case RENDERPATH_SOFT:
4925         case RENDERPATH_GLES1:
4926         case RENDERPATH_GLES2:
4927                 break;
4928         case RENDERPATH_D3D9:
4929         case RENDERPATH_D3D10:
4930         case RENDERPATH_D3D11:
4931 #ifdef OPENGL_ORIENTATION
4932                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4933                 r_shadow_shadowmapmatrix.m[0][1]        *= -1.0f;
4934                 r_shadow_shadowmapmatrix.m[0][2]        *= -1.0f;
4935                 r_shadow_shadowmapmatrix.m[0][3]        *= -1.0f;
4936 #else
4937                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4938                 r_shadow_shadowmapmatrix.m[1][0]        *= -1.0f;
4939                 r_shadow_shadowmapmatrix.m[2][0]        *= -1.0f;
4940                 r_shadow_shadowmapmatrix.m[3][0]        *= -1.0f;
4941 #endif
4942                 break;
4943         }
4944
4945         r_shadow_usingshadowmaportho = true;
4946         switch (r_shadow_shadowmode)
4947         {
4948         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4949                 r_shadow_usingshadowmap2d = true;
4950                 break;
4951         default:
4952                 break;
4953         }
4954 }
4955
4956 void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4957 {
4958         int i;
4959         float relativethrowdistance;
4960         entity_render_t *ent;
4961         vec3_t relativelightorigin;
4962         vec3_t relativelightdirection;
4963         vec3_t relativeshadowmins, relativeshadowmaxs;
4964         vec3_t tmp, shadowdir;
4965         prvm_vec3_t prvmshadowdir;
4966
4967         if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4968                 return;
4969
4970         r_shadow_fb_fbo = fbo;
4971         r_shadow_fb_depthtexture = depthtexture;
4972         r_shadow_fb_colortexture = colortexture;
4973
4974         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
4975         //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4976         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4977         R_Shadow_RenderMode_Begin();
4978         R_Shadow_RenderMode_ActiveLight(NULL);
4979         r_shadow_lightscissor[0] = r_refdef.view.x;
4980         r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4981         r_shadow_lightscissor[2] = r_refdef.view.width;
4982         r_shadow_lightscissor[3] = r_refdef.view.height;
4983         R_Shadow_RenderMode_StencilShadowVolumes(false);
4984
4985         // get shadow dir
4986         if (r_shadows.integer == 2)
4987         {
4988                 Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
4989                 VectorCopy(prvmshadowdir, shadowdir);
4990                 VectorNormalize(shadowdir);
4991         }
4992
4993         R_Shadow_ClearStencil();
4994
4995         for (i = 0;i < r_refdef.scene.numentities;i++)
4996         {
4997                 ent = r_refdef.scene.entities[i];
4998
4999                 // cast shadows from anything of the map (submodels are optional)
5000                 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
5001                 {
5002                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
5003                         VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
5004                         VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
5005                         if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
5006                                 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
5007                         else
5008                         {
5009                                 if(ent->entitynumber != 0)
5010                                 {
5011                                         if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5012                                         {
5013                                                 // FIXME handle this
5014                                                 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5015                                         }
5016                                         else
5017                                         {
5018                                                 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5019                                                 int entnum, entnum2, recursion;
5020                                                 entnum = entnum2 = ent->entitynumber;
5021                                                 for(recursion = 32; recursion > 0; --recursion)
5022                                                 {
5023                                                         entnum2 = cl.entities[entnum].state_current.tagentity;
5024                                                         if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5025                                                                 entnum = entnum2;
5026                                                         else
5027                                                                 break;
5028                                                 }
5029                                                 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5030                                                 {
5031                                                         VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5032                                                         // transform into modelspace of OUR entity
5033                                                         Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5034                                                         Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5035                                                 }
5036                                                 else
5037                                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
5038                                         }
5039                                 }
5040                                 else
5041                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
5042                         }
5043
5044                         VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5045                         RSurf_ActiveModelEntity(ent, false, false, false);
5046                         ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5047                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5048                 }
5049         }
5050
5051         // not really the right mode, but this will disable any silly stencil features
5052         R_Shadow_RenderMode_End();
5053
5054         // set up ortho view for rendering this pass
5055         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5056         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5057         //GL_ScissorTest(true);
5058         //R_EntityMatrix(&identitymatrix);
5059         //R_Mesh_ResetTextureState();
5060         R_ResetViewRendering2D(fbo, depthtexture, colortexture);
5061
5062         // set up a darkening blend on shadowed areas
5063         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5064         //GL_DepthRange(0, 1);
5065         //GL_DepthTest(false);
5066         //GL_DepthMask(false);
5067         //GL_PolygonOffset(0, 0);CHECKGLERROR
5068         GL_Color(0, 0, 0, r_shadows_darken.value);
5069         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5070         //GL_DepthFunc(GL_ALWAYS);
5071         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5072
5073         // apply the blend to the shadowed areas
5074         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5075         R_SetupShader_Generic_NoTexture(false, true);
5076         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5077
5078         // restore the viewport
5079         R_SetViewport(&r_refdef.view.viewport);
5080
5081         // restore other state to normal
5082         //R_Shadow_RenderMode_End();
5083 }
5084
5085 static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5086 {
5087         float zdist;
5088         vec3_t centerorigin;
5089         float vertex3f[12];
5090         // if it's too close, skip it
5091         if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5092                 return;
5093         zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5094         if (zdist < 32)
5095                 return;
5096         if (usequery && r_numqueries + 2 <= r_maxqueries)
5097         {
5098                 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5099                 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5100                 // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
5101                 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5102
5103                 switch(vid.renderpath)
5104                 {
5105                 case RENDERPATH_GL11:
5106                 case RENDERPATH_GL13:
5107                 case RENDERPATH_GL20:
5108                 case RENDERPATH_GLES1:
5109                 case RENDERPATH_GLES2:
5110 #ifdef GL_SAMPLES_PASSED_ARB
5111                         CHECKGLERROR
5112                         // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5113                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5114                         GL_DepthFunc(GL_ALWAYS);
5115                         R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5116                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5117                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5118                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5119                         GL_DepthFunc(GL_LEQUAL);
5120                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5121                         R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5122                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5123                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5124                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5125                         CHECKGLERROR
5126 #endif
5127                         break;
5128                 case RENDERPATH_D3D9:
5129                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5130                         break;
5131                 case RENDERPATH_D3D10:
5132                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5133                         break;
5134                 case RENDERPATH_D3D11:
5135                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5136                         break;
5137                 case RENDERPATH_SOFT:
5138                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5139                         break;
5140                 }
5141         }
5142         rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5143 }
5144
5145 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5146
5147 static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5148 {
5149         vec3_t color;
5150         GLint allpixels = 0, visiblepixels = 0;
5151         // now we have to check the query result
5152         if (rtlight->corona_queryindex_visiblepixels)
5153         {
5154                 switch(vid.renderpath)
5155                 {
5156                 case RENDERPATH_GL11:
5157                 case RENDERPATH_GL13:
5158                 case RENDERPATH_GL20:
5159                 case RENDERPATH_GLES1:
5160                 case RENDERPATH_GLES2:
5161 #ifdef GL_SAMPLES_PASSED_ARB
5162                         CHECKGLERROR
5163                         qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5164                         qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5165                         CHECKGLERROR
5166 #endif
5167                         break;
5168                 case RENDERPATH_D3D9:
5169                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5170                         break;
5171                 case RENDERPATH_D3D10:
5172                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5173                         break;
5174                 case RENDERPATH_D3D11:
5175                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5176                         break;
5177                 case RENDERPATH_SOFT:
5178                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5179                         break;
5180                 }
5181                 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
5182                 if (visiblepixels < 1 || allpixels < 1)
5183                         return;
5184                 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5185                 cscale *= rtlight->corona_visibility;
5186         }
5187         else
5188         {
5189                 // FIXME: these traces should scan all render entities instead of cl.world
5190                 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
5191                         return;
5192         }
5193         VectorScale(rtlight->currentcolor, cscale, color);
5194         if (VectorLength(color) > (1.0f / 256.0f))
5195         {
5196                 float vertex3f[12];
5197                 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5198                 if(negated)
5199                 {
5200                         VectorNegate(color, color);
5201                         GL_BlendEquationSubtract(true);
5202                 }
5203                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5204                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5205                 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5206                 if(negated)
5207                         GL_BlendEquationSubtract(false);
5208         }
5209 }
5210
5211 void R_Shadow_DrawCoronas(void)
5212 {
5213         int i, flag;
5214         qboolean usequery = false;
5215         size_t lightindex;
5216         dlight_t *light;
5217         rtlight_t *rtlight;
5218         size_t range;
5219         if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5220                 return;
5221         if (r_fb.water.renderingscene)
5222                 return;
5223         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5224         R_EntityMatrix(&identitymatrix);
5225
5226         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5227
5228         // check occlusion of coronas
5229         // use GL_ARB_occlusion_query if available
5230         // otherwise use raytraces
5231         r_numqueries = 0;
5232         switch (vid.renderpath)
5233         {
5234         case RENDERPATH_GL11:
5235         case RENDERPATH_GL13:
5236         case RENDERPATH_GL20:
5237         case RENDERPATH_GLES1:
5238         case RENDERPATH_GLES2:
5239                 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5240 #ifdef GL_SAMPLES_PASSED_ARB
5241                 if (usequery)
5242                 {
5243                         GL_ColorMask(0,0,0,0);
5244                         if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5245                         if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5246                         {
5247                                 i = r_maxqueries;
5248                                 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5249                                 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5250                                 CHECKGLERROR
5251                                 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5252                                 CHECKGLERROR
5253                         }
5254                         RSurf_ActiveWorldEntity();
5255                         GL_BlendFunc(GL_ONE, GL_ZERO);
5256                         GL_CullFace(GL_NONE);
5257                         GL_DepthMask(false);
5258                         GL_DepthRange(0, 1);
5259                         GL_PolygonOffset(0, 0);
5260                         GL_DepthTest(true);
5261                         R_Mesh_ResetTextureState();
5262                         R_SetupShader_Generic_NoTexture(false, false);
5263                 }
5264 #endif
5265                 break;
5266         case RENDERPATH_D3D9:
5267                 usequery = false;
5268                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5269                 break;
5270         case RENDERPATH_D3D10:
5271                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5272                 break;
5273         case RENDERPATH_D3D11:
5274                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5275                 break;
5276         case RENDERPATH_SOFT:
5277                 usequery = false;
5278                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5279                 break;
5280         }
5281         for (lightindex = 0;lightindex < range;lightindex++)
5282         {
5283                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5284                 if (!light)
5285                         continue;
5286                 rtlight = &light->rtlight;
5287                 rtlight->corona_visibility = 0;
5288                 rtlight->corona_queryindex_visiblepixels = 0;
5289                 rtlight->corona_queryindex_allpixels = 0;
5290                 if (!(rtlight->flags & flag))
5291                         continue;
5292                 if (rtlight->corona <= 0)
5293                         continue;
5294                 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5295                         continue;
5296                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5297         }
5298         for (i = 0;i < r_refdef.scene.numlights;i++)
5299         {
5300                 rtlight = r_refdef.scene.lights[i];
5301                 rtlight->corona_visibility = 0;
5302                 rtlight->corona_queryindex_visiblepixels = 0;
5303                 rtlight->corona_queryindex_allpixels = 0;
5304                 if (!(rtlight->flags & flag))
5305                         continue;
5306                 if (rtlight->corona <= 0)
5307                         continue;
5308                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5309         }
5310         if (usequery)
5311                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5312
5313         // now draw the coronas using the query data for intensity info
5314         for (lightindex = 0;lightindex < range;lightindex++)
5315         {
5316                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5317                 if (!light)
5318                         continue;
5319                 rtlight = &light->rtlight;
5320                 if (rtlight->corona_visibility <= 0)
5321                         continue;
5322                 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5323         }
5324         for (i = 0;i < r_refdef.scene.numlights;i++)
5325         {
5326                 rtlight = r_refdef.scene.lights[i];
5327                 if (rtlight->corona_visibility <= 0)
5328                         continue;
5329                 if (gl_flashblend.integer)
5330                         R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5331                 else
5332                         R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5333         }
5334 }
5335
5336
5337
5338 static dlight_t *R_Shadow_NewWorldLight(void)
5339 {
5340         return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5341 }
5342
5343 static 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)
5344 {
5345         matrix4x4_t matrix;
5346         // validate parameters
5347         if (style < 0 || style >= MAX_LIGHTSTYLES)
5348         {
5349                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5350                 style = 0;
5351         }
5352         if (!cubemapname)
5353                 cubemapname = "";
5354
5355         // copy to light properties
5356         VectorCopy(origin, light->origin);
5357         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5358         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5359         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5360         /*
5361         light->color[0] = max(color[0], 0);
5362         light->color[1] = max(color[1], 0);
5363         light->color[2] = max(color[2], 0);
5364         */
5365         light->color[0] = color[0];
5366         light->color[1] = color[1];
5367         light->color[2] = color[2];
5368         light->radius = max(radius, 0);
5369         light->style = style;
5370         light->shadow = shadowenable;
5371         light->corona = corona;
5372         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5373         light->coronasizescale = coronasizescale;
5374         light->ambientscale = ambientscale;
5375         light->diffusescale = diffusescale;
5376         light->specularscale = specularscale;
5377         light->flags = flags;
5378
5379         // update renderable light data
5380         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5381         R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
5382 }
5383
5384 static void R_Shadow_FreeWorldLight(dlight_t *light)
5385 {
5386         if (r_shadow_selectedlight == light)
5387                 r_shadow_selectedlight = NULL;
5388         R_RTLight_Uncompile(&light->rtlight);
5389         Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5390 }
5391
5392 void R_Shadow_ClearWorldLights(void)
5393 {
5394         size_t lightindex;
5395         dlight_t *light;
5396         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5397         for (lightindex = 0;lightindex < range;lightindex++)
5398         {
5399                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5400                 if (light)
5401                         R_Shadow_FreeWorldLight(light);
5402         }
5403         r_shadow_selectedlight = NULL;
5404 }
5405
5406 static void R_Shadow_SelectLight(dlight_t *light)
5407 {
5408         if (r_shadow_selectedlight)
5409                 r_shadow_selectedlight->selected = false;
5410         r_shadow_selectedlight = light;
5411         if (r_shadow_selectedlight)
5412                 r_shadow_selectedlight->selected = true;
5413 }
5414
5415 static void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5416 {
5417         // this is never batched (there can be only one)
5418         float vertex3f[12];
5419         R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5420         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5421         R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5422 }
5423
5424 static void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5425 {
5426         float intensity;
5427         float s;
5428         vec3_t spritecolor;
5429         skinframe_t *skinframe;
5430         float vertex3f[12];
5431
5432         // this is never batched (due to the ent parameter changing every time)
5433         // so numsurfaces == 1 and surfacelist[0] == lightnumber
5434         const dlight_t *light = (dlight_t *)ent;
5435         s = EDLIGHTSPRSIZE;
5436
5437         R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5438
5439         intensity = 0.5f;
5440         VectorScale(light->color, intensity, spritecolor);
5441         if (VectorLength(spritecolor) < 0.1732f)
5442                 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5443         if (VectorLength(spritecolor) > 1.0f)
5444                 VectorNormalize(spritecolor);
5445
5446         // draw light sprite
5447         if (light->cubemapname[0] && !light->shadow)
5448                 skinframe = r_editlights_sprcubemapnoshadowlight;
5449         else if (light->cubemapname[0])
5450                 skinframe = r_editlights_sprcubemaplight;
5451         else if (!light->shadow)
5452                 skinframe = r_editlights_sprnoshadowlight;
5453         else
5454                 skinframe = r_editlights_sprlight;
5455
5456         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5457         R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5458
5459         // draw selection sprite if light is selected
5460         if (light->selected)
5461         {
5462                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5463                 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5464                 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5465         }
5466 }
5467
5468 void R_Shadow_DrawLightSprites(void)
5469 {
5470         size_t lightindex;
5471         dlight_t *light;
5472         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5473         for (lightindex = 0;lightindex < range;lightindex++)
5474         {
5475                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5476                 if (light)
5477                         R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5478         }
5479         if (!r_editlights_lockcursor)
5480                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5481 }
5482
5483 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5484 {
5485         unsigned int range;
5486         dlight_t *light;
5487         rtlight_t *rtlight;
5488         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5489         if (lightindex >= range)
5490                 return -1;
5491         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5492         if (!light)
5493                 return 0;
5494         rtlight = &light->rtlight;
5495         //if (!(rtlight->flags & flag))
5496         //      return 0;
5497         VectorCopy(rtlight->shadoworigin, origin);
5498         *radius = rtlight->radius;
5499         VectorCopy(rtlight->color, color);
5500         return 1;
5501 }
5502
5503 static void R_Shadow_SelectLightInView(void)
5504 {
5505         float bestrating, rating, temp[3];
5506         dlight_t *best;
5507         size_t lightindex;
5508         dlight_t *light;
5509         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5510         best = NULL;
5511         bestrating = 0;
5512
5513         if (r_editlights_lockcursor)
5514                 return;
5515         for (lightindex = 0;lightindex < range;lightindex++)
5516         {
5517                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5518                 if (!light)
5519                         continue;
5520                 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5521                 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5522                 if (rating >= 0.95)
5523                 {
5524                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5525                         if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5526                         {
5527                                 bestrating = rating;
5528                                 best = light;
5529                         }
5530                 }
5531         }
5532         R_Shadow_SelectLight(best);
5533 }
5534
5535 void R_Shadow_LoadWorldLights(void)
5536 {
5537         int n, a, style, shadow, flags;
5538         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5539         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5540         if (cl.worldmodel == NULL)
5541         {
5542                 Con_Print("No map loaded.\n");
5543                 return;
5544         }
5545         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5546         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5547         if (lightsstring)
5548         {
5549                 s = lightsstring;
5550                 n = 0;
5551                 while (*s)
5552                 {
5553                         /*
5554                         t = s;
5555                         shadow = true;
5556                         for (;COM_Parse(t, true) && strcmp(
5557                         if (COM_Parse(t, true))
5558                         {
5559                                 if (com_token[0] == '!')
5560                                 {
5561                                         shadow = false;
5562                                         origin[0] = atof(com_token+1);
5563                                 }
5564                                 else
5565                                         origin[0] = atof(com_token);
5566                                 if (Com_Parse(t
5567                         }
5568                         */
5569                         t = s;
5570                         while (*s && *s != '\n' && *s != '\r')
5571                                 s++;
5572                         if (!*s)
5573                                 break;
5574                         tempchar = *s;
5575                         shadow = true;
5576                         // check for modifier flags
5577                         if (*t == '!')
5578                         {
5579                                 shadow = false;
5580                                 t++;
5581                         }
5582                         *s = 0;
5583 #if _MSC_VER >= 1400
5584 #define sscanf sscanf_s
5585 #endif
5586                         cubemapname[sizeof(cubemapname)-1] = 0;
5587 #if MAX_QPATH != 128
5588 #error update this code if MAX_QPATH changes
5589 #endif
5590                         a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
5591 #if _MSC_VER >= 1400
5592 , sizeof(cubemapname)
5593 #endif
5594 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5595                         *s = tempchar;
5596                         if (a < 18)
5597                                 flags = LIGHTFLAG_REALTIMEMODE;
5598                         if (a < 17)
5599                                 specularscale = 1;
5600                         if (a < 16)
5601                                 diffusescale = 1;
5602                         if (a < 15)
5603                                 ambientscale = 0;
5604                         if (a < 14)
5605                                 coronasizescale = 0.25f;
5606                         if (a < 13)
5607                                 VectorClear(angles);
5608                         if (a < 10)
5609                                 corona = 0;
5610                         if (a < 9 || !strcmp(cubemapname, "\"\""))
5611                                 cubemapname[0] = 0;
5612                         // remove quotes on cubemapname
5613                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5614                         {
5615                                 size_t namelen;
5616                                 namelen = strlen(cubemapname) - 2;
5617                                 memmove(cubemapname, cubemapname + 1, namelen);
5618                                 cubemapname[namelen] = '\0';
5619                         }
5620                         if (a < 8)
5621                         {
5622                                 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);
5623                                 break;
5624                         }
5625                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5626                         if (*s == '\r')
5627                                 s++;
5628                         if (*s == '\n')
5629                                 s++;
5630                         n++;
5631                 }
5632                 if (*s)
5633                         Con_Printf("invalid rtlights file \"%s\"\n", name);
5634                 Mem_Free(lightsstring);
5635         }
5636 }
5637
5638 void R_Shadow_SaveWorldLights(void)
5639 {
5640         size_t lightindex;
5641         dlight_t *light;
5642         size_t bufchars, bufmaxchars;
5643         char *buf, *oldbuf;
5644         char name[MAX_QPATH];
5645         char line[MAX_INPUTLINE];
5646         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5647         // I hate lines which are 3 times my screen size :( --blub
5648         if (!range)
5649                 return;
5650         if (cl.worldmodel == NULL)
5651         {
5652                 Con_Print("No map loaded.\n");
5653                 return;
5654         }
5655         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5656         bufchars = bufmaxchars = 0;
5657         buf = NULL;
5658         for (lightindex = 0;lightindex < range;lightindex++)
5659         {
5660                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5661                 if (!light)
5662                         continue;
5663                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5664                         dpsnprintf(line, sizeof(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);
5665                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5666                         dpsnprintf(line, sizeof(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]);
5667                 else
5668                         dpsnprintf(line, sizeof(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);
5669                 if (bufchars + strlen(line) > bufmaxchars)
5670                 {
5671                         bufmaxchars = bufchars + strlen(line) + 2048;
5672                         oldbuf = buf;
5673                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5674                         if (oldbuf)
5675                         {
5676                                 if (bufchars)
5677                                         memcpy(buf, oldbuf, bufchars);
5678                                 Mem_Free(oldbuf);
5679                         }
5680                 }
5681                 if (strlen(line))
5682                 {
5683                         memcpy(buf + bufchars, line, strlen(line));
5684                         bufchars += strlen(line);
5685                 }
5686         }
5687         if (bufchars)
5688                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5689         if (buf)
5690                 Mem_Free(buf);
5691 }
5692
5693 void R_Shadow_LoadLightsFile(void)
5694 {
5695         int n, a, style;
5696         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5697         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5698         if (cl.worldmodel == NULL)
5699         {
5700                 Con_Print("No map loaded.\n");
5701                 return;
5702         }
5703         dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5704         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5705         if (lightsstring)
5706         {
5707                 s = lightsstring;
5708                 n = 0;
5709                 while (*s)
5710                 {
5711                         t = s;
5712                         while (*s && *s != '\n' && *s != '\r')
5713                                 s++;
5714                         if (!*s)
5715                                 break;
5716                         tempchar = *s;
5717                         *s = 0;
5718                         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);
5719                         *s = tempchar;
5720                         if (a < 14)
5721                         {
5722                                 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);
5723                                 break;
5724                         }
5725                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5726                         radius = bound(15, radius, 4096);
5727                         VectorScale(color, (2.0f / (8388608.0f)), color);
5728                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5729                         if (*s == '\r')
5730                                 s++;
5731                         if (*s == '\n')
5732                                 s++;
5733                         n++;
5734                 }
5735                 if (*s)
5736                         Con_Printf("invalid lights file \"%s\"\n", name);
5737                 Mem_Free(lightsstring);
5738         }
5739 }
5740
5741 // tyrlite/hmap2 light types in the delay field
5742 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5743
5744 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5745 {
5746         int entnum;
5747         int style;
5748         int islight;
5749         int skin;
5750         int pflags;
5751         //int effects;
5752         int type;
5753         int n;
5754         char *entfiledata;
5755         const char *data;
5756         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5757         char key[256], value[MAX_INPUTLINE];
5758         char vabuf[1024];
5759
5760         if (cl.worldmodel == NULL)
5761         {
5762                 Con_Print("No map loaded.\n");
5763                 return;
5764         }
5765         // try to load a .ent file first
5766         dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5767         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5768         // and if that is not found, fall back to the bsp file entity string
5769         if (!data)
5770                 data = cl.worldmodel->brush.entities;
5771         if (!data)
5772                 return;
5773         for (entnum = 0;COM_ParseToken_Simple(&data, false, false, true) && com_token[0] == '{';entnum++)
5774         {
5775                 type = LIGHTTYPE_MINUSX;
5776                 origin[0] = origin[1] = origin[2] = 0;
5777                 originhack[0] = originhack[1] = originhack[2] = 0;
5778                 angles[0] = angles[1] = angles[2] = 0;
5779                 color[0] = color[1] = color[2] = 1;
5780                 light[0] = light[1] = light[2] = 1;light[3] = 300;
5781                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5782                 fadescale = 1;
5783                 lightscale = 1;
5784                 style = 0;
5785                 skin = 0;
5786                 pflags = 0;
5787                 //effects = 0;
5788                 islight = false;
5789                 while (1)
5790                 {
5791                         if (!COM_ParseToken_Simple(&data, false, false, true))
5792                                 break; // error
5793                         if (com_token[0] == '}')
5794                                 break; // end of entity
5795                         if (com_token[0] == '_')
5796                                 strlcpy(key, com_token + 1, sizeof(key));
5797                         else
5798                                 strlcpy(key, com_token, sizeof(key));
5799                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
5800                                 key[strlen(key)-1] = 0;
5801                         if (!COM_ParseToken_Simple(&data, false, false, true))
5802                                 break; // error
5803                         strlcpy(value, com_token, sizeof(value));
5804
5805                         // now that we have the key pair worked out...
5806                         if (!strcmp("light", key))
5807                         {
5808                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5809                                 if (n == 1)
5810                                 {
5811                                         // quake
5812                                         light[0] = vec[0] * (1.0f / 256.0f);
5813                                         light[1] = vec[0] * (1.0f / 256.0f);
5814                                         light[2] = vec[0] * (1.0f / 256.0f);
5815                                         light[3] = vec[0];
5816                                 }
5817                                 else if (n == 4)
5818                                 {
5819                                         // halflife
5820                                         light[0] = vec[0] * (1.0f / 255.0f);
5821                                         light[1] = vec[1] * (1.0f / 255.0f);
5822                                         light[2] = vec[2] * (1.0f / 255.0f);
5823                                         light[3] = vec[3];
5824                                 }
5825                         }
5826                         else if (!strcmp("delay", key))
5827                                 type = atoi(value);
5828                         else if (!strcmp("origin", key))
5829                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5830                         else if (!strcmp("angle", key))
5831                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5832                         else if (!strcmp("angles", key))
5833                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5834                         else if (!strcmp("color", key))
5835                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5836                         else if (!strcmp("wait", key))
5837                                 fadescale = atof(value);
5838                         else if (!strcmp("classname", key))
5839                         {
5840                                 if (!strncmp(value, "light", 5))
5841                                 {
5842                                         islight = true;
5843                                         if (!strcmp(value, "light_fluoro"))
5844                                         {
5845                                                 originhack[0] = 0;
5846                                                 originhack[1] = 0;
5847                                                 originhack[2] = 0;
5848                                                 overridecolor[0] = 1;
5849                                                 overridecolor[1] = 1;
5850                                                 overridecolor[2] = 1;
5851                                         }
5852                                         if (!strcmp(value, "light_fluorospark"))
5853                                         {
5854                                                 originhack[0] = 0;
5855                                                 originhack[1] = 0;
5856                                                 originhack[2] = 0;
5857                                                 overridecolor[0] = 1;
5858                                                 overridecolor[1] = 1;
5859                                                 overridecolor[2] = 1;
5860                                         }
5861                                         if (!strcmp(value, "light_globe"))
5862                                         {
5863                                                 originhack[0] = 0;
5864                                                 originhack[1] = 0;
5865                                                 originhack[2] = 0;
5866                                                 overridecolor[0] = 1;
5867                                                 overridecolor[1] = 0.8;
5868                                                 overridecolor[2] = 0.4;
5869                                         }
5870                                         if (!strcmp(value, "light_flame_large_yellow"))
5871                                         {
5872                                                 originhack[0] = 0;
5873                                                 originhack[1] = 0;
5874                                                 originhack[2] = 0;
5875                                                 overridecolor[0] = 1;
5876                                                 overridecolor[1] = 0.5;
5877                                                 overridecolor[2] = 0.1;
5878                                         }
5879                                         if (!strcmp(value, "light_flame_small_yellow"))
5880                                         {
5881                                                 originhack[0] = 0;
5882                                                 originhack[1] = 0;
5883                                                 originhack[2] = 0;
5884                                                 overridecolor[0] = 1;
5885                                                 overridecolor[1] = 0.5;
5886                                                 overridecolor[2] = 0.1;
5887                                         }
5888                                         if (!strcmp(value, "light_torch_small_white"))
5889                                         {
5890                                                 originhack[0] = 0;
5891                                                 originhack[1] = 0;
5892                                                 originhack[2] = 0;
5893                                                 overridecolor[0] = 1;
5894                                                 overridecolor[1] = 0.5;
5895                                                 overridecolor[2] = 0.1;
5896                                         }
5897                                         if (!strcmp(value, "light_torch_small_walltorch"))
5898                                         {
5899                                                 originhack[0] = 0;
5900                                                 originhack[1] = 0;
5901                                                 originhack[2] = 0;
5902                                                 overridecolor[0] = 1;
5903                                                 overridecolor[1] = 0.5;
5904                                                 overridecolor[2] = 0.1;
5905                                         }
5906                                 }
5907                         }
5908                         else if (!strcmp("style", key))
5909                                 style = atoi(value);
5910                         else if (!strcmp("skin", key))
5911                                 skin = (int)atof(value);
5912                         else if (!strcmp("pflags", key))
5913                                 pflags = (int)atof(value);
5914                         //else if (!strcmp("effects", key))
5915                         //      effects = (int)atof(value);
5916                         else if (cl.worldmodel->type == mod_brushq3)
5917                         {
5918                                 if (!strcmp("scale", key))
5919                                         lightscale = atof(value);
5920                                 if (!strcmp("fade", key))
5921                                         fadescale = atof(value);
5922                         }
5923                 }
5924                 if (!islight)
5925                         continue;
5926                 if (lightscale <= 0)
5927                         lightscale = 1;
5928                 if (fadescale <= 0)
5929                         fadescale = 1;
5930                 if (color[0] == color[1] && color[0] == color[2])
5931                 {
5932                         color[0] *= overridecolor[0];
5933                         color[1] *= overridecolor[1];
5934                         color[2] *= overridecolor[2];
5935                 }
5936                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5937                 color[0] = color[0] * light[0];
5938                 color[1] = color[1] * light[1];
5939                 color[2] = color[2] * light[2];
5940                 switch (type)
5941                 {
5942                 case LIGHTTYPE_MINUSX:
5943                         break;
5944                 case LIGHTTYPE_RECIPX:
5945                         radius *= 2;
5946                         VectorScale(color, (1.0f / 16.0f), color);
5947                         break;
5948                 case LIGHTTYPE_RECIPXX:
5949                         radius *= 2;
5950                         VectorScale(color, (1.0f / 16.0f), color);
5951                         break;
5952                 default:
5953                 case LIGHTTYPE_NONE:
5954                         break;
5955                 case LIGHTTYPE_SUN:
5956                         break;
5957                 case LIGHTTYPE_MINUSXX:
5958                         break;
5959                 }
5960                 VectorAdd(origin, originhack, origin);
5961                 if (radius >= 1)
5962                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5963         }
5964         if (entfiledata)
5965                 Mem_Free(entfiledata);
5966 }
5967
5968
5969 static void R_Shadow_SetCursorLocationForView(void)
5970 {
5971         vec_t dist, push;
5972         vec3_t dest, endpos;
5973         trace_t trace;
5974         VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5975         trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
5976         if (trace.fraction < 1)
5977         {
5978                 dist = trace.fraction * r_editlights_cursordistance.value;
5979                 push = r_editlights_cursorpushback.value;
5980                 if (push > dist)
5981                         push = dist;
5982                 push = -push;
5983                 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5984                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5985         }
5986         else
5987         {
5988                 VectorClear( endpos );
5989         }
5990         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5991         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5992         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5993 }
5994
5995 void R_Shadow_UpdateWorldLightSelection(void)
5996 {
5997         if (r_editlights.integer)
5998         {
5999                 R_Shadow_SetCursorLocationForView();
6000                 R_Shadow_SelectLightInView();
6001         }
6002         else
6003                 R_Shadow_SelectLight(NULL);
6004 }
6005
6006 static void R_Shadow_EditLights_Clear_f(void)
6007 {
6008         R_Shadow_ClearWorldLights();
6009 }
6010
6011 void R_Shadow_EditLights_Reload_f(void)
6012 {
6013         if (!cl.worldmodel)
6014                 return;
6015         strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6016         R_Shadow_ClearWorldLights();
6017         R_Shadow_LoadWorldLights();
6018         if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6019         {
6020                 R_Shadow_LoadLightsFile();
6021                 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6022                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6023         }
6024 }
6025
6026 static void R_Shadow_EditLights_Save_f(void)
6027 {
6028         if (!cl.worldmodel)
6029                 return;
6030         R_Shadow_SaveWorldLights();
6031 }
6032
6033 static void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6034 {
6035         R_Shadow_ClearWorldLights();
6036         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6037 }
6038
6039 static void R_Shadow_EditLights_ImportLightsFile_f(void)
6040 {
6041         R_Shadow_ClearWorldLights();
6042         R_Shadow_LoadLightsFile();
6043 }
6044
6045 static void R_Shadow_EditLights_Spawn_f(void)
6046 {
6047         vec3_t color;
6048         if (!r_editlights.integer)
6049         {
6050                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6051                 return;
6052         }
6053         if (Cmd_Argc() != 1)
6054         {
6055                 Con_Print("r_editlights_spawn does not take parameters\n");
6056                 return;
6057         }
6058         color[0] = color[1] = color[2] = 1;
6059         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6060 }
6061
6062 static void R_Shadow_EditLights_Edit_f(void)
6063 {
6064         vec3_t origin, angles, color;
6065         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6066         int style, shadows, flags, normalmode, realtimemode;
6067         char cubemapname[MAX_INPUTLINE];
6068         if (!r_editlights.integer)
6069         {
6070                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6071                 return;
6072         }
6073         if (!r_shadow_selectedlight)
6074         {
6075                 Con_Print("No selected light.\n");
6076                 return;
6077         }
6078         VectorCopy(r_shadow_selectedlight->origin, origin);
6079         VectorCopy(r_shadow_selectedlight->angles, angles);
6080         VectorCopy(r_shadow_selectedlight->color, color);
6081         radius = r_shadow_selectedlight->radius;
6082         style = r_shadow_selectedlight->style;
6083         if (r_shadow_selectedlight->cubemapname)
6084                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6085         else
6086                 cubemapname[0] = 0;
6087         shadows = r_shadow_selectedlight->shadow;
6088         corona = r_shadow_selectedlight->corona;
6089         coronasizescale = r_shadow_selectedlight->coronasizescale;
6090         ambientscale = r_shadow_selectedlight->ambientscale;
6091         diffusescale = r_shadow_selectedlight->diffusescale;
6092         specularscale = r_shadow_selectedlight->specularscale;
6093         flags = r_shadow_selectedlight->flags;
6094         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6095         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6096         if (!strcmp(Cmd_Argv(1), "origin"))
6097         {
6098                 if (Cmd_Argc() != 5)
6099                 {
6100                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6101                         return;
6102                 }
6103                 origin[0] = atof(Cmd_Argv(2));
6104                 origin[1] = atof(Cmd_Argv(3));
6105                 origin[2] = atof(Cmd_Argv(4));
6106         }
6107         else if (!strcmp(Cmd_Argv(1), "originscale"))
6108         {
6109                 if (Cmd_Argc() != 5)
6110                 {
6111                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6112                         return;
6113                 }
6114                 origin[0] *= atof(Cmd_Argv(2));
6115                 origin[1] *= atof(Cmd_Argv(3));
6116                 origin[2] *= atof(Cmd_Argv(4));
6117         }
6118         else if (!strcmp(Cmd_Argv(1), "originx"))
6119         {
6120                 if (Cmd_Argc() != 3)
6121                 {
6122                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6123                         return;
6124                 }
6125                 origin[0] = atof(Cmd_Argv(2));
6126         }
6127         else if (!strcmp(Cmd_Argv(1), "originy"))
6128         {
6129                 if (Cmd_Argc() != 3)
6130                 {
6131                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6132                         return;
6133                 }
6134                 origin[1] = atof(Cmd_Argv(2));
6135         }
6136         else if (!strcmp(Cmd_Argv(1), "originz"))
6137         {
6138                 if (Cmd_Argc() != 3)
6139                 {
6140                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6141                         return;
6142                 }
6143                 origin[2] = atof(Cmd_Argv(2));
6144         }
6145         else if (!strcmp(Cmd_Argv(1), "move"))
6146         {
6147                 if (Cmd_Argc() != 5)
6148                 {
6149                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6150                         return;
6151                 }
6152                 origin[0] += atof(Cmd_Argv(2));
6153                 origin[1] += atof(Cmd_Argv(3));
6154                 origin[2] += atof(Cmd_Argv(4));
6155         }
6156         else if (!strcmp(Cmd_Argv(1), "movex"))
6157         {
6158                 if (Cmd_Argc() != 3)
6159                 {
6160                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6161                         return;
6162                 }
6163                 origin[0] += atof(Cmd_Argv(2));
6164         }
6165         else if (!strcmp(Cmd_Argv(1), "movey"))
6166         {
6167                 if (Cmd_Argc() != 3)
6168                 {
6169                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6170                         return;
6171                 }
6172                 origin[1] += atof(Cmd_Argv(2));
6173         }
6174         else if (!strcmp(Cmd_Argv(1), "movez"))
6175         {
6176                 if (Cmd_Argc() != 3)
6177                 {
6178                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6179                         return;
6180                 }
6181                 origin[2] += atof(Cmd_Argv(2));
6182         }
6183         else if (!strcmp(Cmd_Argv(1), "angles"))
6184         {
6185                 if (Cmd_Argc() != 5)
6186                 {
6187                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6188                         return;
6189                 }
6190                 angles[0] = atof(Cmd_Argv(2));
6191                 angles[1] = atof(Cmd_Argv(3));
6192                 angles[2] = atof(Cmd_Argv(4));
6193         }
6194         else if (!strcmp(Cmd_Argv(1), "anglesx"))
6195         {
6196                 if (Cmd_Argc() != 3)
6197                 {
6198                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6199                         return;
6200                 }
6201                 angles[0] = atof(Cmd_Argv(2));
6202         }
6203         else if (!strcmp(Cmd_Argv(1), "anglesy"))
6204         {
6205                 if (Cmd_Argc() != 3)
6206                 {
6207                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6208                         return;
6209                 }
6210                 angles[1] = atof(Cmd_Argv(2));
6211         }
6212         else if (!strcmp(Cmd_Argv(1), "anglesz"))
6213         {
6214                 if (Cmd_Argc() != 3)
6215                 {
6216                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6217                         return;
6218                 }
6219                 angles[2] = atof(Cmd_Argv(2));
6220         }
6221         else if (!strcmp(Cmd_Argv(1), "color"))
6222         {
6223                 if (Cmd_Argc() != 5)
6224                 {
6225                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6226                         return;
6227                 }
6228                 color[0] = atof(Cmd_Argv(2));
6229                 color[1] = atof(Cmd_Argv(3));
6230                 color[2] = atof(Cmd_Argv(4));
6231         }
6232         else if (!strcmp(Cmd_Argv(1), "radius"))
6233         {
6234                 if (Cmd_Argc() != 3)
6235                 {
6236                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6237                         return;
6238                 }
6239                 radius = atof(Cmd_Argv(2));
6240         }
6241         else if (!strcmp(Cmd_Argv(1), "colorscale"))
6242         {
6243                 if (Cmd_Argc() == 3)
6244                 {
6245                         double scale = atof(Cmd_Argv(2));
6246                         color[0] *= scale;
6247                         color[1] *= scale;
6248                         color[2] *= scale;
6249                 }
6250                 else
6251                 {
6252                         if (Cmd_Argc() != 5)
6253                         {
6254                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
6255                                 return;
6256                         }
6257                         color[0] *= atof(Cmd_Argv(2));
6258                         color[1] *= atof(Cmd_Argv(3));
6259                         color[2] *= atof(Cmd_Argv(4));
6260                 }
6261         }
6262         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6263         {
6264                 if (Cmd_Argc() != 3)
6265                 {
6266                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6267                         return;
6268                 }
6269                 radius *= atof(Cmd_Argv(2));
6270         }
6271         else if (!strcmp(Cmd_Argv(1), "style"))
6272         {
6273                 if (Cmd_Argc() != 3)
6274                 {
6275                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6276                         return;
6277                 }
6278                 style = atoi(Cmd_Argv(2));
6279         }
6280         else if (!strcmp(Cmd_Argv(1), "cubemap"))
6281         {
6282                 if (Cmd_Argc() > 3)
6283                 {
6284                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6285                         return;
6286                 }
6287                 if (Cmd_Argc() == 3)
6288                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6289                 else
6290                         cubemapname[0] = 0;
6291         }
6292         else if (!strcmp(Cmd_Argv(1), "shadows"))
6293         {
6294                 if (Cmd_Argc() != 3)
6295                 {
6296                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6297                         return;
6298                 }
6299                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6300         }
6301         else if (!strcmp(Cmd_Argv(1), "corona"))
6302         {
6303                 if (Cmd_Argc() != 3)
6304                 {
6305                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6306                         return;
6307                 }
6308                 corona = atof(Cmd_Argv(2));
6309         }
6310         else if (!strcmp(Cmd_Argv(1), "coronasize"))
6311         {
6312                 if (Cmd_Argc() != 3)
6313                 {
6314                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6315                         return;
6316                 }
6317                 coronasizescale = atof(Cmd_Argv(2));
6318         }
6319         else if (!strcmp(Cmd_Argv(1), "ambient"))
6320         {
6321                 if (Cmd_Argc() != 3)
6322                 {
6323                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6324                         return;
6325                 }
6326                 ambientscale = atof(Cmd_Argv(2));
6327         }
6328         else if (!strcmp(Cmd_Argv(1), "diffuse"))
6329         {
6330                 if (Cmd_Argc() != 3)
6331                 {
6332                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6333                         return;
6334                 }
6335                 diffusescale = atof(Cmd_Argv(2));
6336         }
6337         else if (!strcmp(Cmd_Argv(1), "specular"))
6338         {
6339                 if (Cmd_Argc() != 3)
6340                 {
6341                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6342                         return;
6343                 }
6344                 specularscale = atof(Cmd_Argv(2));
6345         }
6346         else if (!strcmp(Cmd_Argv(1), "normalmode"))
6347         {
6348                 if (Cmd_Argc() != 3)
6349                 {
6350                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6351                         return;
6352                 }
6353                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6354         }
6355         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6356         {
6357                 if (Cmd_Argc() != 3)
6358                 {
6359                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6360                         return;
6361                 }
6362                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6363         }
6364         else
6365         {
6366                 Con_Print("usage: r_editlights_edit [property] [value]\n");
6367                 Con_Print("Selected light's properties:\n");
6368                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6369                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6370                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6371                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
6372                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
6373                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
6374                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6375                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
6376                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
6377                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
6378                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
6379                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
6380                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6381                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6382                 return;
6383         }
6384         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6385         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6386 }
6387
6388 static void R_Shadow_EditLights_EditAll_f(void)
6389 {
6390         size_t lightindex;
6391         dlight_t *light, *oldselected;
6392         size_t range;
6393
6394         if (!r_editlights.integer)
6395         {
6396                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6397                 return;
6398         }
6399
6400         oldselected = r_shadow_selectedlight;
6401         // EditLights doesn't seem to have a "remove" command or something so:
6402         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6403         for (lightindex = 0;lightindex < range;lightindex++)
6404         {
6405                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6406                 if (!light)
6407                         continue;
6408                 R_Shadow_SelectLight(light);
6409                 R_Shadow_EditLights_Edit_f();
6410         }
6411         // return to old selected (to not mess editing once selection is locked)
6412         R_Shadow_SelectLight(oldselected);
6413 }
6414
6415 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6416 {
6417         int lightnumber, lightcount;
6418         size_t lightindex, range;
6419         dlight_t *light;
6420         char temp[256];
6421         float x, y;
6422
6423         if (!r_editlights.integer)
6424                 return;
6425
6426         // update cvars so QC can query them
6427         if (r_shadow_selectedlight)
6428         {
6429                 dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6430                 Cvar_SetQuick(&r_editlights_current_origin, temp);
6431                 dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6432                 Cvar_SetQuick(&r_editlights_current_angles, temp);
6433                 dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6434                 Cvar_SetQuick(&r_editlights_current_color, temp);
6435                 Cvar_SetValueQuick(&r_editlights_current_radius, r_shadow_selectedlight->radius);
6436                 Cvar_SetValueQuick(&r_editlights_current_corona, r_shadow_selectedlight->corona);
6437                 Cvar_SetValueQuick(&r_editlights_current_coronasize, r_shadow_selectedlight->coronasizescale);
6438                 Cvar_SetValueQuick(&r_editlights_current_style, r_shadow_selectedlight->style);
6439                 Cvar_SetValueQuick(&r_editlights_current_shadows, r_shadow_selectedlight->shadow);
6440                 Cvar_SetQuick(&r_editlights_current_cubemap, r_shadow_selectedlight->cubemapname);
6441                 Cvar_SetValueQuick(&r_editlights_current_ambient, r_shadow_selectedlight->ambientscale);
6442                 Cvar_SetValueQuick(&r_editlights_current_diffuse, r_shadow_selectedlight->diffusescale);
6443                 Cvar_SetValueQuick(&r_editlights_current_specular, r_shadow_selectedlight->specularscale);
6444                 Cvar_SetValueQuick(&r_editlights_current_normalmode, (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? 1 : 0);
6445                 Cvar_SetValueQuick(&r_editlights_current_realtimemode, (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? 1 : 0);
6446         }
6447
6448         // draw properties on screen
6449         if (!r_editlights_drawproperties.integer)
6450                 return;
6451         x = vid_conwidth.value - 240;
6452         y = 5;
6453         DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6454         lightnumber = -1;
6455         lightcount = 0;
6456         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6457         for (lightindex = 0;lightindex < range;lightindex++)
6458         {
6459                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6460                 if (!light)
6461                         continue;
6462                 if (light == r_shadow_selectedlight)
6463                         lightnumber = lightindex;
6464                 lightcount++;
6465         }
6466         dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
6467         dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
6468         y += 8;
6469         if (r_shadow_selectedlight == NULL)
6470                 return;
6471         dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6472         dpsnprintf(temp, sizeof(temp), "Origin       : %.0f %.0f %.0f\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, NULL, true, FONT_DEFAULT);y += 8;
6473         dpsnprintf(temp, sizeof(temp), "Angles       : %.0f %.0f %.0f\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, NULL, true, FONT_DEFAULT);y += 8;
6474         dpsnprintf(temp, sizeof(temp), "Color        : %.2f %.2f %.2f\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, NULL, true, FONT_DEFAULT);y += 8;
6475         dpsnprintf(temp, sizeof(temp), "Radius       : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6476         dpsnprintf(temp, sizeof(temp), "Corona       : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6477         dpsnprintf(temp, sizeof(temp), "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6478         dpsnprintf(temp, sizeof(temp), "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6479         dpsnprintf(temp, sizeof(temp), "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6480         dpsnprintf(temp, sizeof(temp), "CoronaSize   : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6481         dpsnprintf(temp, sizeof(temp), "Ambient      : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6482         dpsnprintf(temp, sizeof(temp), "Diffuse      : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6483         dpsnprintf(temp, sizeof(temp), "Specular     : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
6484         dpsnprintf(temp, sizeof(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, NULL, true, FONT_DEFAULT);y += 8;
6485         dpsnprintf(temp, sizeof(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, NULL, true, FONT_DEFAULT);y += 8;
6486 }
6487
6488 static void R_Shadow_EditLights_ToggleShadow_f(void)
6489 {
6490         if (!r_editlights.integer)
6491         {
6492                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6493                 return;
6494         }
6495         if (!r_shadow_selectedlight)
6496         {
6497                 Con_Print("No selected light.\n");
6498                 return;
6499         }
6500         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);
6501 }
6502
6503 static void R_Shadow_EditLights_ToggleCorona_f(void)
6504 {
6505         if (!r_editlights.integer)
6506         {
6507                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6508                 return;
6509         }
6510         if (!r_shadow_selectedlight)
6511         {
6512                 Con_Print("No selected light.\n");
6513                 return;
6514         }
6515         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);
6516 }
6517
6518 static void R_Shadow_EditLights_Remove_f(void)
6519 {
6520         if (!r_editlights.integer)
6521         {
6522                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
6523                 return;
6524         }
6525         if (!r_shadow_selectedlight)
6526         {
6527                 Con_Print("No selected light.\n");
6528                 return;
6529         }
6530         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6531         r_shadow_selectedlight = NULL;
6532 }
6533
6534 static void R_Shadow_EditLights_Help_f(void)
6535 {
6536         Con_Print(
6537 "Documentation on r_editlights system:\n"
6538 "Settings:\n"
6539 "r_editlights : enable/disable editing mode\n"
6540 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6541 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6542 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6543 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6544 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6545 "Commands:\n"
6546 "r_editlights_help : this help\n"
6547 "r_editlights_clear : remove all lights\n"
6548 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6549 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6550 "r_editlights_save : save to .rtlights file\n"
6551 "r_editlights_spawn : create a light with default settings\n"
6552 "r_editlights_edit command : edit selected light - more documentation below\n"
6553 "r_editlights_remove : remove selected light\n"
6554 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6555 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6556 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6557 "Edit commands:\n"
6558 "origin x y z : set light location\n"
6559 "originx x: set x component of light location\n"
6560 "originy y: set y component of light location\n"
6561 "originz z: set z component of light location\n"
6562 "move x y z : adjust light location\n"
6563 "movex x: adjust x component of light location\n"
6564 "movey y: adjust y component of light location\n"
6565 "movez z: adjust z component of light location\n"
6566 "angles x y z : set light angles\n"
6567 "anglesx x: set x component of light angles\n"
6568 "anglesy y: set y component of light angles\n"
6569 "anglesz z: set z component of light angles\n"
6570 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6571 "radius radius : set radius (size) of light\n"
6572 "colorscale grey : multiply color of light (1 does nothing)\n"
6573 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6574 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6575 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6576 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6577 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6578 "cubemap basename : set filter cubemap of light\n"
6579 "shadows 1/0 : turn on/off shadows\n"
6580 "corona n : set corona intensity\n"
6581 "coronasize n : set corona size (0-1)\n"
6582 "ambient n : set ambient intensity (0-1)\n"
6583 "diffuse n : set diffuse intensity (0-1)\n"
6584 "specular n : set specular intensity (0-1)\n"
6585 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6586 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6587 "<nothing> : print light properties to console\n"
6588         );
6589 }
6590
6591 static void R_Shadow_EditLights_CopyInfo_f(void)
6592 {
6593         if (!r_editlights.integer)
6594         {
6595                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
6596                 return;
6597         }
6598         if (!r_shadow_selectedlight)
6599         {
6600                 Con_Print("No selected light.\n");
6601                 return;
6602         }
6603         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6604         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6605         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6606         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6607         if (r_shadow_selectedlight->cubemapname)
6608                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6609         else
6610                 r_shadow_bufferlight.cubemapname[0] = 0;
6611         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6612         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6613         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6614         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6615         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6616         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6617         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6618 }
6619
6620 static void R_Shadow_EditLights_PasteInfo_f(void)
6621 {
6622         if (!r_editlights.integer)
6623         {
6624                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
6625                 return;
6626         }
6627         if (!r_shadow_selectedlight)
6628         {
6629                 Con_Print("No selected light.\n");
6630                 return;
6631         }
6632         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);
6633 }
6634
6635 static void R_Shadow_EditLights_Lock_f(void)
6636 {
6637         if (!r_editlights.integer)
6638         {
6639                 Con_Print("Cannot lock on light when not in editing mode.  Set r_editlights to 1.\n");
6640                 return;
6641         }
6642         if (r_editlights_lockcursor)
6643         {
6644                 r_editlights_lockcursor = false;
6645                 return;
6646         }
6647         if (!r_shadow_selectedlight)
6648         {
6649                 Con_Print("No selected light to lock on.\n");
6650                 return;
6651         }
6652         r_editlights_lockcursor = true;
6653 }
6654
6655 static void R_Shadow_EditLights_Init(void)
6656 {
6657         Cvar_RegisterVariable(&r_editlights);
6658         Cvar_RegisterVariable(&r_editlights_cursordistance);
6659         Cvar_RegisterVariable(&r_editlights_cursorpushback);
6660         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6661         Cvar_RegisterVariable(&r_editlights_cursorgrid);
6662         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6663         Cvar_RegisterVariable(&r_editlights_drawproperties);
6664         Cvar_RegisterVariable(&r_editlights_current_origin);
6665         Cvar_RegisterVariable(&r_editlights_current_angles);
6666         Cvar_RegisterVariable(&r_editlights_current_color);
6667         Cvar_RegisterVariable(&r_editlights_current_radius);
6668         Cvar_RegisterVariable(&r_editlights_current_corona);
6669         Cvar_RegisterVariable(&r_editlights_current_coronasize);
6670         Cvar_RegisterVariable(&r_editlights_current_style);
6671         Cvar_RegisterVariable(&r_editlights_current_shadows);
6672         Cvar_RegisterVariable(&r_editlights_current_cubemap);
6673         Cvar_RegisterVariable(&r_editlights_current_ambient);
6674         Cvar_RegisterVariable(&r_editlights_current_diffuse);
6675         Cvar_RegisterVariable(&r_editlights_current_specular);
6676         Cvar_RegisterVariable(&r_editlights_current_normalmode);
6677         Cvar_RegisterVariable(&r_editlights_current_realtimemode);
6678         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6679         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6680         Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
6681         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6682         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6683         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6684         Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
6685         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6686         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6687         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6688         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6689         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6690         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6691         Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
6692         Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6693 }
6694
6695
6696
6697 /*
6698 =============================================================================
6699
6700 LIGHT SAMPLING
6701
6702 =============================================================================
6703 */
6704
6705 void R_LightPoint(float *color, const vec3_t p, const int flags)
6706 {
6707         int i, numlights, flag;
6708         float f, relativepoint[3], dist, dist2, lightradius2;
6709         vec3_t diffuse, n;
6710         rtlight_t *light;
6711         dlight_t *dlight;
6712
6713         if (r_fullbright.integer)
6714         {
6715                 VectorSet(color, 1, 1, 1);
6716                 return;
6717         }
6718
6719         VectorClear(color);
6720
6721         if (flags & LP_LIGHTMAP)
6722         {
6723                 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6724                 {
6725                         VectorClear(diffuse);
6726                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6727                         VectorAdd(color, diffuse, color);
6728                 }
6729                 else
6730                         VectorSet(color, 1, 1, 1);
6731                 color[0] += r_refdef.scene.ambient;
6732                 color[1] += r_refdef.scene.ambient;
6733                 color[2] += r_refdef.scene.ambient;
6734         }
6735
6736         if (flags & LP_RTWORLD)
6737         {
6738                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6739                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6740                 for (i = 0; i < numlights; i++)
6741                 {
6742                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6743                         if (!dlight)
6744                                 continue;
6745                         light = &dlight->rtlight;
6746                         if (!(light->flags & flag))
6747                                 continue;
6748                         // sample
6749                         lightradius2 = light->radius * light->radius;
6750                         VectorSubtract(light->shadoworigin, p, relativepoint);
6751                         dist2 = VectorLength2(relativepoint);
6752                         if (dist2 >= lightradius2)
6753                                 continue;
6754                         dist = sqrt(dist2) / light->radius;
6755                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6756                         if (f <= 0)
6757                                 continue;
6758                         // todo: add to both ambient and diffuse
6759                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6760                                 VectorMA(color, f, light->currentcolor, color);
6761                 }
6762         }
6763         if (flags & LP_DYNLIGHT)
6764         {
6765                 // sample dlights
6766                 for (i = 0;i < r_refdef.scene.numlights;i++)
6767                 {
6768                         light = r_refdef.scene.lights[i];
6769                         // sample
6770                         lightradius2 = light->radius * light->radius;
6771                         VectorSubtract(light->shadoworigin, p, relativepoint);
6772                         dist2 = VectorLength2(relativepoint);
6773                         if (dist2 >= lightradius2)
6774                                 continue;
6775                         dist = sqrt(dist2) / light->radius;
6776                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6777                         if (f <= 0)
6778                                 continue;
6779                         // todo: add to both ambient and diffuse
6780                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6781                                 VectorMA(color, f, light->color, color);
6782                 }
6783         }
6784 }
6785
6786 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6787 {
6788         int i, numlights, flag;
6789         rtlight_t *light;
6790         dlight_t *dlight;
6791         float relativepoint[3];
6792         float color[3];
6793         float dir[3];
6794         float dist;
6795         float dist2;
6796         float intensity;
6797         float sample[5*3];
6798         float lightradius2;
6799
6800         if (r_fullbright.integer)
6801         {
6802                 VectorSet(ambient, 1, 1, 1);
6803                 VectorClear(diffuse);
6804                 VectorClear(lightdir);
6805                 return;
6806         }
6807
6808         if (flags == LP_LIGHTMAP)
6809         {
6810                 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6811                 VectorClear(diffuse);
6812                 VectorClear(lightdir);
6813                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6814                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6815                 else
6816                         VectorSet(ambient, 1, 1, 1);
6817                 return;
6818         }
6819
6820         memset(sample, 0, sizeof(sample));
6821         VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6822
6823         if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6824         {
6825                 vec3_t tempambient;
6826                 VectorClear(tempambient);
6827                 VectorClear(color);
6828                 VectorClear(relativepoint);
6829                 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6830                 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6831                 VectorScale(color, r_refdef.lightmapintensity, color);
6832                 VectorAdd(sample, tempambient, sample);
6833                 VectorMA(sample    , 0.5f            , color, sample    );
6834                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6835                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6836                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6837                 // calculate a weighted average light direction as well
6838                 intensity = VectorLength(color);
6839                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6840         }
6841
6842         if (flags & LP_RTWORLD)
6843         {
6844                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6845                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6846                 for (i = 0; i < numlights; i++)
6847                 {
6848                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6849                         if (!dlight)
6850                                 continue;
6851                         light = &dlight->rtlight;
6852                         if (!(light->flags & flag))
6853                                 continue;
6854                         // sample
6855                         lightradius2 = light->radius * light->radius;
6856                         VectorSubtract(light->shadoworigin, p, relativepoint);
6857                         dist2 = VectorLength2(relativepoint);
6858                         if (dist2 >= lightradius2)
6859                                 continue;
6860                         dist = sqrt(dist2) / light->radius;
6861                         intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6862                         if (intensity <= 0.0f)
6863                                 continue;
6864                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6865                                 continue;
6866                         // scale down intensity to add to both ambient and diffuse
6867                         //intensity *= 0.5f;
6868                         VectorNormalize(relativepoint);
6869                         VectorScale(light->currentcolor, intensity, color);
6870                         VectorMA(sample    , 0.5f            , color, sample    );
6871                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6872                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6873                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6874                         // calculate a weighted average light direction as well
6875                         intensity *= VectorLength(color);
6876                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6877                 }
6878                 // FIXME: sample bouncegrid too!
6879         }
6880
6881         if (flags & LP_DYNLIGHT)
6882         {
6883                 // sample dlights
6884                 for (i = 0;i < r_refdef.scene.numlights;i++)
6885                 {
6886                         light = r_refdef.scene.lights[i];
6887                         // sample
6888                         lightradius2 = light->radius * light->radius;
6889                         VectorSubtract(light->shadoworigin, p, relativepoint);
6890                         dist2 = VectorLength2(relativepoint);
6891                         if (dist2 >= lightradius2)
6892                                 continue;
6893                         dist = sqrt(dist2) / light->radius;
6894                         intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6895                         if (intensity <= 0.0f)
6896                                 continue;
6897                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6898                                 continue;
6899                         // scale down intensity to add to both ambient and diffuse
6900                         //intensity *= 0.5f;
6901                         VectorNormalize(relativepoint);
6902                         VectorScale(light->currentcolor, intensity, color);
6903                         VectorMA(sample    , 0.5f            , color, sample    );
6904                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6905                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6906                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6907                         // calculate a weighted average light direction as well
6908                         intensity *= VectorLength(color);
6909                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6910                 }
6911         }
6912
6913         // calculate the direction we'll use to reduce the sample to a directional light source
6914         VectorCopy(sample + 12, dir);
6915         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6916         VectorNormalize(dir);
6917         // extract the diffuse color along the chosen direction and scale it
6918         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6919         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6920         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6921         // subtract some of diffuse from ambient
6922         VectorMA(sample, -0.333f, diffuse, ambient);
6923         // store the normalized lightdir
6924         VectorCopy(dir, lightdir);
6925 }