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added r_shadow_bouncegrid_static cvar which makes a proper static mode
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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 extern 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 int r_shadow_shadowmappcf;
200 int r_shadow_shadowmapborder;
201 matrix4x4_t r_shadow_shadowmapmatrix;
202 int r_shadow_lightscissor[4];
203 qboolean r_shadow_usingdeferredprepass;
204
205 int maxshadowtriangles;
206 int *shadowelements;
207
208 int maxshadowvertices;
209 float *shadowvertex3f;
210
211 int maxshadowmark;
212 int numshadowmark;
213 int *shadowmark;
214 int *shadowmarklist;
215 int shadowmarkcount;
216
217 int maxshadowsides;
218 int numshadowsides;
219 unsigned char *shadowsides;
220 int *shadowsideslist;
221
222 int maxvertexupdate;
223 int *vertexupdate;
224 int *vertexremap;
225 int vertexupdatenum;
226
227 int r_shadow_buffer_numleafpvsbytes;
228 unsigned char *r_shadow_buffer_visitingleafpvs;
229 unsigned char *r_shadow_buffer_leafpvs;
230 int *r_shadow_buffer_leaflist;
231
232 int r_shadow_buffer_numsurfacepvsbytes;
233 unsigned char *r_shadow_buffer_surfacepvs;
234 int *r_shadow_buffer_surfacelist;
235 unsigned char *r_shadow_buffer_surfacesides;
236
237 int r_shadow_buffer_numshadowtrispvsbytes;
238 unsigned char *r_shadow_buffer_shadowtrispvs;
239 int r_shadow_buffer_numlighttrispvsbytes;
240 unsigned char *r_shadow_buffer_lighttrispvs;
241
242 rtexturepool_t *r_shadow_texturepool;
243 rtexture_t *r_shadow_attenuationgradienttexture;
244 rtexture_t *r_shadow_attenuation2dtexture;
245 rtexture_t *r_shadow_attenuation3dtexture;
246 skinframe_t *r_shadow_lightcorona;
247 rtexture_t *r_shadow_shadowmap2dtexture;
248 rtexture_t *r_shadow_shadowmap2dcolortexture;
249 rtexture_t *r_shadow_shadowmapvsdcttexture;
250 int r_shadow_shadowmapsize; // changes for each light based on distance
251 int r_shadow_shadowmaplod; // changes for each light based on distance
252
253 GLuint r_shadow_prepassgeometryfbo;
254 GLuint r_shadow_prepasslightingdiffusespecularfbo;
255 GLuint r_shadow_prepasslightingdiffusefbo;
256 int r_shadow_prepass_width;
257 int r_shadow_prepass_height;
258 rtexture_t *r_shadow_prepassgeometrydepthtexture;
259 rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
263
264 // lights are reloaded when this changes
265 char r_shadow_mapname[MAX_QPATH];
266
267 // used only for light filters (cubemaps)
268 rtexturepool_t *r_shadow_filters_texturepool;
269
270 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
271
272 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"};
273 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"};
274 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
275 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"};
276 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "4", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
277 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
278 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)"};
279 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
280 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)"};
281 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"};
282 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
283 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
284 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
285 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
286 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
287 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
289 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
290 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
291 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)"};
292 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
293 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
294 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
295 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
296 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)"};
297 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"};
298 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
299 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
300 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"};
301 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)"};
302 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
303 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)"};
304 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"};
305 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)"};
306 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
307 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
308 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
309 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
310 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"};
311 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
312 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
313 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
314 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
315 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
316 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
317 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
318 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
319 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
320 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)"};
321 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)"};
322 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, requires r_shadow_realtime_world 1"};
323 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"};
324 cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 4x as many pixels to hold the additional data"};
325 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"};
326 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
327 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
328 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1)"};
329 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "5", "maximum number of bounces for a particle (minimum is 1)"};
330 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "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"};
331 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "2", "brightness of particles contributing to bouncegrid texture"};
332 cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
333 cvar_t r_shadow_bouncegrid_spacingx = {CVAR_SAVE, "r_shadow_bouncegrid_spacingx", "64", "unit size of bouncegrid pixel on X axis"};
334 cvar_t r_shadow_bouncegrid_spacingy = {CVAR_SAVE, "r_shadow_bouncegrid_spacingy", "64", "unit size of bouncegrid pixel on Y axis"};
335 cvar_t r_shadow_bouncegrid_spacingz = {CVAR_SAVE, "r_shadow_bouncegrid_spacingz", "64", "unit size of bouncegrid pixel on Z axis"};
336 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
337 cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
338 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
339 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
340 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"};
341 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
342 cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
343 cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
344 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
345 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"};
346 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
347 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
348 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
349 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
350 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
351 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
352 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
353 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
354 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
355 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
356
357 typedef struct r_shadow_bouncegrid_settings_s
358 {
359         qboolean staticmode;
360         qboolean bounceanglediffuse;
361         qboolean directionalshading;
362         float dlightparticlemultiplier;
363         qboolean hitmodels;
364         float lightradiusscale;
365         int maxbounce;
366         float particlebounceintensity;
367         float particleintensity;
368         int photons;
369         float spacing[3];
370         int stablerandom;
371 }
372 r_shadow_bouncegrid_settings_t;
373
374 r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
375 rtexture_t *r_shadow_bouncegridtexture;
376 matrix4x4_t r_shadow_bouncegridmatrix;
377 vec_t r_shadow_bouncegridintensity;
378 qboolean r_shadow_bouncegriddirectional;
379 static double r_shadow_bouncegridtime;
380 static int r_shadow_bouncegridresolution[3];
381 static int r_shadow_bouncegridnumpixels;
382 static unsigned char *r_shadow_bouncegridpixels;
383 static float *r_shadow_bouncegridhighpixels;
384
385 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
386 #define ATTENTABLESIZE 256
387 // 1D gradient, 2D circle and 3D sphere attenuation textures
388 #define ATTEN1DSIZE 32
389 #define ATTEN2DSIZE 64
390 #define ATTEN3DSIZE 32
391
392 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
393 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
394 static float r_shadow_attentable[ATTENTABLESIZE+1];
395
396 rtlight_t *r_shadow_compilingrtlight;
397 static memexpandablearray_t r_shadow_worldlightsarray;
398 dlight_t *r_shadow_selectedlight;
399 dlight_t r_shadow_bufferlight;
400 vec3_t r_editlights_cursorlocation;
401 qboolean r_editlights_lockcursor;
402
403 extern int con_vislines;
404
405 void R_Shadow_UncompileWorldLights(void);
406 void R_Shadow_ClearWorldLights(void);
407 void R_Shadow_SaveWorldLights(void);
408 void R_Shadow_LoadWorldLights(void);
409 void R_Shadow_LoadLightsFile(void);
410 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
411 void R_Shadow_EditLights_Reload_f(void);
412 void R_Shadow_ValidateCvars(void);
413 static void R_Shadow_MakeTextures(void);
414
415 #define EDLIGHTSPRSIZE                  8
416 skinframe_t *r_editlights_sprcursor;
417 skinframe_t *r_editlights_sprlight;
418 skinframe_t *r_editlights_sprnoshadowlight;
419 skinframe_t *r_editlights_sprcubemaplight;
420 skinframe_t *r_editlights_sprcubemapnoshadowlight;
421 skinframe_t *r_editlights_sprselection;
422
423 void R_Shadow_SetShadowMode(void)
424 {
425         r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
426         r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
427         r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
428         r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
429         r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
430         r_shadow_shadowmaplod = -1;
431         r_shadow_shadowmapsize = 0;
432         r_shadow_shadowmapsampler = false;
433         r_shadow_shadowmappcf = 0;
434         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
435         if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
436         {
437                 switch(vid.renderpath)
438                 {
439                 case RENDERPATH_GL20:
440                         if(r_shadow_shadowmapfilterquality < 0)
441                         {
442                                 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
443                                         r_shadow_shadowmappcf = 1;
444                                 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) 
445                                 {
446                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
447                                         r_shadow_shadowmappcf = 1;
448                                 }
449                                 else if(strstr(gl_vendor, "ATI")) 
450                                         r_shadow_shadowmappcf = 1;
451                                 else 
452                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
453                         }
454                         else 
455                         {
456                                 switch (r_shadow_shadowmapfilterquality)
457                                 {
458                                 case 1:
459                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
460                                         break;
461                                 case 2:
462                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
463                                         r_shadow_shadowmappcf = 1;
464                                         break;
465                                 case 3:
466                                         r_shadow_shadowmappcf = 1;
467                                         break;
468                                 case 4:
469                                         r_shadow_shadowmappcf = 2;
470                                         break;
471                                 }
472                         }
473                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
474                         break;
475                 case RENDERPATH_D3D9:
476                 case RENDERPATH_D3D10:
477                 case RENDERPATH_D3D11:
478                 case RENDERPATH_SOFT:
479                         r_shadow_shadowmapsampler = false;
480                         r_shadow_shadowmappcf = 1;
481                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
482                         break;
483                 case RENDERPATH_GL13:
484                         break;
485                 case RENDERPATH_GL11:
486                         break;
487                 case RENDERPATH_GLES2:
488                         break;
489                 }
490         }
491 }
492
493 qboolean R_Shadow_ShadowMappingEnabled(void)
494 {
495         switch (r_shadow_shadowmode)
496         {
497         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
498                 return true;
499         default:
500                 return false;
501         }
502 }
503
504 void R_Shadow_FreeShadowMaps(void)
505 {
506         R_Shadow_SetShadowMode();
507
508         R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
509
510         r_shadow_fbo2d = 0;
511
512         if (r_shadow_shadowmap2dtexture)
513                 R_FreeTexture(r_shadow_shadowmap2dtexture);
514         r_shadow_shadowmap2dtexture = NULL;
515
516         if (r_shadow_shadowmap2dcolortexture)
517                 R_FreeTexture(r_shadow_shadowmap2dcolortexture);
518         r_shadow_shadowmap2dcolortexture = NULL;
519
520         if (r_shadow_shadowmapvsdcttexture)
521                 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
522         r_shadow_shadowmapvsdcttexture = NULL;
523 }
524
525 void r_shadow_start(void)
526 {
527         // allocate vertex processing arrays
528         r_shadow_bouncegridpixels = NULL;
529         r_shadow_bouncegridhighpixels = NULL;
530         r_shadow_bouncegridnumpixels = 0;
531         r_shadow_bouncegridtexture = NULL;
532         r_shadow_bouncegriddirectional = false;
533         r_shadow_attenuationgradienttexture = NULL;
534         r_shadow_attenuation2dtexture = NULL;
535         r_shadow_attenuation3dtexture = NULL;
536         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
537         r_shadow_shadowmap2dtexture = NULL;
538         r_shadow_shadowmap2dcolortexture = NULL;
539         r_shadow_shadowmapvsdcttexture = NULL;
540         r_shadow_shadowmapmaxsize = 0;
541         r_shadow_shadowmapsize = 0;
542         r_shadow_shadowmaplod = 0;
543         r_shadow_shadowmapfilterquality = -1;
544         r_shadow_shadowmapdepthbits = 0;
545         r_shadow_shadowmapvsdct = false;
546         r_shadow_shadowmapsampler = false;
547         r_shadow_shadowmappcf = 0;
548         r_shadow_fbo2d = 0;
549
550         R_Shadow_FreeShadowMaps();
551
552         r_shadow_texturepool = NULL;
553         r_shadow_filters_texturepool = NULL;
554         R_Shadow_ValidateCvars();
555         R_Shadow_MakeTextures();
556         maxshadowtriangles = 0;
557         shadowelements = NULL;
558         maxshadowvertices = 0;
559         shadowvertex3f = NULL;
560         maxvertexupdate = 0;
561         vertexupdate = NULL;
562         vertexremap = NULL;
563         vertexupdatenum = 0;
564         maxshadowmark = 0;
565         numshadowmark = 0;
566         shadowmark = NULL;
567         shadowmarklist = NULL;
568         shadowmarkcount = 0;
569         maxshadowsides = 0;
570         numshadowsides = 0;
571         shadowsides = NULL;
572         shadowsideslist = NULL;
573         r_shadow_buffer_numleafpvsbytes = 0;
574         r_shadow_buffer_visitingleafpvs = NULL;
575         r_shadow_buffer_leafpvs = NULL;
576         r_shadow_buffer_leaflist = NULL;
577         r_shadow_buffer_numsurfacepvsbytes = 0;
578         r_shadow_buffer_surfacepvs = NULL;
579         r_shadow_buffer_surfacelist = NULL;
580         r_shadow_buffer_surfacesides = NULL;
581         r_shadow_buffer_numshadowtrispvsbytes = 0;
582         r_shadow_buffer_shadowtrispvs = NULL;
583         r_shadow_buffer_numlighttrispvsbytes = 0;
584         r_shadow_buffer_lighttrispvs = NULL;
585
586         r_shadow_usingdeferredprepass = false;
587         r_shadow_prepass_width = r_shadow_prepass_height = 0;
588 }
589
590 static void R_Shadow_FreeDeferred(void);
591 void r_shadow_shutdown(void)
592 {
593         CHECKGLERROR
594         R_Shadow_UncompileWorldLights();
595
596         R_Shadow_FreeShadowMaps();
597
598         r_shadow_usingdeferredprepass = false;
599         if (r_shadow_prepass_width)
600                 R_Shadow_FreeDeferred();
601         r_shadow_prepass_width = r_shadow_prepass_height = 0;
602
603         CHECKGLERROR
604         r_shadow_bouncegridtexture = NULL;
605         r_shadow_bouncegridpixels = NULL;
606         r_shadow_bouncegridhighpixels = NULL;
607         r_shadow_bouncegridnumpixels = 0;
608         r_shadow_bouncegriddirectional = false;
609         r_shadow_attenuationgradienttexture = NULL;
610         r_shadow_attenuation2dtexture = NULL;
611         r_shadow_attenuation3dtexture = NULL;
612         R_FreeTexturePool(&r_shadow_texturepool);
613         R_FreeTexturePool(&r_shadow_filters_texturepool);
614         maxshadowtriangles = 0;
615         if (shadowelements)
616                 Mem_Free(shadowelements);
617         shadowelements = NULL;
618         if (shadowvertex3f)
619                 Mem_Free(shadowvertex3f);
620         shadowvertex3f = NULL;
621         maxvertexupdate = 0;
622         if (vertexupdate)
623                 Mem_Free(vertexupdate);
624         vertexupdate = NULL;
625         if (vertexremap)
626                 Mem_Free(vertexremap);
627         vertexremap = NULL;
628         vertexupdatenum = 0;
629         maxshadowmark = 0;
630         numshadowmark = 0;
631         if (shadowmark)
632                 Mem_Free(shadowmark);
633         shadowmark = NULL;
634         if (shadowmarklist)
635                 Mem_Free(shadowmarklist);
636         shadowmarklist = NULL;
637         shadowmarkcount = 0;
638         maxshadowsides = 0;
639         numshadowsides = 0;
640         if (shadowsides)
641                 Mem_Free(shadowsides);
642         shadowsides = NULL;
643         if (shadowsideslist)
644                 Mem_Free(shadowsideslist);
645         shadowsideslist = NULL;
646         r_shadow_buffer_numleafpvsbytes = 0;
647         if (r_shadow_buffer_visitingleafpvs)
648                 Mem_Free(r_shadow_buffer_visitingleafpvs);
649         r_shadow_buffer_visitingleafpvs = NULL;
650         if (r_shadow_buffer_leafpvs)
651                 Mem_Free(r_shadow_buffer_leafpvs);
652         r_shadow_buffer_leafpvs = NULL;
653         if (r_shadow_buffer_leaflist)
654                 Mem_Free(r_shadow_buffer_leaflist);
655         r_shadow_buffer_leaflist = NULL;
656         r_shadow_buffer_numsurfacepvsbytes = 0;
657         if (r_shadow_buffer_surfacepvs)
658                 Mem_Free(r_shadow_buffer_surfacepvs);
659         r_shadow_buffer_surfacepvs = NULL;
660         if (r_shadow_buffer_surfacelist)
661                 Mem_Free(r_shadow_buffer_surfacelist);
662         r_shadow_buffer_surfacelist = NULL;
663         if (r_shadow_buffer_surfacesides)
664                 Mem_Free(r_shadow_buffer_surfacesides);
665         r_shadow_buffer_surfacesides = NULL;
666         r_shadow_buffer_numshadowtrispvsbytes = 0;
667         if (r_shadow_buffer_shadowtrispvs)
668                 Mem_Free(r_shadow_buffer_shadowtrispvs);
669         r_shadow_buffer_numlighttrispvsbytes = 0;
670         if (r_shadow_buffer_lighttrispvs)
671                 Mem_Free(r_shadow_buffer_lighttrispvs);
672 }
673
674 void r_shadow_newmap(void)
675 {
676         if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
677         if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
678         if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
679         if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
680         if (r_editlights_sprnoshadowlight)        R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
681         if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
682         if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
683         if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
684         if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
685                 R_Shadow_EditLights_Reload_f();
686 }
687
688 void R_Shadow_Init(void)
689 {
690         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
691         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
692         Cvar_RegisterVariable(&r_shadow_usebihculling);
693         Cvar_RegisterVariable(&r_shadow_usenormalmap);
694         Cvar_RegisterVariable(&r_shadow_debuglight);
695         Cvar_RegisterVariable(&r_shadow_deferred);
696         Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
697 //      Cvar_RegisterVariable(&r_shadow_deferred_fp);
698         Cvar_RegisterVariable(&r_shadow_gloss);
699         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
700         Cvar_RegisterVariable(&r_shadow_glossintensity);
701         Cvar_RegisterVariable(&r_shadow_glossexponent);
702         Cvar_RegisterVariable(&r_shadow_gloss2exponent);
703         Cvar_RegisterVariable(&r_shadow_glossexact);
704         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
705         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
706         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
707         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
708         Cvar_RegisterVariable(&r_shadow_projectdistance);
709         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
710         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
711         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
712         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
713         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
714         Cvar_RegisterVariable(&r_shadow_realtime_world);
715         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
716         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
717         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
718         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
719         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
720         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
721         Cvar_RegisterVariable(&r_shadow_scissor);
722         Cvar_RegisterVariable(&r_shadow_shadowmapping);
723         Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
724         Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
725         Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
726         Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
727         Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
728         Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
729 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
730 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
731         Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
732         Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
733         Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
734         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
735         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
736         Cvar_RegisterVariable(&r_shadow_sortsurfaces);
737         Cvar_RegisterVariable(&r_shadow_polygonfactor);
738         Cvar_RegisterVariable(&r_shadow_polygonoffset);
739         Cvar_RegisterVariable(&r_shadow_texture3d);
740         Cvar_RegisterVariable(&r_shadow_bouncegrid);
741         Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
742         Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
743         Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
744         Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
745         Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
746         Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
747         Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
748         Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
749         Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
750         Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
751         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx);
752         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy);
753         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz);
754         Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
755         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
756         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
757         Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
758         Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
759         Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
760         Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
761         Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
762         Cvar_RegisterVariable(&r_coronas);
763         Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
764         Cvar_RegisterVariable(&r_coronas_occlusionquery);
765         Cvar_RegisterVariable(&gl_flashblend);
766         Cvar_RegisterVariable(&gl_ext_separatestencil);
767         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
768         R_Shadow_EditLights_Init();
769         Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
770         maxshadowtriangles = 0;
771         shadowelements = NULL;
772         maxshadowvertices = 0;
773         shadowvertex3f = NULL;
774         maxvertexupdate = 0;
775         vertexupdate = NULL;
776         vertexremap = NULL;
777         vertexupdatenum = 0;
778         maxshadowmark = 0;
779         numshadowmark = 0;
780         shadowmark = NULL;
781         shadowmarklist = NULL;
782         shadowmarkcount = 0;
783         maxshadowsides = 0;
784         numshadowsides = 0;
785         shadowsides = NULL;
786         shadowsideslist = NULL;
787         r_shadow_buffer_numleafpvsbytes = 0;
788         r_shadow_buffer_visitingleafpvs = NULL;
789         r_shadow_buffer_leafpvs = NULL;
790         r_shadow_buffer_leaflist = NULL;
791         r_shadow_buffer_numsurfacepvsbytes = 0;
792         r_shadow_buffer_surfacepvs = NULL;
793         r_shadow_buffer_surfacelist = NULL;
794         r_shadow_buffer_surfacesides = NULL;
795         r_shadow_buffer_shadowtrispvs = NULL;
796         r_shadow_buffer_lighttrispvs = NULL;
797         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
798 }
799
800 matrix4x4_t matrix_attenuationxyz =
801 {
802         {
803                 {0.5, 0.0, 0.0, 0.5},
804                 {0.0, 0.5, 0.0, 0.5},
805                 {0.0, 0.0, 0.5, 0.5},
806                 {0.0, 0.0, 0.0, 1.0}
807         }
808 };
809
810 matrix4x4_t matrix_attenuationz =
811 {
812         {
813                 {0.0, 0.0, 0.5, 0.5},
814                 {0.0, 0.0, 0.0, 0.5},
815                 {0.0, 0.0, 0.0, 0.5},
816                 {0.0, 0.0, 0.0, 1.0}
817         }
818 };
819
820 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
821 {
822         numvertices = ((numvertices + 255) & ~255) * vertscale;
823         numtriangles = ((numtriangles + 255) & ~255) * triscale;
824         // make sure shadowelements is big enough for this volume
825         if (maxshadowtriangles < numtriangles)
826         {
827                 maxshadowtriangles = numtriangles;
828                 if (shadowelements)
829                         Mem_Free(shadowelements);
830                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
831         }
832         // make sure shadowvertex3f is big enough for this volume
833         if (maxshadowvertices < numvertices)
834         {
835                 maxshadowvertices = numvertices;
836                 if (shadowvertex3f)
837                         Mem_Free(shadowvertex3f);
838                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
839         }
840 }
841
842 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
843 {
844         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
845         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
846         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
847         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
848         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
849         {
850                 if (r_shadow_buffer_visitingleafpvs)
851                         Mem_Free(r_shadow_buffer_visitingleafpvs);
852                 if (r_shadow_buffer_leafpvs)
853                         Mem_Free(r_shadow_buffer_leafpvs);
854                 if (r_shadow_buffer_leaflist)
855                         Mem_Free(r_shadow_buffer_leaflist);
856                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
857                 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
858                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
859                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
860         }
861         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
862         {
863                 if (r_shadow_buffer_surfacepvs)
864                         Mem_Free(r_shadow_buffer_surfacepvs);
865                 if (r_shadow_buffer_surfacelist)
866                         Mem_Free(r_shadow_buffer_surfacelist);
867                 if (r_shadow_buffer_surfacesides)
868                         Mem_Free(r_shadow_buffer_surfacesides);
869                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
870                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
871                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
872                 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
873         }
874         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
875         {
876                 if (r_shadow_buffer_shadowtrispvs)
877                         Mem_Free(r_shadow_buffer_shadowtrispvs);
878                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
879                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
880         }
881         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
882         {
883                 if (r_shadow_buffer_lighttrispvs)
884                         Mem_Free(r_shadow_buffer_lighttrispvs);
885                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
886                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
887         }
888 }
889
890 void R_Shadow_PrepareShadowMark(int numtris)
891 {
892         // make sure shadowmark is big enough for this volume
893         if (maxshadowmark < numtris)
894         {
895                 maxshadowmark = numtris;
896                 if (shadowmark)
897                         Mem_Free(shadowmark);
898                 if (shadowmarklist)
899                         Mem_Free(shadowmarklist);
900                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
901                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
902                 shadowmarkcount = 0;
903         }
904         shadowmarkcount++;
905         // if shadowmarkcount wrapped we clear the array and adjust accordingly
906         if (shadowmarkcount == 0)
907         {
908                 shadowmarkcount = 1;
909                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
910         }
911         numshadowmark = 0;
912 }
913
914 void R_Shadow_PrepareShadowSides(int numtris)
915 {
916     if (maxshadowsides < numtris)
917     {
918         maxshadowsides = numtris;
919         if (shadowsides)
920                         Mem_Free(shadowsides);
921                 if (shadowsideslist)
922                         Mem_Free(shadowsideslist);
923                 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
924                 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
925         }
926         numshadowsides = 0;
927 }
928
929 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)
930 {
931         int i, j;
932         int outtriangles = 0, outvertices = 0;
933         const int *element;
934         const float *vertex;
935         float ratio, direction[3], projectvector[3];
936
937         if (projectdirection)
938                 VectorScale(projectdirection, projectdistance, projectvector);
939         else
940                 VectorClear(projectvector);
941
942         // create the vertices
943         if (projectdirection)
944         {
945                 for (i = 0;i < numshadowmarktris;i++)
946                 {
947                         element = inelement3i + shadowmarktris[i] * 3;
948                         for (j = 0;j < 3;j++)
949                         {
950                                 if (vertexupdate[element[j]] != vertexupdatenum)
951                                 {
952                                         vertexupdate[element[j]] = vertexupdatenum;
953                                         vertexremap[element[j]] = outvertices;
954                                         vertex = invertex3f + element[j] * 3;
955                                         // project one copy of the vertex according to projectvector
956                                         VectorCopy(vertex, outvertex3f);
957                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
958                                         outvertex3f += 6;
959                                         outvertices += 2;
960                                 }
961                         }
962                 }
963         }
964         else
965         {
966                 for (i = 0;i < numshadowmarktris;i++)
967                 {
968                         element = inelement3i + shadowmarktris[i] * 3;
969                         for (j = 0;j < 3;j++)
970                         {
971                                 if (vertexupdate[element[j]] != vertexupdatenum)
972                                 {
973                                         vertexupdate[element[j]] = vertexupdatenum;
974                                         vertexremap[element[j]] = outvertices;
975                                         vertex = invertex3f + element[j] * 3;
976                                         // project one copy of the vertex to the sphere radius of the light
977                                         // (FIXME: would projecting it to the light box be better?)
978                                         VectorSubtract(vertex, projectorigin, direction);
979                                         ratio = projectdistance / VectorLength(direction);
980                                         VectorCopy(vertex, outvertex3f);
981                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
982                                         outvertex3f += 6;
983                                         outvertices += 2;
984                                 }
985                         }
986                 }
987         }
988
989         if (r_shadow_frontsidecasting.integer)
990         {
991                 for (i = 0;i < numshadowmarktris;i++)
992                 {
993                         int remappedelement[3];
994                         int markindex;
995                         const int *neighbortriangle;
996
997                         markindex = shadowmarktris[i] * 3;
998                         element = inelement3i + markindex;
999                         neighbortriangle = inneighbor3i + markindex;
1000                         // output the front and back triangles
1001                         outelement3i[0] = vertexremap[element[0]];
1002                         outelement3i[1] = vertexremap[element[1]];
1003                         outelement3i[2] = vertexremap[element[2]];
1004                         outelement3i[3] = vertexremap[element[2]] + 1;
1005                         outelement3i[4] = vertexremap[element[1]] + 1;
1006                         outelement3i[5] = vertexremap[element[0]] + 1;
1007
1008                         outelement3i += 6;
1009                         outtriangles += 2;
1010                         // output the sides (facing outward from this triangle)
1011                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1012                         {
1013                                 remappedelement[0] = vertexremap[element[0]];
1014                                 remappedelement[1] = vertexremap[element[1]];
1015                                 outelement3i[0] = remappedelement[1];
1016                                 outelement3i[1] = remappedelement[0];
1017                                 outelement3i[2] = remappedelement[0] + 1;
1018                                 outelement3i[3] = remappedelement[1];
1019                                 outelement3i[4] = remappedelement[0] + 1;
1020                                 outelement3i[5] = remappedelement[1] + 1;
1021
1022                                 outelement3i += 6;
1023                                 outtriangles += 2;
1024                         }
1025                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1026                         {
1027                                 remappedelement[1] = vertexremap[element[1]];
1028                                 remappedelement[2] = vertexremap[element[2]];
1029                                 outelement3i[0] = remappedelement[2];
1030                                 outelement3i[1] = remappedelement[1];
1031                                 outelement3i[2] = remappedelement[1] + 1;
1032                                 outelement3i[3] = remappedelement[2];
1033                                 outelement3i[4] = remappedelement[1] + 1;
1034                                 outelement3i[5] = remappedelement[2] + 1;
1035
1036                                 outelement3i += 6;
1037                                 outtriangles += 2;
1038                         }
1039                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1040                         {
1041                                 remappedelement[0] = vertexremap[element[0]];
1042                                 remappedelement[2] = vertexremap[element[2]];
1043                                 outelement3i[0] = remappedelement[0];
1044                                 outelement3i[1] = remappedelement[2];
1045                                 outelement3i[2] = remappedelement[2] + 1;
1046                                 outelement3i[3] = remappedelement[0];
1047                                 outelement3i[4] = remappedelement[2] + 1;
1048                                 outelement3i[5] = remappedelement[0] + 1;
1049
1050                                 outelement3i += 6;
1051                                 outtriangles += 2;
1052                         }
1053                 }
1054         }
1055         else
1056         {
1057                 for (i = 0;i < numshadowmarktris;i++)
1058                 {
1059                         int remappedelement[3];
1060                         int markindex;
1061                         const int *neighbortriangle;
1062
1063                         markindex = shadowmarktris[i] * 3;
1064                         element = inelement3i + markindex;
1065                         neighbortriangle = inneighbor3i + markindex;
1066                         // output the front and back triangles
1067                         outelement3i[0] = vertexremap[element[2]];
1068                         outelement3i[1] = vertexremap[element[1]];
1069                         outelement3i[2] = vertexremap[element[0]];
1070                         outelement3i[3] = vertexremap[element[0]] + 1;
1071                         outelement3i[4] = vertexremap[element[1]] + 1;
1072                         outelement3i[5] = vertexremap[element[2]] + 1;
1073
1074                         outelement3i += 6;
1075                         outtriangles += 2;
1076                         // output the sides (facing outward from this triangle)
1077                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1078                         {
1079                                 remappedelement[0] = vertexremap[element[0]];
1080                                 remappedelement[1] = vertexremap[element[1]];
1081                                 outelement3i[0] = remappedelement[0];
1082                                 outelement3i[1] = remappedelement[1];
1083                                 outelement3i[2] = remappedelement[1] + 1;
1084                                 outelement3i[3] = remappedelement[0];
1085                                 outelement3i[4] = remappedelement[1] + 1;
1086                                 outelement3i[5] = remappedelement[0] + 1;
1087
1088                                 outelement3i += 6;
1089                                 outtriangles += 2;
1090                         }
1091                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1092                         {
1093                                 remappedelement[1] = vertexremap[element[1]];
1094                                 remappedelement[2] = vertexremap[element[2]];
1095                                 outelement3i[0] = remappedelement[1];
1096                                 outelement3i[1] = remappedelement[2];
1097                                 outelement3i[2] = remappedelement[2] + 1;
1098                                 outelement3i[3] = remappedelement[1];
1099                                 outelement3i[4] = remappedelement[2] + 1;
1100                                 outelement3i[5] = remappedelement[1] + 1;
1101
1102                                 outelement3i += 6;
1103                                 outtriangles += 2;
1104                         }
1105                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1106                         {
1107                                 remappedelement[0] = vertexremap[element[0]];
1108                                 remappedelement[2] = vertexremap[element[2]];
1109                                 outelement3i[0] = remappedelement[2];
1110                                 outelement3i[1] = remappedelement[0];
1111                                 outelement3i[2] = remappedelement[0] + 1;
1112                                 outelement3i[3] = remappedelement[2];
1113                                 outelement3i[4] = remappedelement[0] + 1;
1114                                 outelement3i[5] = remappedelement[2] + 1;
1115
1116                                 outelement3i += 6;
1117                                 outtriangles += 2;
1118                         }
1119                 }
1120         }
1121         if (outnumvertices)
1122                 *outnumvertices = outvertices;
1123         return outtriangles;
1124 }
1125
1126 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)
1127 {
1128         int i, j, k;
1129         int outtriangles = 0, outvertices = 0;
1130         const int *element;
1131         const float *vertex;
1132         float ratio, direction[3], projectvector[3];
1133         qboolean side[4];
1134
1135         if (projectdirection)
1136                 VectorScale(projectdirection, projectdistance, projectvector);
1137         else
1138                 VectorClear(projectvector);
1139
1140         for (i = 0;i < numshadowmarktris;i++)
1141         {
1142                 int remappedelement[3];
1143                 int markindex;
1144                 const int *neighbortriangle;
1145
1146                 markindex = shadowmarktris[i] * 3;
1147                 neighbortriangle = inneighbor3i + markindex;
1148                 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1149                 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1150                 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1151                 if (side[0] + side[1] + side[2] == 0)
1152                         continue;
1153
1154                 side[3] = side[0];
1155                 element = inelement3i + markindex;
1156
1157                 // create the vertices
1158                 for (j = 0;j < 3;j++)
1159                 {
1160                         if (side[j] + side[j+1] == 0)
1161                                 continue;
1162                         k = element[j];
1163                         if (vertexupdate[k] != vertexupdatenum)
1164                         {
1165                                 vertexupdate[k] = vertexupdatenum;
1166                                 vertexremap[k] = outvertices;
1167                                 vertex = invertex3f + k * 3;
1168                                 VectorCopy(vertex, outvertex3f);
1169                                 if (projectdirection)
1170                                 {
1171                                         // project one copy of the vertex according to projectvector
1172                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
1173                                 }
1174                                 else
1175                                 {
1176                                         // project one copy of the vertex to the sphere radius of the light
1177                                         // (FIXME: would projecting it to the light box be better?)
1178                                         VectorSubtract(vertex, projectorigin, direction);
1179                                         ratio = projectdistance / VectorLength(direction);
1180                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1181                                 }
1182                                 outvertex3f += 6;
1183                                 outvertices += 2;
1184                         }
1185                 }
1186
1187                 // output the sides (facing outward from this triangle)
1188                 if (!side[0])
1189                 {
1190                         remappedelement[0] = vertexremap[element[0]];
1191                         remappedelement[1] = vertexremap[element[1]];
1192                         outelement3i[0] = remappedelement[1];
1193                         outelement3i[1] = remappedelement[0];
1194                         outelement3i[2] = remappedelement[0] + 1;
1195                         outelement3i[3] = remappedelement[1];
1196                         outelement3i[4] = remappedelement[0] + 1;
1197                         outelement3i[5] = remappedelement[1] + 1;
1198
1199                         outelement3i += 6;
1200                         outtriangles += 2;
1201                 }
1202                 if (!side[1])
1203                 {
1204                         remappedelement[1] = vertexremap[element[1]];
1205                         remappedelement[2] = vertexremap[element[2]];
1206                         outelement3i[0] = remappedelement[2];
1207                         outelement3i[1] = remappedelement[1];
1208                         outelement3i[2] = remappedelement[1] + 1;
1209                         outelement3i[3] = remappedelement[2];
1210                         outelement3i[4] = remappedelement[1] + 1;
1211                         outelement3i[5] = remappedelement[2] + 1;
1212
1213                         outelement3i += 6;
1214                         outtriangles += 2;
1215                 }
1216                 if (!side[2])
1217                 {
1218                         remappedelement[0] = vertexremap[element[0]];
1219                         remappedelement[2] = vertexremap[element[2]];
1220                         outelement3i[0] = remappedelement[0];
1221                         outelement3i[1] = remappedelement[2];
1222                         outelement3i[2] = remappedelement[2] + 1;
1223                         outelement3i[3] = remappedelement[0];
1224                         outelement3i[4] = remappedelement[2] + 1;
1225                         outelement3i[5] = remappedelement[0] + 1;
1226
1227                         outelement3i += 6;
1228                         outtriangles += 2;
1229                 }
1230         }
1231         if (outnumvertices)
1232                 *outnumvertices = outvertices;
1233         return outtriangles;
1234 }
1235
1236 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)
1237 {
1238         int t, tend;
1239         const int *e;
1240         const float *v[3];
1241         float normal[3];
1242         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1243                 return;
1244         tend = firsttriangle + numtris;
1245         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1246         {
1247                 // surface box entirely inside light box, no box cull
1248                 if (projectdirection)
1249                 {
1250                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1251                         {
1252                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1253                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1254                                         shadowmarklist[numshadowmark++] = t;
1255                         }
1256                 }
1257                 else
1258                 {
1259                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1260                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1261                                         shadowmarklist[numshadowmark++] = t;
1262                 }
1263         }
1264         else
1265         {
1266                 // surface box not entirely inside light box, cull each triangle
1267                 if (projectdirection)
1268                 {
1269                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1270                         {
1271                                 v[0] = invertex3f + e[0] * 3;
1272                                 v[1] = invertex3f + e[1] * 3;
1273                                 v[2] = invertex3f + e[2] * 3;
1274                                 TriangleNormal(v[0], v[1], v[2], normal);
1275                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1276                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1277                                         shadowmarklist[numshadowmark++] = t;
1278                         }
1279                 }
1280                 else
1281                 {
1282                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1283                         {
1284                                 v[0] = invertex3f + e[0] * 3;
1285                                 v[1] = invertex3f + e[1] * 3;
1286                                 v[2] = invertex3f + e[2] * 3;
1287                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1288                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1289                                         shadowmarklist[numshadowmark++] = t;
1290                         }
1291                 }
1292         }
1293 }
1294
1295 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1296 {
1297 #if 1
1298         return false;
1299 #else
1300         if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1301                 return false;
1302         // check if the shadow volume intersects the near plane
1303         //
1304         // a ray between the eye and light origin may intersect the caster,
1305         // indicating that the shadow may touch the eye location, however we must
1306         // test the near plane (a polygon), not merely the eye location, so it is
1307         // easiest to enlarge the caster bounding shape slightly for this.
1308         // TODO
1309         return true;
1310 #endif
1311 }
1312
1313 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)
1314 {
1315         int i, tris, outverts;
1316         if (projectdistance < 0.1)
1317         {
1318                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1319                 return;
1320         }
1321         if (!numverts || !nummarktris)
1322                 return;
1323         // make sure shadowelements is big enough for this volume
1324         if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1325                 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1326
1327         if (maxvertexupdate < numverts)
1328         {
1329                 maxvertexupdate = numverts;
1330                 if (vertexupdate)
1331                         Mem_Free(vertexupdate);
1332                 if (vertexremap)
1333                         Mem_Free(vertexremap);
1334                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1335                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1336                 vertexupdatenum = 0;
1337         }
1338         vertexupdatenum++;
1339         if (vertexupdatenum == 0)
1340         {
1341                 vertexupdatenum = 1;
1342                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1343                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1344         }
1345
1346         for (i = 0;i < nummarktris;i++)
1347                 shadowmark[marktris[i]] = shadowmarkcount;
1348
1349         if (r_shadow_compilingrtlight)
1350         {
1351                 // if we're compiling an rtlight, capture the mesh
1352                 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1353                 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1354                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1355                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1356         }
1357         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1358         {
1359                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1360                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1361                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1362         }
1363         else
1364         {
1365                 // decide which type of shadow to generate and set stencil mode
1366                 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1367                 // generate the sides or a solid volume, depending on type
1368                 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1369                         tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1370                 else
1371                         tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1372                 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1373                 r_refdef.stats.lights_shadowtriangles += tris;
1374                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1375                 {
1376                         // increment stencil if frontface is infront of depthbuffer
1377                         GL_CullFace(r_refdef.view.cullface_front);
1378                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1379                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1380                         // decrement stencil if backface is infront of depthbuffer
1381                         GL_CullFace(r_refdef.view.cullface_back);
1382                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1383                 }
1384                 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1385                 {
1386                         // decrement stencil if backface is behind depthbuffer
1387                         GL_CullFace(r_refdef.view.cullface_front);
1388                         R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1389                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1390                         // increment stencil if frontface is behind depthbuffer
1391                         GL_CullFace(r_refdef.view.cullface_back);
1392                         R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1393                 }
1394                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1395                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1396         }
1397 }
1398
1399 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1400 {
1401     // p1, p2, p3 are in the cubemap's local coordinate system
1402     // bias = border/(size - border)
1403         int mask = 0x3F;
1404
1405     float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1406           dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1407           dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1408         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1409         mask &= (3<<4)
1410                         | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1411                         | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1412                         | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1413     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1414         mask &= (3<<4)
1415             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1416             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))            
1417             | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1418
1419     dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1420     dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1421     dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1422     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1423         mask &= (3<<0)
1424             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1425             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))            
1426             | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1427     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1428         mask &= (3<<0)
1429             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1430             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1431             | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1432
1433     dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1434     dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1435     dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1436     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1437         mask &= (3<<2)
1438             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1439             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1440             | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1441     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1442         mask &= (3<<2)
1443             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1444             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1445             | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1446
1447         return mask;
1448 }
1449
1450 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1451 {
1452         vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1453         float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1454         int mask = 0x3F;
1455
1456         VectorSubtract(maxs, mins, radius);
1457     VectorScale(radius, 0.5f, radius);
1458     VectorAdd(mins, radius, center);
1459     Matrix4x4_Transform(worldtolight, center, lightcenter);
1460         Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1461         VectorSubtract(lightcenter, lightradius, pmin);
1462         VectorAdd(lightcenter, lightradius, pmax);
1463
1464     dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1465     dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1466     if(ap1 > bias*an1 && ap2 > bias*an2)
1467         mask &= (3<<4)
1468             | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1469             | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1470     if(an1 > bias*ap1 && an2 > bias*ap2)
1471         mask &= (3<<4)
1472             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1473             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1474
1475     dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1476     dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1477     if(ap1 > bias*an1 && ap2 > bias*an2)
1478         mask &= (3<<0)
1479             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1480             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1481     if(an1 > bias*ap1 && an2 > bias*ap2)
1482         mask &= (3<<0)
1483             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1484             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1485
1486     dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1487     dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1488     if(ap1 > bias*an1 && ap2 > bias*an2)
1489         mask &= (3<<2)
1490             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1491             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1492     if(an1 > bias*ap1 && an2 > bias*ap2)
1493         mask &= (3<<2)
1494             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1495             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1496
1497     return mask;
1498 }
1499
1500 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1501
1502 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1503 {
1504     // p is in the cubemap's local coordinate system
1505     // bias = border/(size - border)
1506     float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1507     float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1508     float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1509     int mask = 0x3F;
1510     if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1511     if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1512     if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1513     if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1514     if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1515     if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1516     return mask;
1517 }
1518
1519 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1520 {
1521         int i;
1522         vec3_t p, n;
1523         int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1524         float scale = (size - 2*border)/size, len;
1525         float bias = border / (float)(size - border), dp, dn, ap, an;
1526         // check if cone enclosing side would cross frustum plane 
1527         scale = 2 / (scale*scale + 2);
1528         for (i = 0;i < 5;i++)
1529         {
1530                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1531                         continue;
1532                 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1533                 len = scale*VectorLength2(n);
1534                 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1535                 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1536                 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1537         }
1538         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1539         {
1540         Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1541         len = scale*VectorLength(n);
1542                 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1543                 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1544                 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1545         }
1546         // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1547         // check if frustum corners/origin cross plane sides
1548 #if 1
1549     // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1550     Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1551     dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1552     masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1553     masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1554     dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1555     masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1556     masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1557     dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1558     masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1559     masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1560     for (i = 0;i < 4;i++)
1561     {
1562         Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1563         VectorSubtract(n, p, n);
1564         dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1565         if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1566         if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1567         dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1568         if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1569         if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1570         dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1571         if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1572         if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1573     }
1574 #else
1575     // finite version, assumes corners are a finite distance from origin dependent on far plane
1576         for (i = 0;i < 5;i++)
1577         {
1578                 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1579                 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1580                 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1581                 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1582                 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1583                 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1584                 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1585                 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1586                 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1587                 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1588         }
1589 #endif
1590         return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1591 }
1592
1593 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)
1594 {
1595         int t, tend;
1596         const int *e;
1597         const float *v[3];
1598         float normal[3];
1599         vec3_t p[3];
1600         float bias;
1601         int mask, surfacemask = 0;
1602         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1603                 return 0;
1604         bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1605         tend = firsttriangle + numtris;
1606         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1607         {
1608                 // surface box entirely inside light box, no box cull
1609                 if (projectdirection)
1610                 {
1611                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1612                         {
1613                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1614                                 TriangleNormal(v[0], v[1], v[2], normal);
1615                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1616                                 {
1617                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1618                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1619                                         surfacemask |= mask;
1620                                         if(totals)
1621                                         {
1622                                                 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;
1623                                                 shadowsides[numshadowsides] = mask;
1624                                                 shadowsideslist[numshadowsides++] = t;
1625                                         }
1626                                 }
1627                         }
1628                 }
1629                 else
1630                 {
1631                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1632                         {
1633                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1634                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1635                                 {
1636                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1637                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1638                                         surfacemask |= mask;
1639                                         if(totals)
1640                                         {
1641                                                 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;
1642                                                 shadowsides[numshadowsides] = mask;
1643                                                 shadowsideslist[numshadowsides++] = t;
1644                                         }
1645                                 }
1646                         }
1647                 }
1648         }
1649         else
1650         {
1651                 // surface box not entirely inside light box, cull each triangle
1652                 if (projectdirection)
1653                 {
1654                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1655                         {
1656                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1657                                 TriangleNormal(v[0], v[1], v[2], normal);
1658                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1659                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1660                                 {
1661                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1662                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1663                                         surfacemask |= mask;
1664                                         if(totals)
1665                                         {
1666                                                 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;
1667                                                 shadowsides[numshadowsides] = mask;
1668                                                 shadowsideslist[numshadowsides++] = t;
1669                                         }
1670                                 }
1671                         }
1672                 }
1673                 else
1674                 {
1675                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1676                         {
1677                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1678                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1679                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1680                                 {
1681                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1682                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1683                                         surfacemask |= mask;
1684                                         if(totals)
1685                                         {
1686                                                 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;
1687                                                 shadowsides[numshadowsides] = mask;
1688                                                 shadowsideslist[numshadowsides++] = t;
1689                                         }
1690                                 }
1691                         }
1692                 }
1693         }
1694         return surfacemask;
1695 }
1696
1697 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)
1698 {
1699         int i, j, outtriangles = 0;
1700         int *outelement3i[6];
1701         if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1702                 return;
1703         outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1704         // make sure shadowelements is big enough for this mesh
1705         if (maxshadowtriangles < outtriangles)
1706                 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1707
1708         // compute the offset and size of the separate index lists for each cubemap side
1709         outtriangles = 0;
1710         for (i = 0;i < 6;i++)
1711         {
1712                 outelement3i[i] = shadowelements + outtriangles * 3;
1713                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1714                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1715                 outtriangles += sidetotals[i];
1716         }
1717
1718         // gather up the (sparse) triangles into separate index lists for each cubemap side
1719         for (i = 0;i < numsidetris;i++)
1720         {
1721                 const int *element = elements + sidetris[i] * 3;
1722                 for (j = 0;j < 6;j++)
1723                 {
1724                         if (sides[i] & (1 << j))
1725                         {
1726                                 outelement3i[j][0] = element[0];
1727                                 outelement3i[j][1] = element[1];
1728                                 outelement3i[j][2] = element[2];
1729                                 outelement3i[j] += 3;
1730                         }
1731                 }
1732         }
1733                         
1734         Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1735 }
1736
1737 static void R_Shadow_MakeTextures_MakeCorona(void)
1738 {
1739         float dx, dy;
1740         int x, y, a;
1741         unsigned char pixels[32][32][4];
1742         for (y = 0;y < 32;y++)
1743         {
1744                 dy = (y - 15.5f) * (1.0f / 16.0f);
1745                 for (x = 0;x < 32;x++)
1746                 {
1747                         dx = (x - 15.5f) * (1.0f / 16.0f);
1748                         a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1749                         a = bound(0, a, 255);
1750                         pixels[y][x][0] = a;
1751                         pixels[y][x][1] = a;
1752                         pixels[y][x][2] = a;
1753                         pixels[y][x][3] = 255;
1754                 }
1755         }
1756         r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1757 }
1758
1759 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1760 {
1761         float dist = sqrt(x*x+y*y+z*z);
1762         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1763         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1764         return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1765 }
1766
1767 static void R_Shadow_MakeTextures(void)
1768 {
1769         int x, y, z;
1770         float intensity, dist;
1771         unsigned int *data;
1772         R_Shadow_FreeShadowMaps();
1773         R_FreeTexturePool(&r_shadow_texturepool);
1774         r_shadow_texturepool = R_AllocTexturePool();
1775         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1776         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1777         data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1778         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1779         for (x = 0;x <= ATTENTABLESIZE;x++)
1780         {
1781                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1782                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1783                 r_shadow_attentable[x] = bound(0, intensity, 1);
1784         }
1785         // 1D gradient texture
1786         for (x = 0;x < ATTEN1DSIZE;x++)
1787                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1788         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1789         // 2D circle texture
1790         for (y = 0;y < ATTEN2DSIZE;y++)
1791                 for (x = 0;x < ATTEN2DSIZE;x++)
1792                         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);
1793         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1794         // 3D sphere texture
1795         if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1796         {
1797                 for (z = 0;z < ATTEN3DSIZE;z++)
1798                         for (y = 0;y < ATTEN3DSIZE;y++)
1799                                 for (x = 0;x < ATTEN3DSIZE;x++)
1800                                         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));
1801                 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);
1802         }
1803         else
1804                 r_shadow_attenuation3dtexture = NULL;
1805         Mem_Free(data);
1806
1807         R_Shadow_MakeTextures_MakeCorona();
1808
1809         // Editor light sprites
1810         r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1811         "................"
1812         ".3............3."
1813         "..5...2332...5.."
1814         "...7.3....3.7..."
1815         "....7......7...."
1816         "...3.7....7.3..."
1817         "..2...7..7...2.."
1818         "..3..........3.."
1819         "..3..........3.."
1820         "..2...7..7...2.."
1821         "...3.7....7.3..."
1822         "....7......7...."
1823         "...7.3....3.7..."
1824         "..5...2332...5.."
1825         ".3............3."
1826         "................"
1827         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1828         r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1829         "................"
1830         "................"
1831         "......1111......"
1832         "....11233211...."
1833         "...1234554321..."
1834         "...1356776531..."
1835         "..124677776421.."
1836         "..135777777531.."
1837         "..135777777531.."
1838         "..124677776421.."
1839         "...1356776531..."
1840         "...1234554321..."
1841         "....11233211...."
1842         "......1111......"
1843         "................"
1844         "................"
1845         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1846         r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1847         "................"
1848         "................"
1849         "......1111......"
1850         "....11233211...."
1851         "...1234554321..."
1852         "...1356226531..."
1853         "..12462..26421.."
1854         "..1352....2531.."
1855         "..1352....2531.."
1856         "..12462..26421.."
1857         "...1356226531..."
1858         "...1234554321..."
1859         "....11233211...."
1860         "......1111......"
1861         "................"
1862         "................"
1863         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1864         r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1865         "................"
1866         "................"
1867         "......2772......"
1868         "....27755772...."
1869         "..277533335772.."
1870         "..753333333357.."
1871         "..777533335777.."
1872         "..735775577537.."
1873         "..733357753337.."
1874         "..733337733337.."
1875         "..753337733357.."
1876         "..277537735772.."
1877         "....27777772...."
1878         "......2772......"
1879         "................"
1880         "................"
1881         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1882         r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1883         "................"
1884         "................"
1885         "......2772......"
1886         "....27722772...."
1887         "..2772....2772.."
1888         "..72........27.."
1889         "..7772....2777.."
1890         "..7.27722772.7.."
1891         "..7...2772...7.."
1892         "..7....77....7.."
1893         "..72...77...27.."
1894         "..2772.77.2772.."
1895         "....27777772...."
1896         "......2772......"
1897         "................"
1898         "................"
1899         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1900         r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1901         "................"
1902         ".777752..257777."
1903         ".742........247."
1904         ".72..........27."
1905         ".7............7."
1906         ".5............5."
1907         ".2............2."
1908         "................"
1909         "................"
1910         ".2............2."
1911         ".5............5."
1912         ".7............7."
1913         ".72..........27."
1914         ".742........247."
1915         ".777752..257777."
1916         "................"
1917         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1918 }
1919
1920 void R_Shadow_ValidateCvars(void)
1921 {
1922         if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1923                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1924         if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1925                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1926         if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1927                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1928 }
1929
1930 void R_Shadow_RenderMode_Begin(void)
1931 {
1932 #if 0
1933         GLint drawbuffer;
1934         GLint readbuffer;
1935 #endif
1936         R_Shadow_ValidateCvars();
1937
1938         if (!r_shadow_attenuation2dtexture
1939          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1940          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1941          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1942                 R_Shadow_MakeTextures();
1943
1944         CHECKGLERROR
1945         R_Mesh_ResetTextureState();
1946         GL_BlendFunc(GL_ONE, GL_ZERO);
1947         GL_DepthRange(0, 1);
1948         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1949         GL_DepthTest(true);
1950         GL_DepthMask(false);
1951         GL_Color(0, 0, 0, 1);
1952         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1953
1954         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1955
1956         if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1957         {
1958                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1959                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1960         }
1961         else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1962         {
1963                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1964                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1965         }
1966         else
1967         {
1968                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1969                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1970         }
1971
1972         switch(vid.renderpath)
1973         {
1974         case RENDERPATH_GL20:
1975         case RENDERPATH_D3D9:
1976         case RENDERPATH_D3D10:
1977         case RENDERPATH_D3D11:
1978         case RENDERPATH_SOFT:
1979         case RENDERPATH_GLES2:
1980                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1981                 break;
1982         case RENDERPATH_GL13:
1983         case RENDERPATH_GL11:
1984                 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1985                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1986                 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1987                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1988                 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1989                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1990                 else
1991                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1992                 break;
1993         }
1994
1995         CHECKGLERROR
1996 #if 0
1997         qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1998         qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1999         r_shadow_drawbuffer = drawbuffer;
2000         r_shadow_readbuffer = readbuffer;
2001 #endif
2002         r_shadow_cullface_front = r_refdef.view.cullface_front;
2003         r_shadow_cullface_back = r_refdef.view.cullface_back;
2004 }
2005
2006 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
2007 {
2008         rsurface.rtlight = rtlight;
2009 }
2010
2011 void R_Shadow_RenderMode_Reset(void)
2012 {
2013         R_Mesh_ResetRenderTargets();
2014         R_SetViewport(&r_refdef.view.viewport);
2015         GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
2016         R_Mesh_ResetTextureState();
2017         GL_DepthRange(0, 1);
2018         GL_DepthTest(true);
2019         GL_DepthMask(false);
2020         GL_DepthFunc(GL_LEQUAL);
2021         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2022         r_refdef.view.cullface_front = r_shadow_cullface_front;
2023         r_refdef.view.cullface_back = r_shadow_cullface_back;
2024         GL_CullFace(r_refdef.view.cullface_back);
2025         GL_Color(1, 1, 1, 1);
2026         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2027         GL_BlendFunc(GL_ONE, GL_ZERO);
2028         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
2029         r_shadow_usingshadowmap2d = false;
2030         r_shadow_usingshadowmaportho = false;
2031         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2032 }
2033
2034 void R_Shadow_ClearStencil(void)
2035 {
2036         GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2037         r_refdef.stats.lights_clears++;
2038 }
2039
2040 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2041 {
2042         r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2043         if (r_shadow_rendermode == mode)
2044                 return;
2045         R_Shadow_RenderMode_Reset();
2046         GL_DepthFunc(GL_LESS);
2047         GL_ColorMask(0, 0, 0, 0);
2048         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2049         GL_CullFace(GL_NONE);
2050         R_SetupShader_DepthOrShadow();
2051         r_shadow_rendermode = mode;
2052         switch(mode)
2053         {
2054         default:
2055                 break;
2056         case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2057         case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2058                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2059                 break;
2060         case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2061         case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2062                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2063                 break;
2064         }
2065 }
2066
2067 static void R_Shadow_MakeVSDCT(void)
2068 {
2069         // maps to a 2x3 texture rectangle with normalized coordinates
2070         // +-
2071         // XX
2072         // YY
2073         // ZZ
2074         // stores abs(dir.xy), offset.xy/2.5
2075         unsigned char data[4*6] =
2076         {
2077                 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2078                 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2079                 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2080                 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2081                 0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2082                 0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2083         };
2084         r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2085 }
2086
2087 static void R_Shadow_MakeShadowMap(int side, int size)
2088 {
2089         switch (r_shadow_shadowmode)
2090         {
2091         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2092                 if (r_shadow_shadowmap2dtexture) return;
2093                 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2094                 r_shadow_shadowmap2dcolortexture = NULL;
2095                 switch(vid.renderpath)
2096                 {
2097 #ifdef SUPPORTD3D
2098                 case RENDERPATH_D3D9:
2099                         r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2100                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2101                         break;
2102 #endif
2103                 default:
2104                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
2105                         break;
2106                 }
2107                 break;
2108         default:
2109                 return;
2110         }
2111
2112         // render depth into the fbo, do not render color at all
2113         // validate the fbo now
2114         if (qglDrawBuffer)
2115         {
2116                 int status;
2117                 qglDrawBuffer(GL_NONE);CHECKGLERROR
2118                 qglReadBuffer(GL_NONE);CHECKGLERROR
2119                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2120                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2121                 {
2122                         Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2123                         Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2124                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
2125                 }
2126         }
2127 }
2128
2129 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2130 {
2131         float nearclip, farclip, bias;
2132         r_viewport_t viewport;
2133         int flipped;
2134         GLuint fbo = 0;
2135         float clearcolor[4];
2136         nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2137         farclip = 1.0f;
2138         bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2139         r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2140         r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2141         r_shadow_shadowmapside = side;
2142         r_shadow_shadowmapsize = size;
2143
2144         r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2145         r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2146         R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2147         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2148
2149         // complex unrolled cube approach (more flexible)
2150         if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2151                 R_Shadow_MakeVSDCT();
2152         if (!r_shadow_shadowmap2dtexture)
2153                 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2154         if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2155         r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2156         r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2157         r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2158
2159         R_Mesh_ResetTextureState();
2160         R_Mesh_ResetRenderTargets();
2161         R_Shadow_RenderMode_Reset();
2162         if (fbo)
2163         {
2164                 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2165                 R_SetupShader_DepthOrShadow();
2166         }
2167         else
2168                 R_SetupShader_ShowDepth();
2169         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2170         GL_DepthMask(true);
2171         GL_DepthTest(true);
2172
2173 init_done:
2174         R_SetViewport(&viewport);
2175         flipped = (side & 1) ^ (side >> 2);
2176         r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2177         r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2178         switch(vid.renderpath)
2179         {
2180         case RENDERPATH_GL11:
2181         case RENDERPATH_GL13:
2182         case RENDERPATH_GL20:
2183         case RENDERPATH_SOFT:
2184         case RENDERPATH_GLES2:
2185                 GL_CullFace(r_refdef.view.cullface_back);
2186                 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2187                 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2188                 {
2189                         // get tightest scissor rectangle that encloses all viewports in the clear mask
2190                         int x1 = clear & 0x15 ? 0 : size;
2191                         int x2 = clear & 0x2A ? 2 * size : size;
2192                         int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2193                         int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2194                         GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2195                         GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2196                 }
2197                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2198                 break;
2199         case RENDERPATH_D3D9:
2200         case RENDERPATH_D3D10:
2201         case RENDERPATH_D3D11:
2202                 Vector4Set(clearcolor, 1,1,1,1);
2203                 // completely different meaning than in OpenGL path
2204                 r_shadow_shadowmap_parameters[1] = 0;
2205                 r_shadow_shadowmap_parameters[3] = -bias;
2206                 // we invert the cull mode because we flip the projection matrix
2207                 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2208                 GL_CullFace(r_refdef.view.cullface_front);
2209                 // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
2210                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2211                 if (r_shadow_shadowmapsampler)
2212                 {
2213                         GL_ColorMask(0,0,0,0);
2214                         if (clear)
2215                                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2216                 }
2217                 else
2218                 {
2219                         GL_ColorMask(1,1,1,1);
2220                         if (clear)
2221                                 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2222                 }
2223                 break;
2224         }
2225 }
2226
2227 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2228 {
2229         R_Mesh_ResetTextureState();
2230         R_Mesh_ResetRenderTargets();
2231         if (transparent)
2232         {
2233                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2234                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2235                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2236                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2237         }
2238         R_Shadow_RenderMode_Reset();
2239         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2240         if (!transparent)
2241                 GL_DepthFunc(GL_EQUAL);
2242         // do global setup needed for the chosen lighting mode
2243         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2244                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2245         r_shadow_usingshadowmap2d = shadowmapping;
2246         r_shadow_rendermode = r_shadow_lightingrendermode;
2247         // only draw light where this geometry was already rendered AND the
2248         // stencil is 128 (values other than this mean shadow)
2249         if (stenciltest)
2250                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2251         else
2252                 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2253 }
2254
2255 static const unsigned short bboxelements[36] =
2256 {
2257         5, 1, 3, 5, 3, 7,
2258         6, 2, 0, 6, 0, 4,
2259         7, 3, 2, 7, 2, 6,
2260         4, 0, 1, 4, 1, 5,
2261         4, 5, 7, 4, 7, 6,
2262         1, 0, 2, 1, 2, 3,
2263 };
2264
2265 static const float bboxpoints[8][3] =
2266 {
2267         {-1,-1,-1},
2268         { 1,-1,-1},
2269         {-1, 1,-1},
2270         { 1, 1,-1},
2271         {-1,-1, 1},
2272         { 1,-1, 1},
2273         {-1, 1, 1},
2274         { 1, 1, 1},
2275 };
2276
2277 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2278 {
2279         int i;
2280         float vertex3f[8*3];
2281         const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2282 // do global setup needed for the chosen lighting mode
2283         R_Shadow_RenderMode_Reset();
2284         r_shadow_rendermode = r_shadow_lightingrendermode;
2285         R_EntityMatrix(&identitymatrix);
2286         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2287         // only draw light where this geometry was already rendered AND the
2288         // stencil is 128 (values other than this mean shadow)
2289         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2290         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2291
2292         r_shadow_usingshadowmap2d = shadowmapping;
2293
2294         // render the lighting
2295         R_SetupShader_DeferredLight(rsurface.rtlight);
2296         for (i = 0;i < 8;i++)
2297                 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2298         GL_ColorMask(1,1,1,1);
2299         GL_DepthMask(false);
2300         GL_DepthRange(0, 1);
2301         GL_PolygonOffset(0, 0);
2302         GL_DepthTest(true);
2303         GL_DepthFunc(GL_GREATER);
2304         GL_CullFace(r_refdef.view.cullface_back);
2305         R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
2306         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2307 }
2308
2309 static void R_Shadow_UpdateBounceGridTexture(void)
2310 {
2311 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2312         dlight_t *light;
2313         int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2314         int bouncecount;
2315         int hitsupercontentsmask;
2316         int maxbounce;
2317         int numpixels;
2318         int resolution[3];
2319         int shootparticles;
2320         int shotparticles;
2321         int photoncount;
2322         int tex[3];
2323         trace_t cliptrace;
2324         //trace_t cliptrace2;
2325         //trace_t cliptrace3;
2326         unsigned char *pixel;
2327         unsigned char *pixels;
2328         float *highpixel;
2329         float *highpixels;
2330         unsigned int lightindex;
2331         unsigned int range;
2332         unsigned int range1;
2333         unsigned int range2;
2334         unsigned int seed = (unsigned int)(realtime * 1000.0f);
2335         vec3_t shotcolor;
2336         vec3_t baseshotcolor;
2337         vec3_t surfcolor;
2338         vec3_t clipend;
2339         vec3_t clipstart;
2340         vec3_t clipdiff;
2341         vec3_t ispacing;
2342         vec3_t maxs;
2343         vec3_t mins;
2344         vec3_t size;
2345         vec3_t spacing;
2346         vec3_t lightcolor;
2347         vec_t radius;
2348         vec_t s;
2349         vec_t lightintensity;
2350         vec_t photonscaling;
2351         vec_t photonresidual;
2352         float m[16];
2353         float texlerp[2][3];
2354         float splatcolor[16];
2355         float pixelweight[8];
2356         float w;
2357         int c[4];
2358         int pixelindex[8];
2359         int corner;
2360         int x, y, z, d;
2361         rtlight_t *rtlight;
2362         r_shadow_bouncegrid_settings_t settings;
2363         qboolean enable = r_shadow_bouncegrid.integer != 0 && vid.support.ext_texture_3d && r_refdef.scene.worldmodel;
2364
2365         r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2366
2367         // see if there are really any lights to render...
2368         if (enable)
2369         {
2370                 enable = false;
2371                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2372                 range1 = r_shadow_bouncegrid_static.integer ? 0 : r_refdef.scene.numlights;
2373                 range2 = range + range1;
2374                 for (lightindex = 0;lightindex < range2;lightindex++)
2375                 {
2376                         if (r_shadow_bouncegrid_static.integer)
2377                         {
2378                                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2379                                 if (!light || !(light->flags & flag))
2380                                         continue;
2381                                 rtlight = &light->rtlight;
2382                                 // when static, we skip styled lights because they tend to change...
2383                                 if (rtlight->style > 0)
2384                                         continue;
2385                                 VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2386                         }
2387                         else
2388                         {
2389                                 if (lightindex < range)
2390                                 {
2391                                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2392                                         rtlight = &light->rtlight;
2393                                 }
2394                                 else
2395                                         rtlight = r_refdef.scene.lights[lightindex - range];
2396                                 // draw only visible lights (major speedup)
2397                                 if (!rtlight->draw)
2398                                         continue;
2399                                 VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2400                         }
2401                         if (!VectorLength2(lightcolor))
2402                                 continue;
2403                         enable = true;
2404                         break;
2405                 }
2406         }
2407
2408         if (!enable)
2409         {
2410                 if (r_shadow_bouncegridtexture)
2411                 {
2412                         R_FreeTexture(r_shadow_bouncegridtexture);
2413                         r_shadow_bouncegridtexture = NULL;
2414                 }
2415                 if (r_shadow_bouncegridpixels)
2416                         Mem_Free(r_shadow_bouncegridpixels);
2417                 r_shadow_bouncegridpixels = NULL;
2418                 if (r_shadow_bouncegridhighpixels)
2419                         Mem_Free(r_shadow_bouncegridhighpixels);
2420                 r_shadow_bouncegridhighpixels = NULL;
2421                 r_shadow_bouncegridnumpixels = 0;
2422                 r_shadow_bouncegriddirectional = false;
2423                 return;
2424         }
2425
2426         // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
2427         settings.staticmode                    = r_shadow_bouncegrid_static.integer != 0;
2428         settings.bounceanglediffuse            = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
2429         settings.directionalshading            = r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0;
2430         settings.dlightparticlemultiplier      = r_shadow_bouncegrid_dlightparticlemultiplier.value;
2431         settings.hitmodels                     = r_shadow_bouncegrid_hitmodels.integer != 0;
2432         settings.lightradiusscale              = r_shadow_bouncegrid_lightradiusscale.value;
2433         settings.maxbounce                     = r_shadow_bouncegrid_maxbounce.integer;
2434         settings.particlebounceintensity       = r_shadow_bouncegrid_particlebounceintensity.value;
2435         settings.particleintensity             = r_shadow_bouncegrid_particleintensity.value;
2436         settings.photons                       = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
2437         settings.spacing[0]                    = r_shadow_bouncegrid_spacingx.value;
2438         settings.spacing[1]                    = r_shadow_bouncegrid_spacingy.value;
2439         settings.spacing[2]                    = r_shadow_bouncegrid_spacingz.value;
2440         settings.stablerandom                  = r_shadow_bouncegrid_stablerandom.integer;
2441
2442         // bound the values for sanity
2443         settings.photons = bound(1, settings.photons, 1048576);
2444         settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
2445         settings.maxbounce = bound(1, settings.maxbounce, 16);
2446         settings.spacing[0] = bound(1, settings.spacing[0], 512);
2447         settings.spacing[1] = bound(1, settings.spacing[1], 512);
2448         settings.spacing[2] = bound(1, settings.spacing[2], 512);
2449
2450         // get the spacing values
2451         spacing[0] = settings.spacing[0];
2452         spacing[1] = settings.spacing[1];
2453         spacing[2] = settings.spacing[2];
2454         ispacing[0] = 1.0f / spacing[0];
2455         ispacing[1] = 1.0f / spacing[1];
2456         ispacing[2] = 1.0f / spacing[2];
2457
2458         // calculate texture size enclosing entire world bounds at the spacing
2459         VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2460         VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2461         VectorSubtract(maxs, mins, size);
2462         // now we can calculate the resolution we want
2463         c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2464         c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2465         c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2466         // figure out the exact texture size (honoring power of 2 if required)
2467         c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2468         c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2469         c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2470         if (vid.support.arb_texture_non_power_of_two)
2471         {
2472                 resolution[0] = c[0];
2473                 resolution[1] = c[1];
2474                 resolution[2] = c[2];
2475         }
2476         else
2477         {
2478                 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2479                 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2480                 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2481         }
2482         size[0] = spacing[0] * resolution[0];
2483         size[1] = spacing[1] * resolution[1];
2484         size[2] = spacing[2] * resolution[2];
2485
2486         // if dynamic we may or may not want to use the world bounds
2487         // if the dynamic size is smaller than the world bounds, use it instead
2488         if (!settings.staticmode && (r_shadow_bouncegrid_x.integer < resolution[0] || r_shadow_bouncegrid_y.integer < resolution[1] || r_shadow_bouncegrid_z.integer < resolution[2]))
2489         {
2490                 // we know the resolution we want
2491                 c[0] = r_shadow_bouncegrid_x.integer;
2492                 c[1] = r_shadow_bouncegrid_y.integer;
2493                 c[2] = r_shadow_bouncegrid_z.integer;
2494                 // now we can calculate the texture size (power of 2 if required)
2495                 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2496                 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2497                 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2498                 if (vid.support.arb_texture_non_power_of_two)
2499                 {
2500                         resolution[0] = c[0];
2501                         resolution[1] = c[1];
2502                         resolution[2] = c[2];
2503                 }
2504                 else
2505                 {
2506                         for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2507                         for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2508                         for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2509                 }
2510                 size[0] = spacing[0] * resolution[0];
2511                 size[1] = spacing[1] * resolution[1];
2512                 size[2] = spacing[2] * resolution[2];
2513                 // center the rendering on the view
2514                 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2515                 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2516                 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2517         }
2518
2519         // recalculate the maxs in case the resolution was not satisfactory
2520         VectorAdd(mins, size, maxs);
2521
2522         // if all the settings seem identical to the previous update, return
2523         if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
2524                 return;
2525
2526         // store the new settings
2527         r_shadow_bouncegridsettings = settings;
2528
2529         // we're going to update the bouncegrid, update the matrix...
2530         memset(m, 0, sizeof(m));
2531         m[0] = 1.0f / size[0];
2532         m[3] = -mins[0] * m[0];
2533         m[5] = 1.0f / size[1];
2534         m[7] = -mins[1] * m[5];
2535         m[10] = 1.0f / size[2];
2536         m[11] = -mins[2] * m[10];
2537         m[15] = 1.0f;
2538         if (settings.directionalshading)
2539         {
2540                 m[10] *= 0.25f;
2541                 m[11] *= 0.25f;
2542         }
2543         Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2544         numpixels = resolution[0]*resolution[1]*resolution[2];
2545         if (settings.directionalshading)
2546                 numpixels *= 4;
2547         r_shadow_bouncegriddirectional = settings.directionalshading;
2548         // reallocate pixels for this update if needed...
2549         if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2550         {
2551                 if (r_shadow_bouncegridtexture)
2552                 {
2553                         R_FreeTexture(r_shadow_bouncegridtexture);
2554                         r_shadow_bouncegridtexture = NULL;
2555                 }
2556                 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2557                 r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
2558         }
2559         r_shadow_bouncegridnumpixels = numpixels;
2560         pixels = r_shadow_bouncegridpixels;
2561         highpixels = r_shadow_bouncegridhighpixels;
2562         if (settings.directionalshading)
2563                 memset(pixels, 128, numpixels * sizeof(unsigned char[4]));
2564         else
2565                 memset(pixels, 0, numpixels * sizeof(unsigned char[4]));
2566         memset(highpixels, 0, numpixels * sizeof(float[4]));
2567         // figure out what we want to interact with
2568         if (settings.hitmodels)
2569                 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK;
2570         else
2571                 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
2572         maxbounce = settings.maxbounce;
2573         // clear variables that produce warnings otherwise
2574         memset(splatcolor, 0, sizeof(splatcolor));
2575         // iterate world rtlights
2576         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2577         range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
2578         range2 = range + range1;
2579         photoncount = 0;
2580         for (lightindex = 0;lightindex < range2;lightindex++)
2581         {
2582                 if (settings.staticmode)
2583                 {
2584                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2585                         if (!light || !(light->flags & flag))
2586                                 continue;
2587                         rtlight = &light->rtlight;
2588                         // when static, we skip styled lights because they tend to change...
2589                         if (rtlight->style > 0)
2590                                 continue;
2591                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2592                 }
2593                 else
2594                 {
2595                         if (lightindex < range)
2596                         {
2597                                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2598                                 rtlight = &light->rtlight;
2599                         }
2600                         else
2601                                 rtlight = r_refdef.scene.lights[lightindex - range];
2602                         // draw only visible lights (major speedup)
2603                         if (!rtlight->draw)
2604                                 continue;
2605                         VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2606                 }
2607                 if (!VectorLength2(lightcolor))
2608                         continue;
2609                 // shoot particles from this light
2610                 // use a calculation for the number of particles that will not
2611                 // vary with lightstyle, otherwise we get randomized particle
2612                 // distribution, the seeded random is only consistent for a
2613                 // consistent number of particles on this light...
2614                 radius = rtlight->radius * settings.lightradiusscale;
2615                 s = rtlight->radius;
2616                 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2617                 if (lightindex >= range)
2618                         lightintensity *= settings.dlightparticlemultiplier;
2619                 photoncount += max(0.0f, lightintensity * s * s);
2620         }
2621         photonscaling = (float)settings.photons / max(1, photoncount);
2622         photonresidual = 0.0f;
2623         for (lightindex = 0;lightindex < range2;lightindex++)
2624         {
2625                 if (settings.staticmode)
2626                 {
2627                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2628                         if (!light || !(light->flags & flag))
2629                                 continue;
2630                         rtlight = &light->rtlight;
2631                         // when static, we skip styled lights because they tend to change...
2632                         if (rtlight->style > 0)
2633                                 continue;
2634                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2635                 }
2636                 else
2637                 {
2638                         if (lightindex < range)
2639                         {
2640                                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2641                                 rtlight = &light->rtlight;
2642                         }
2643                         else
2644                                 rtlight = r_refdef.scene.lights[lightindex - range];
2645                         // draw only visible lights (major speedup)
2646                         if (!rtlight->draw)
2647                                 continue;
2648                         VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2649                 }
2650                 if (!VectorLength2(lightcolor))
2651                         continue;
2652                 // shoot particles from this light
2653                 // use a calculation for the number of particles that will not
2654                 // vary with lightstyle, otherwise we get randomized particle
2655                 // distribution, the seeded random is only consistent for a
2656                 // consistent number of particles on this light...
2657                 radius = rtlight->radius * settings.lightradiusscale;
2658                 s = rtlight->radius;
2659                 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2660                 if (lightindex >= range)
2661                         lightintensity *= settings.dlightparticlemultiplier;
2662                 photonresidual += lightintensity * s * s * photonscaling;
2663                 shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2664                 if (!shootparticles)
2665                         continue;
2666                 photonresidual -= shootparticles;
2667                 s = settings.particleintensity / shootparticles;
2668                 VectorScale(lightcolor, s, baseshotcolor);
2669                 if (VectorLength2(baseshotcolor) == 0.0f)
2670                         break;
2671                 r_refdef.stats.bouncegrid_lights++;
2672                 r_refdef.stats.bouncegrid_particles += shootparticles;
2673                 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2674                 {
2675                         if (settings.stablerandom > 0)
2676                                 seed = lightindex * 11937 + shotparticles;
2677                         VectorCopy(baseshotcolor, shotcolor);
2678                         VectorCopy(rtlight->shadoworigin, clipstart);
2679                         if (settings.stablerandom < 0)
2680                                 VectorRandom(clipend);
2681                         else
2682                                 VectorCheeseRandom(clipend);
2683                         VectorMA(clipstart, radius, clipend, clipend);
2684                         for (bouncecount = 0;;bouncecount++)
2685                         {
2686                                 r_refdef.stats.bouncegrid_traces++;
2687                                 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2688                                 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2689                                 if (settings.staticmode)
2690                                         Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true);
2691                                 else
2692                                         cliptrace = CL_TraceLine(clipstart, clipend, settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true);
2693                                 if (cliptrace.fraction >= 1.0f)
2694                                         break;
2695                                 r_refdef.stats.bouncegrid_hits++;
2696                                 if (bouncecount > 0)
2697                                 {
2698                                         r_refdef.stats.bouncegrid_splats++;
2699                                         // figure out which texture pixel this is in
2700                                         texlerp[1][0] = ((cliptrace.endpos[0] - mins[0]) * ispacing[0]);
2701                                         texlerp[1][1] = ((cliptrace.endpos[1] - mins[1]) * ispacing[1]);
2702                                         texlerp[1][2] = ((cliptrace.endpos[2] - mins[2]) * ispacing[2]);
2703                                         tex[0] = (int)floor(texlerp[1][0]);
2704                                         tex[1] = (int)floor(texlerp[1][1]);
2705                                         tex[2] = (int)floor(texlerp[1][2]);
2706                                         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)
2707                                         {
2708                                                 // it is within bounds...  do the real work now
2709                                                 // calculate first order spherical harmonics values (average, slopeX, slopeY, slopeZ)
2710                                                 if (settings.directionalshading)
2711                                                 {
2712                                                         VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
2713                                                         VectorNormalize(clipdiff);
2714                                                         splatcolor[ 0] = shotcolor[0] * clipdiff[2];
2715                                                         splatcolor[ 1] = shotcolor[0] * clipdiff[1];
2716                                                         splatcolor[ 2] = shotcolor[0] * clipdiff[0];
2717                                                         splatcolor[ 3] = shotcolor[0];
2718                                                         splatcolor[ 4] = shotcolor[1] * clipdiff[2];
2719                                                         splatcolor[ 5] = shotcolor[1] * clipdiff[1];
2720                                                         splatcolor[ 6] = shotcolor[1] * clipdiff[0];
2721                                                         splatcolor[ 7] = shotcolor[1];
2722                                                         splatcolor[ 8] = shotcolor[2] * clipdiff[2];
2723                                                         splatcolor[ 9] = shotcolor[2] * clipdiff[1];
2724                                                         splatcolor[10] = shotcolor[2] * clipdiff[0];
2725                                                         splatcolor[11] = shotcolor[2];
2726                                                         w = VectorLength(shotcolor);
2727                                                         splatcolor[12] = clipdiff[2] * w;
2728                                                         splatcolor[13] = clipdiff[1] * w;
2729                                                         splatcolor[14] = clipdiff[0] * w;
2730                                                         splatcolor[15] = 1.0f;
2731                                                 }
2732                                                 else
2733                                                 {
2734                                                         splatcolor[ 0] = shotcolor[2];
2735                                                         splatcolor[ 1] = shotcolor[1];
2736                                                         splatcolor[ 2] = shotcolor[0];
2737                                                         splatcolor[ 3] = 1.0f;
2738                                                 }
2739                                                 // calculate the lerp factors
2740                                                 texlerp[1][0] -= tex[0];
2741                                                 texlerp[1][1] -= tex[1];
2742                                                 texlerp[1][2] -= tex[2];
2743                                                 texlerp[0][0] = 1.0f - texlerp[1][0];
2744                                                 texlerp[0][1] = 1.0f - texlerp[1][1];
2745                                                 texlerp[0][2] = 1.0f - texlerp[1][2];
2746                                                 // calculate individual pixel indexes and weights
2747                                                 pixelindex[0] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
2748                                                 pixelindex[1] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
2749                                                 pixelindex[2] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
2750                                                 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]);
2751                                                 pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
2752                                                 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]);
2753                                                 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]);
2754                                                 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]);
2755                                                 // update the 8 pixels...
2756                                                 for (corner = 0;corner < 8;corner++)
2757                                                 {
2758                                                         // calculate address for first set of coefficients
2759                                                         w = pixelweight[corner];
2760                                                         pixel = pixels + 4 * pixelindex[corner];
2761                                                         highpixel = highpixels + 4 * pixelindex[corner];
2762                                                         // add to the high precision pixel color
2763                                                         highpixel[0] += (splatcolor[ 0]*w);
2764                                                         highpixel[1] += (splatcolor[ 1]*w);
2765                                                         highpixel[2] += (splatcolor[ 2]*w);
2766                                                         highpixel[3] += (splatcolor[ 3]*w);
2767                                                         // flag the low precision pixel as needing to be updated
2768                                                         pixel[3] = 255;
2769                                                         if (settings.directionalshading)
2770                                                         {
2771                                                                 // advance to second set of coefficients
2772                                                                 pixel += numpixels;
2773                                                                 highpixel += numpixels;
2774                                                                 // add to the high precision pixel color
2775                                                                 highpixel[0] += (splatcolor[ 4]*w);
2776                                                                 highpixel[1] += (splatcolor[ 5]*w);
2777                                                                 highpixel[2] += (splatcolor[ 6]*w);
2778                                                                 highpixel[3] += (splatcolor[ 7]*w);
2779                                                                 // flag the low precision pixel as needing to be updated
2780                                                                 pixel[3] = 255;
2781                                                                 // advance to third set of coefficients
2782                                                                 pixel += numpixels;
2783                                                                 highpixel += numpixels;
2784                                                                 // add to the high precision pixel color
2785                                                                 highpixel[0] += (splatcolor[ 8]*w);
2786                                                                 highpixel[1] += (splatcolor[ 9]*w);
2787                                                                 highpixel[2] += (splatcolor[10]*w);
2788                                                                 highpixel[3] += (splatcolor[11]*w);
2789                                                                 // flag the low precision pixel as needing to be updated
2790                                                                 pixel[3] = 255;
2791                                                                 // advance to fourth set of coefficients
2792                                                                 pixel += numpixels;
2793                                                                 highpixel += numpixels;
2794                                                                 // add to the high precision pixel color
2795                                                                 highpixel[0] += (splatcolor[12]*w);
2796                                                                 highpixel[1] += (splatcolor[13]*w);
2797                                                                 highpixel[2] += (splatcolor[14]*w);
2798                                                                 highpixel[3] += (splatcolor[15]*w);
2799                                                                 // flag the low precision pixel as needing to be updated
2800                                                                 pixel[3] = 255;
2801                                                         }
2802                                                 }
2803                                         }
2804                                 }
2805                                 if (bouncecount >= maxbounce)
2806                                         break;
2807                                 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2808                                 // also clamp the resulting color to never add energy, even if the user requests extreme values
2809                                 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2810                                         VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2811                                 else
2812                                         VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2813                                 VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
2814                                 surfcolor[0] = min(surfcolor[0], 1.0f);
2815                                 surfcolor[1] = min(surfcolor[1], 1.0f);
2816                                 surfcolor[2] = min(surfcolor[2], 1.0f);
2817                                 VectorMultiply(shotcolor, surfcolor, shotcolor);
2818                                 if (VectorLength2(baseshotcolor) == 0.0f)
2819                                         break;
2820                                 r_refdef.stats.bouncegrid_bounces++;
2821                                 if (settings.bounceanglediffuse)
2822                                 {
2823                                         // random direction, primarily along plane normal
2824                                         s = VectorDistance(cliptrace.endpos, clipend);
2825                                         if (settings.stablerandom < 0)
2826                                                 VectorRandom(clipend);
2827                                         else
2828                                                 VectorCheeseRandom(clipend);
2829                                         VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2830                                         VectorNormalize(clipend);
2831                                         VectorScale(clipend, s, clipend);
2832                                 }
2833                                 else
2834                                 {
2835                                         // reflect the remaining portion of the line across plane normal
2836                                         VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2837                                         VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2838                                 }
2839                                 // calculate the new line start and end
2840                                 VectorCopy(cliptrace.endpos, clipstart);
2841                                 VectorAdd(clipstart, clipend, clipend);
2842                         }
2843                 }
2844         }
2845         // generate pixels array from highpixels array
2846         // skip first and last columns, rows, and layers as these are blank
2847         // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
2848         for (d = 0;d < 4;d++)
2849         {
2850                 for (z = 1;z < resolution[2]-1;z++)
2851                 {
2852                         for (y = 1;y < resolution[1]-1;y++)
2853                         {
2854                                 for (x = 1, pixelindex[0] = ((d*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)
2855                                 {
2856                                         // only convert pixels that were hit by photons
2857                                         if (pixel[3] == 255)
2858                                         {
2859                                                 // normalize the bentnormal...
2860                                                 if (settings.directionalshading)
2861                                                 {
2862                                                         if (d == 3)
2863                                                                 VectorNormalize(highpixel);
2864                                                         c[0] = (int)(highpixel[0]*128.0f+128.0f);
2865                                                         c[1] = (int)(highpixel[1]*128.0f+128.0f);
2866                                                         c[2] = (int)(highpixel[2]*128.0f+128.0f);
2867                                                         c[3] = (int)(highpixel[3]*128.0f+128.0f);
2868                                                 }
2869                                                 else
2870                                                 {
2871                                                         c[0] = (int)(highpixel[0]*256.0f);
2872                                                         c[1] = (int)(highpixel[1]*256.0f);
2873                                                         c[2] = (int)(highpixel[2]*256.0f);
2874                                                         c[3] = (int)(highpixel[3]*256.0f);
2875                                                 }
2876                                                 pixel[0] = (unsigned char)bound(0, c[0], 255);
2877                                                 pixel[1] = (unsigned char)bound(0, c[1], 255);
2878                                                 pixel[2] = (unsigned char)bound(0, c[2], 255);
2879                                                 pixel[3] = (unsigned char)bound(0, c[3], 255);
2880                                         }
2881                                 }
2882                         }
2883                 }
2884                 if (!settings.directionalshading)
2885                         break;
2886         }
2887         if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2])
2888                 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*(settings.directionalshading ? 4 : 1));
2889         else
2890         {
2891                 VectorCopy(resolution, r_shadow_bouncegridresolution);
2892                 if (r_shadow_bouncegridtexture)
2893                         R_FreeTexture(r_shadow_bouncegridtexture);
2894                 r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*(settings.directionalshading ? 4 : 1), pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
2895         }
2896         r_shadow_bouncegridtime = realtime;
2897 }
2898
2899 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2900 {
2901         R_Shadow_RenderMode_Reset();
2902         GL_BlendFunc(GL_ONE, GL_ONE);
2903         GL_DepthRange(0, 1);
2904         GL_DepthTest(r_showshadowvolumes.integer < 2);
2905         GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2906         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2907         GL_CullFace(GL_NONE);
2908         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2909 }
2910
2911 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2912 {
2913         R_Shadow_RenderMode_Reset();
2914         GL_BlendFunc(GL_ONE, GL_ONE);
2915         GL_DepthRange(0, 1);
2916         GL_DepthTest(r_showlighting.integer < 2);
2917         GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2918         if (!transparent)
2919                 GL_DepthFunc(GL_EQUAL);
2920         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2921         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2922 }
2923
2924 void R_Shadow_RenderMode_End(void)
2925 {
2926         R_Shadow_RenderMode_Reset();
2927         R_Shadow_RenderMode_ActiveLight(NULL);
2928         GL_DepthMask(true);
2929         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2930         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2931 }
2932
2933 int bboxedges[12][2] =
2934 {
2935         // top
2936         {0, 1}, // +X
2937         {0, 2}, // +Y
2938         {1, 3}, // Y, +X
2939         {2, 3}, // X, +Y
2940         // bottom
2941         {4, 5}, // +X
2942         {4, 6}, // +Y
2943         {5, 7}, // Y, +X
2944         {6, 7}, // X, +Y
2945         // verticals
2946         {0, 4}, // +Z
2947         {1, 5}, // X, +Z
2948         {2, 6}, // Y, +Z
2949         {3, 7}, // XY, +Z
2950 };
2951
2952 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2953 {
2954         if (!r_shadow_scissor.integer)
2955         {
2956                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2957                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2958                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2959                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2960                 return false;
2961         }
2962         if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2963                 return true; // invisible
2964         if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2965         || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2966         || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2967         || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2968                 r_refdef.stats.lights_scissored++;
2969         return false;
2970 }
2971
2972 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2973 {
2974         int i;
2975         const float *vertex3f;
2976         const float *normal3f;
2977         float *color4f;
2978         float dist, dot, distintensity, shadeintensity, v[3], n[3];
2979         switch (r_shadow_rendermode)
2980         {
2981         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2982         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2983                 if (VectorLength2(diffusecolor) > 0)
2984                 {
2985                         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)
2986                         {
2987                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2988                                 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2989                                 if ((dot = DotProduct(n, v)) < 0)
2990                                 {
2991                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2992                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2993                                 }
2994                                 else
2995                                         VectorCopy(ambientcolor, color4f);
2996                                 if (r_refdef.fogenabled)
2997                                 {
2998                                         float f;
2999                                         f = RSurf_FogVertex(vertex3f);
3000                                         VectorScale(color4f, f, color4f);
3001                                 }
3002                                 color4f[3] = 1;
3003                         }
3004                 }
3005                 else
3006                 {
3007                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3008                         {
3009                                 VectorCopy(ambientcolor, color4f);
3010                                 if (r_refdef.fogenabled)
3011                                 {
3012                                         float f;
3013                                         Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3014                                         f = RSurf_FogVertex(vertex3f);
3015                                         VectorScale(color4f + 4*i, f, color4f);
3016                                 }
3017                                 color4f[3] = 1;
3018                         }
3019                 }
3020                 break;
3021         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3022                 if (VectorLength2(diffusecolor) > 0)
3023                 {
3024                         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)
3025                         {
3026                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3027                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3028                                 {
3029                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3030                                         if ((dot = DotProduct(n, v)) < 0)
3031                                         {
3032                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3033                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3034                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3035                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3036                                         }
3037                                         else
3038                                         {
3039                                                 color4f[0] = ambientcolor[0] * distintensity;
3040                                                 color4f[1] = ambientcolor[1] * distintensity;
3041                                                 color4f[2] = ambientcolor[2] * distintensity;
3042                                         }
3043                                         if (r_refdef.fogenabled)
3044                                         {
3045                                                 float f;
3046                                                 f = RSurf_FogVertex(vertex3f);
3047                                                 VectorScale(color4f, f, color4f);
3048                                         }
3049                                 }
3050                                 else
3051                                         VectorClear(color4f);
3052                                 color4f[3] = 1;
3053                         }
3054                 }
3055                 else
3056                 {
3057                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3058                         {
3059                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3060                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3061                                 {
3062                                         color4f[0] = ambientcolor[0] * distintensity;
3063                                         color4f[1] = ambientcolor[1] * distintensity;
3064                                         color4f[2] = ambientcolor[2] * distintensity;
3065                                         if (r_refdef.fogenabled)
3066                                         {
3067                                                 float f;
3068                                                 f = RSurf_FogVertex(vertex3f);
3069                                                 VectorScale(color4f, f, color4f);
3070                                         }
3071                                 }
3072                                 else
3073                                         VectorClear(color4f);
3074                                 color4f[3] = 1;
3075                         }
3076                 }
3077                 break;
3078         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3079                 if (VectorLength2(diffusecolor) > 0)
3080                 {
3081                         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)
3082                         {
3083                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3084                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3085                                 {
3086                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3087                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3088                                         if ((dot = DotProduct(n, v)) < 0)
3089                                         {
3090                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3091                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3092                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3093                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3094                                         }
3095                                         else
3096                                         {
3097                                                 color4f[0] = ambientcolor[0] * distintensity;
3098                                                 color4f[1] = ambientcolor[1] * distintensity;
3099                                                 color4f[2] = ambientcolor[2] * distintensity;
3100                                         }
3101                                         if (r_refdef.fogenabled)
3102                                         {
3103                                                 float f;
3104                                                 f = RSurf_FogVertex(vertex3f);
3105                                                 VectorScale(color4f, f, color4f);
3106                                         }
3107                                 }
3108                                 else
3109                                         VectorClear(color4f);
3110                                 color4f[3] = 1;
3111                         }
3112                 }
3113                 else
3114                 {
3115                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3116                         {
3117                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3118                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3119                                 {
3120                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3121                                         color4f[0] = ambientcolor[0] * distintensity;
3122                                         color4f[1] = ambientcolor[1] * distintensity;
3123                                         color4f[2] = ambientcolor[2] * distintensity;
3124                                         if (r_refdef.fogenabled)
3125                                         {
3126                                                 float f;
3127                                                 f = RSurf_FogVertex(vertex3f);
3128                                                 VectorScale(color4f, f, color4f);
3129                                         }
3130                                 }
3131                                 else
3132                                         VectorClear(color4f);
3133                                 color4f[3] = 1;
3134                         }
3135                 }
3136                 break;
3137         default:
3138                 break;
3139         }
3140 }
3141
3142 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3143 {
3144         // used to display how many times a surface is lit for level design purposes
3145         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3146         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
3147         RSurf_DrawBatch();
3148 }
3149
3150 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
3151 {
3152         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
3153         R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
3154         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3155                 GL_DepthFunc(GL_EQUAL);
3156         RSurf_DrawBatch();
3157         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3158                 GL_DepthFunc(GL_LEQUAL);
3159 }
3160
3161 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3162 {
3163         int renders;
3164         int i;
3165         int stop;
3166         int newfirstvertex;
3167         int newlastvertex;
3168         int newnumtriangles;
3169         int *newe;
3170         const int *e;
3171         float *c;
3172         int maxtriangles = 4096;
3173         static int newelements[4096*3];
3174         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
3175         for (renders = 0;renders < 4;renders++)
3176         {
3177                 stop = true;
3178                 newfirstvertex = 0;
3179                 newlastvertex = 0;
3180                 newnumtriangles = 0;
3181                 newe = newelements;
3182                 // due to low fillrate on the cards this vertex lighting path is
3183                 // designed for, we manually cull all triangles that do not
3184                 // contain a lit vertex
3185                 // this builds batches of triangles from multiple surfaces and
3186                 // renders them at once
3187                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3188                 {
3189                         if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
3190                         {
3191                                 if (newnumtriangles)
3192                                 {
3193                                         newfirstvertex = min(newfirstvertex, e[0]);
3194                                         newlastvertex  = max(newlastvertex, e[0]);
3195                                 }
3196                                 else
3197                                 {
3198                                         newfirstvertex = e[0];
3199                                         newlastvertex = e[0];
3200                                 }
3201                                 newfirstvertex = min(newfirstvertex, e[1]);
3202                                 newlastvertex  = max(newlastvertex, e[1]);
3203                                 newfirstvertex = min(newfirstvertex, e[2]);
3204                                 newlastvertex  = max(newlastvertex, e[2]);
3205                                 newe[0] = e[0];
3206                                 newe[1] = e[1];
3207                                 newe[2] = e[2];
3208                                 newnumtriangles++;
3209                                 newe += 3;
3210                                 if (newnumtriangles >= maxtriangles)
3211                                 {
3212                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3213                                         newnumtriangles = 0;
3214                                         newe = newelements;
3215                                         stop = false;
3216                                 }
3217                         }
3218                 }
3219                 if (newnumtriangles >= 1)
3220                 {
3221                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3222                         stop = false;
3223                 }
3224                 // if we couldn't find any lit triangles, exit early
3225                 if (stop)
3226                         break;
3227                 // now reduce the intensity for the next overbright pass
3228                 // we have to clamp to 0 here incase the drivers have improper
3229                 // handling of negative colors
3230                 // (some old drivers even have improper handling of >1 color)
3231                 stop = true;
3232                 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3233                 {
3234                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3235                         {
3236                                 c[0] = max(0, c[0] - 1);
3237                                 c[1] = max(0, c[1] - 1);
3238                                 c[2] = max(0, c[2] - 1);
3239                                 stop = false;
3240                         }
3241                         else
3242                                 VectorClear(c);
3243                 }
3244                 // another check...
3245                 if (stop)
3246                         break;
3247         }
3248 }
3249
3250 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
3251 {
3252         // OpenGL 1.1 path (anything)
3253         float ambientcolorbase[3], diffusecolorbase[3];
3254         float ambientcolorpants[3], diffusecolorpants[3];
3255         float ambientcolorshirt[3], diffusecolorshirt[3];
3256         const float *surfacecolor = rsurface.texture->dlightcolor;
3257         const float *surfacepants = rsurface.colormap_pantscolor;
3258         const float *surfaceshirt = rsurface.colormap_shirtcolor;
3259         rtexture_t *basetexture = rsurface.texture->basetexture;
3260         rtexture_t *pantstexture = rsurface.texture->pantstexture;
3261         rtexture_t *shirttexture = rsurface.texture->shirttexture;
3262         qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
3263         qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
3264         ambientscale *= 2 * r_refdef.view.colorscale;
3265         diffusescale *= 2 * r_refdef.view.colorscale;
3266         ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
3267         diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
3268         ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
3269         diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
3270         ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
3271         diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
3272         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3273         rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
3274         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3275         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
3276         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
3277         R_Mesh_TexBind(0, basetexture);
3278         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
3279         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
3280         switch(r_shadow_rendermode)
3281         {
3282         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3283                 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
3284                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3285                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3286                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3287                 break;
3288         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3289                 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
3290                 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
3291                 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
3292                 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3293                 // fall through
3294         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3295                 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
3296                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3297                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3298                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3299                 break;
3300         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3301                 break;
3302         default:
3303                 break;
3304         }
3305         //R_Mesh_TexBind(0, basetexture);
3306         R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3307         if (dopants)
3308         {
3309                 R_Mesh_TexBind(0, pantstexture);
3310                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3311         }
3312         if (doshirt)
3313         {
3314                 R_Mesh_TexBind(0, shirttexture);
3315                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3316         }
3317 }
3318
3319 extern cvar_t gl_lightmaps;
3320 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3321 {
3322         float ambientscale, diffusescale, specularscale;
3323         qboolean negated;
3324         float lightcolor[3];
3325         VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3326         ambientscale = rsurface.rtlight->ambientscale;
3327         diffusescale = rsurface.rtlight->diffusescale;
3328         specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3329         if (!r_shadow_usenormalmap.integer)
3330         {
3331                 ambientscale += 1.0f * diffusescale;
3332                 diffusescale = 0;
3333                 specularscale = 0;
3334         }
3335         if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3336                 return;
3337         negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3338         if(negated)
3339         {
3340                 VectorNegate(lightcolor, lightcolor);
3341                 switch(vid.renderpath)
3342                 {
3343                 case RENDERPATH_GL11:
3344                 case RENDERPATH_GL13:
3345                 case RENDERPATH_GL20:
3346                 case RENDERPATH_GLES2:
3347                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3348                         break;
3349                 case RENDERPATH_D3D9:
3350 #ifdef SUPPORTD3D
3351                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
3352 #endif
3353                         break;
3354                 case RENDERPATH_D3D10:
3355                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3356                         break;
3357                 case RENDERPATH_D3D11:
3358                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3359                         break;
3360                 case RENDERPATH_SOFT:
3361                         DPSOFTRAST_BlendSubtract(true);
3362                         break;
3363                 }
3364         }
3365         RSurf_SetupDepthAndCulling();
3366         switch (r_shadow_rendermode)
3367         {
3368         case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3369                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3370                 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3371                 break;
3372         case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3373                 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3374                 break;
3375         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3376         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3377         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3378         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3379                 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3380                 break;
3381         default:
3382                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3383                 break;
3384         }
3385         if(negated)
3386         {
3387                 switch(vid.renderpath)
3388                 {
3389                 case RENDERPATH_GL11:
3390                 case RENDERPATH_GL13:
3391                 case RENDERPATH_GL20:
3392                 case RENDERPATH_GLES2:
3393                         qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3394                         break;
3395                 case RENDERPATH_D3D9:
3396 #ifdef SUPPORTD3D
3397                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
3398 #endif
3399                         break;
3400                 case RENDERPATH_D3D10:
3401                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3402                         break;
3403                 case RENDERPATH_D3D11:
3404                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3405                         break;
3406                 case RENDERPATH_SOFT:
3407                         DPSOFTRAST_BlendSubtract(false);
3408                         break;
3409                 }
3410         }
3411 }
3412
3413 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)
3414 {
3415         matrix4x4_t tempmatrix = *matrix;
3416         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3417
3418         // if this light has been compiled before, free the associated data
3419         R_RTLight_Uncompile(rtlight);
3420
3421         // clear it completely to avoid any lingering data
3422         memset(rtlight, 0, sizeof(*rtlight));
3423
3424         // copy the properties
3425         rtlight->matrix_lighttoworld = tempmatrix;
3426         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3427         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3428         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3429         VectorCopy(color, rtlight->color);
3430         rtlight->cubemapname[0] = 0;
3431         if (cubemapname && cubemapname[0])
3432                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3433         rtlight->shadow = shadow;
3434         rtlight->corona = corona;
3435         rtlight->style = style;
3436         rtlight->isstatic = isstatic;
3437         rtlight->coronasizescale = coronasizescale;
3438         rtlight->ambientscale = ambientscale;
3439         rtlight->diffusescale = diffusescale;
3440         rtlight->specularscale = specularscale;
3441         rtlight->flags = flags;
3442
3443         // compute derived data
3444         //rtlight->cullradius = rtlight->radius;
3445         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3446         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3447         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3448         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3449         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3450         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3451         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3452 }
3453
3454 // compiles rtlight geometry
3455 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3456 void R_RTLight_Compile(rtlight_t *rtlight)
3457 {
3458         int i;
3459         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3460         int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3461         entity_render_t *ent = r_refdef.scene.worldentity;
3462         dp_model_t *model = r_refdef.scene.worldmodel;
3463         unsigned char *data;
3464         shadowmesh_t *mesh;
3465
3466         // compile the light
3467         rtlight->compiled = true;
3468         rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3469         rtlight->static_numleafs = 0;
3470         rtlight->static_numleafpvsbytes = 0;
3471         rtlight->static_leaflist = NULL;
3472         rtlight->static_leafpvs = NULL;
3473         rtlight->static_numsurfaces = 0;
3474         rtlight->static_surfacelist = NULL;
3475         rtlight->static_shadowmap_receivers = 0x3F;
3476         rtlight->static_shadowmap_casters = 0x3F;
3477         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3478         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3479         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3480         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3481         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3482         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3483
3484         if (model && model->GetLightInfo)
3485         {
3486                 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3487                 r_shadow_compilingrtlight = rtlight;
3488                 R_FrameData_SetMark();
3489                 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);
3490                 R_FrameData_ReturnToMark();
3491                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3492                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3493                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3494                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3495                 rtlight->static_numsurfaces = numsurfaces;
3496                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3497                 rtlight->static_numleafs = numleafs;
3498                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3499                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3500                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3501                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3502                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3503                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3504                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3505                 if (rtlight->static_numsurfaces)
3506                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3507                 if (rtlight->static_numleafs)
3508                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3509                 if (rtlight->static_numleafpvsbytes)
3510                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3511                 if (rtlight->static_numshadowtrispvsbytes)
3512                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3513                 if (rtlight->static_numlighttrispvsbytes)
3514                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3515                 R_FrameData_SetMark();
3516                 switch (rtlight->shadowmode)
3517                 {
3518                 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3519                         if (model->CompileShadowMap && rtlight->shadow)
3520                                 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3521                         break;
3522                 default:
3523                         if (model->CompileShadowVolume && rtlight->shadow)
3524                                 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3525                         break;
3526                 }
3527                 R_FrameData_ReturnToMark();
3528                 // now we're done compiling the rtlight
3529                 r_shadow_compilingrtlight = NULL;
3530         }
3531
3532
3533         // use smallest available cullradius - box radius or light radius
3534         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3535         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3536
3537         shadowzpasstris = 0;
3538         if (rtlight->static_meshchain_shadow_zpass)
3539                 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3540                         shadowzpasstris += mesh->numtriangles;
3541
3542         shadowzfailtris = 0;
3543         if (rtlight->static_meshchain_shadow_zfail)
3544                 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3545                         shadowzfailtris += mesh->numtriangles;
3546
3547         lighttris = 0;
3548         if (rtlight->static_numlighttrispvsbytes)
3549                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3550                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3551                                 lighttris++;
3552
3553         shadowtris = 0;
3554         if (rtlight->static_numlighttrispvsbytes)
3555                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3556                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3557                                 shadowtris++;
3558
3559         if (developer_extra.integer)
3560                 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);
3561 }
3562
3563 void R_RTLight_Uncompile(rtlight_t *rtlight)
3564 {
3565         if (rtlight->compiled)
3566         {
3567                 if (rtlight->static_meshchain_shadow_zpass)
3568                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3569                 rtlight->static_meshchain_shadow_zpass = NULL;
3570                 if (rtlight->static_meshchain_shadow_zfail)
3571                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3572                 rtlight->static_meshchain_shadow_zfail = NULL;
3573                 if (rtlight->static_meshchain_shadow_shadowmap)
3574                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3575                 rtlight->static_meshchain_shadow_shadowmap = NULL;
3576                 // these allocations are grouped
3577                 if (rtlight->static_surfacelist)
3578                         Mem_Free(rtlight->static_surfacelist);
3579                 rtlight->static_numleafs = 0;
3580                 rtlight->static_numleafpvsbytes = 0;
3581                 rtlight->static_leaflist = NULL;
3582                 rtlight->static_leafpvs = NULL;
3583                 rtlight->static_numsurfaces = 0;
3584                 rtlight->static_surfacelist = NULL;
3585                 rtlight->static_numshadowtrispvsbytes = 0;
3586                 rtlight->static_shadowtrispvs = NULL;
3587                 rtlight->static_numlighttrispvsbytes = 0;
3588                 rtlight->static_lighttrispvs = NULL;
3589                 rtlight->compiled = false;
3590         }
3591 }
3592
3593 void R_Shadow_UncompileWorldLights(void)
3594 {
3595         size_t lightindex;
3596         dlight_t *light;
3597         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3598         for (lightindex = 0;lightindex < range;lightindex++)
3599         {
3600                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3601                 if (!light)
3602                         continue;
3603                 R_RTLight_Uncompile(&light->rtlight);
3604         }
3605 }
3606
3607 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3608 {
3609         int i, j;
3610         mplane_t plane;
3611         // reset the count of frustum planes
3612         // see rtlight->cached_frustumplanes definition for how much this array
3613         // can hold
3614         rtlight->cached_numfrustumplanes = 0;
3615
3616         // haven't implemented a culling path for ortho rendering
3617         if (!r_refdef.view.useperspective)
3618         {
3619                 // check if the light is on screen and copy the 4 planes if it is
3620                 for (i = 0;i < 4;i++)
3621                         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3622                                 break;
3623                 if (i == 4)
3624                         for (i = 0;i < 4;i++)
3625                                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3626                 return;
3627         }
3628
3629 #if 1
3630         // generate a deformed frustum that includes the light origin, this is
3631         // used to cull shadow casting surfaces that can not possibly cast a
3632         // shadow onto the visible light-receiving surfaces, which can be a
3633         // performance gain
3634         //
3635         // if the light origin is onscreen the result will be 4 planes exactly
3636         // if the light origin is offscreen on only one axis the result will
3637         // be exactly 5 planes (split-side case)
3638         // if the light origin is offscreen on two axes the result will be
3639         // exactly 4 planes (stretched corner case)
3640         for (i = 0;i < 4;i++)
3641         {
3642                 // quickly reject standard frustum planes that put the light
3643                 // origin outside the frustum
3644                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3645                         continue;
3646                 // copy the plane
3647                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3648         }
3649         // if all the standard frustum planes were accepted, the light is onscreen
3650         // otherwise we need to generate some more planes below...
3651         if (rtlight->cached_numfrustumplanes < 4)
3652         {
3653                 // at least one of the stock frustum planes failed, so we need to
3654                 // create one or two custom planes to enclose the light origin
3655                 for (i = 0;i < 4;i++)
3656                 {
3657                         // create a plane using the view origin and light origin, and a
3658                         // single point from the frustum corner set
3659                         TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3660                         VectorNormalize(plane.normal);
3661                         plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3662                         // see if this plane is backwards and flip it if so
3663                         for (j = 0;j < 4;j++)
3664                                 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3665                                         break;
3666                         if (j < 4)
3667                         {
3668                                 VectorNegate(plane.normal, plane.normal);
3669                                 plane.dist *= -1;
3670                                 // flipped plane, test again to see if it is now valid
3671                                 for (j = 0;j < 4;j++)
3672                                         if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3673                                                 break;
3674                                 // if the plane is still not valid, then it is dividing the
3675                                 // frustum and has to be rejected
3676                                 if (j < 4)
3677                                         continue;
3678                         }
3679                         // we have created a valid plane, compute extra info
3680                         PlaneClassify(&plane);
3681                         // copy the plane
3682                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3683 #if 1
3684                         // if we've found 5 frustum planes then we have constructed a
3685                         // proper split-side case and do not need to keep searching for
3686                         // planes to enclose the light origin
3687                         if (rtlight->cached_numfrustumplanes == 5)
3688                                 break;
3689 #endif
3690                 }
3691         }
3692 #endif
3693
3694 #if 0
3695         for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3696         {
3697                 plane = rtlight->cached_frustumplanes[i];
3698                 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));
3699         }
3700 #endif
3701
3702 #if 0
3703         // now add the light-space box planes if the light box is rotated, as any
3704         // caster outside the oriented light box is irrelevant (even if it passed
3705         // the worldspace light box, which is axial)
3706         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3707         {
3708                 for (i = 0;i < 6;i++)
3709                 {
3710                         vec3_t v;
3711                         VectorClear(v);
3712                         v[i >> 1] = (i & 1) ? -1 : 1;
3713                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3714                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3715                         plane.dist = VectorNormalizeLength(plane.normal);
3716                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3717                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3718                 }
3719         }
3720 #endif
3721
3722 #if 0
3723         // add the world-space reduced box planes
3724         for (i = 0;i < 6;i++)
3725         {
3726                 VectorClear(plane.normal);
3727                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3728                 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3729                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3730         }
3731 #endif
3732
3733 #if 0
3734         {
3735         int j, oldnum;
3736         vec3_t points[8];
3737         vec_t bestdist;
3738         // reduce all plane distances to tightly fit the rtlight cull box, which
3739         // is in worldspace
3740         VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3741         VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3742         VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3743         VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3744         VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3745         VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3746         VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3747         VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3748         oldnum = rtlight->cached_numfrustumplanes;
3749         rtlight->cached_numfrustumplanes = 0;
3750         for (j = 0;j < oldnum;j++)
3751         {
3752                 // find the nearest point on the box to this plane
3753                 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3754                 for (i = 1;i < 8;i++)
3755                 {
3756                         dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3757                         if (bestdist > dist)
3758                                 bestdist = dist;
3759                 }
3760                 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);
3761                 // if the nearest point is near or behind the plane, we want this
3762                 // plane, otherwise the plane is useless as it won't cull anything
3763                 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3764                 {
3765                         PlaneClassify(&rtlight->cached_frustumplanes[j]);
3766                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3767                 }
3768         }
3769         }
3770 #endif
3771 }
3772
3773 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3774 {
3775         shadowmesh_t *mesh;
3776
3777         RSurf_ActiveWorldEntity();
3778
3779         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3780         {
3781                 CHECKGLERROR
3782                 GL_CullFace(GL_NONE);
3783                 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3784                 for (;mesh;mesh = mesh->next)
3785                 {
3786                         if (!mesh->sidetotals[r_shadow_shadowmapside])
3787                                 continue;
3788                         r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3789                         if (mesh->vertex3fbuffer)
3790                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3791                         else
3792                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3793                         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);
3794                 }
3795                 CHECKGLERROR
3796         }
3797         else if (r_refdef.scene.worldentity->model)
3798                 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);
3799
3800         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3801 }
3802
3803 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3804 {
3805         qboolean zpass = false;
3806         shadowmesh_t *mesh;
3807         int t, tend;
3808         int surfacelistindex;
3809         msurface_t *surface;
3810
3811         // if triangle neighbors are disabled, shadowvolumes are disabled
3812         if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3813                 return;
3814
3815         RSurf_ActiveWorldEntity();
3816
3817         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3818         {
3819                 CHECKGLERROR
3820                 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3821                 {
3822                         zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3823                         R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3824                 }
3825                 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3826                 for (;mesh;mesh = mesh->next)
3827                 {
3828                         r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3829                         if (mesh->vertex3fbuffer)
3830                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3831                         else
3832                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3833                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3834                         {
3835                                 // increment stencil if frontface is infront of depthbuffer
3836                                 GL_CullFace(r_refdef.view.cullface_back);
3837                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3838                                 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);
3839                                 // decrement stencil if backface is infront of depthbuffer
3840                                 GL_CullFace(r_refdef.view.cullface_front);
3841                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3842                         }
3843                         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3844                         {
3845                                 // decrement stencil if backface is behind depthbuffer
3846                                 GL_CullFace(r_refdef.view.cullface_front);
3847                                 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3848                                 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);
3849                                 // increment stencil if frontface is behind depthbuffer
3850                                 GL_CullFace(r_refdef.view.cullface_back);
3851                                 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3852                         }
3853                         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);
3854                 }
3855                 CHECKGLERROR
3856         }
3857         else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3858         {
3859                 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3860                 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3861                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3862                 {
3863                         surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3864                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3865                                 if (CHECKPVSBIT(trispvs, t))
3866                                         shadowmarklist[numshadowmark++] = t;
3867                 }
3868                 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);
3869         }
3870         else if (numsurfaces)
3871         {
3872                 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);
3873         }
3874
3875         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3876 }
3877
3878 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3879 {
3880         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3881         vec_t relativeshadowradius;
3882         RSurf_ActiveModelEntity(ent, false, false, false);
3883         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3884         // we need to re-init the shader for each entity because the matrix changed
3885         relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3886         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3887         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3888         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3889         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3890         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3891         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3892         switch (r_shadow_rendermode)
3893         {
3894         case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3895                 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3896                 break;
3897         default:
3898                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3899                 break;
3900         }
3901         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3902 }
3903
3904 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3905 {
3906         // set up properties for rendering light onto this entity
3907         RSurf_ActiveModelEntity(ent, true, true, false);
3908         Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3909         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3910         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3911         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3912 }
3913
3914 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3915 {
3916         if (!r_refdef.scene.worldmodel->DrawLight)
3917                 return;
3918
3919         // set up properties for rendering light onto this entity
3920         RSurf_ActiveWorldEntity();
3921         rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3922         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3923         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3924         VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3925
3926         r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3927
3928         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3929 }
3930
3931 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3932 {
3933         dp_model_t *model = ent->model;
3934         if (!model->DrawLight)
3935                 return;
3936
3937         R_Shadow_SetupEntityLight(ent);
3938
3939         model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3940
3941         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3942 }
3943
3944 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3945 {
3946         int i;
3947         float f;
3948         int numleafs, numsurfaces;
3949         int *leaflist, *surfacelist;
3950         unsigned char *leafpvs;
3951         unsigned char *shadowtrispvs;
3952         unsigned char *lighttrispvs;
3953         //unsigned char *surfacesides;
3954         int numlightentities;
3955         int numlightentities_noselfshadow;
3956         int numshadowentities;
3957         int numshadowentities_noselfshadow;
3958         static entity_render_t *lightentities[MAX_EDICTS];
3959         static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3960         static entity_render_t *shadowentities[MAX_EDICTS];
3961         static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3962         qboolean nolight;
3963
3964         rtlight->draw = false;
3965
3966         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3967         // skip lights that are basically invisible (color 0 0 0)
3968         nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3969
3970         // loading is done before visibility checks because loading should happen
3971         // all at once at the start of a level, not when it stalls gameplay.
3972         // (especially important to benchmarks)
3973         // compile light
3974         if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3975         {
3976                 if (rtlight->compiled)
3977                         R_RTLight_Uncompile(rtlight);
3978                 R_RTLight_Compile(rtlight);
3979         }
3980
3981         // load cubemap
3982         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3983
3984         // look up the light style value at this time
3985         f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3986         VectorScale(rtlight->color, f, rtlight->currentcolor);
3987         /*
3988         if (rtlight->selected)
3989         {
3990                 f = 2 + sin(realtime * M_PI * 4.0);
3991                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3992         }
3993         */
3994
3995         // if lightstyle is currently off, don't draw the light
3996         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3997                 return;
3998
3999         // skip processing on corona-only lights
4000         if (nolight)
4001                 return;
4002
4003         // if the light box is offscreen, skip it
4004         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
4005                 return;
4006
4007         VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
4008         VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
4009
4010         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4011
4012         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
4013         {
4014                 // compiled light, world available and can receive realtime lighting
4015                 // retrieve leaf information
4016                 numleafs = rtlight->static_numleafs;
4017                 leaflist = rtlight->static_leaflist;
4018                 leafpvs = rtlight->static_leafpvs;
4019                 numsurfaces = rtlight->static_numsurfaces;
4020                 surfacelist = rtlight->static_surfacelist;
4021                 //surfacesides = NULL;
4022                 shadowtrispvs = rtlight->static_shadowtrispvs;
4023                 lighttrispvs = rtlight->static_lighttrispvs;
4024         }
4025         else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
4026         {
4027                 // dynamic light, world available and can receive realtime lighting
4028                 // calculate lit surfaces and leafs
4029                 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);
4030                 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4031                 leaflist = r_shadow_buffer_leaflist;
4032                 leafpvs = r_shadow_buffer_leafpvs;
4033                 surfacelist = r_shadow_buffer_surfacelist;
4034                 //surfacesides = r_shadow_buffer_surfacesides;
4035                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
4036                 lighttrispvs = r_shadow_buffer_lighttrispvs;
4037                 // if the reduced leaf bounds are offscreen, skip it
4038                 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4039                         return;
4040         }
4041         else
4042         {
4043                 // no world
4044                 numleafs = 0;
4045                 leaflist = NULL;
4046                 leafpvs = NULL;
4047                 numsurfaces = 0;
4048                 surfacelist = NULL;
4049                 //surfacesides = NULL;
4050                 shadowtrispvs = NULL;
4051                 lighttrispvs = NULL;
4052         }
4053         // check if light is illuminating any visible leafs
4054         if (numleafs)
4055         {
4056                 for (i = 0;i < numleafs;i++)
4057                         if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4058                                 break;
4059                 if (i == numleafs)
4060                         return;
4061         }
4062
4063         // make a list of lit entities and shadow casting entities
4064         numlightentities = 0;
4065         numlightentities_noselfshadow = 0;
4066         numshadowentities = 0;
4067         numshadowentities_noselfshadow = 0;
4068
4069         // add dynamic entities that are lit by the light
4070         for (i = 0;i < r_refdef.scene.numentities;i++)
4071         {
4072                 dp_model_t *model;
4073                 entity_render_t *ent = r_refdef.scene.entities[i];
4074                 vec3_t org;
4075                 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4076                         continue;
4077                 // skip the object entirely if it is not within the valid
4078                 // shadow-casting region (which includes the lit region)
4079                 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4080                         continue;
4081                 if (!(model = ent->model))
4082                         continue;
4083                 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4084                 {
4085                         // this entity wants to receive light, is visible, and is
4086                         // inside the light box
4087                         // TODO: check if the surfaces in the model can receive light
4088                         // so now check if it's in a leaf seen by the light
4089                         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))
4090                                 continue;
4091                         if (ent->flags & RENDER_NOSELFSHADOW)
4092                                 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4093                         else
4094                                 lightentities[numlightentities++] = ent;
4095                         // since it is lit, it probably also casts a shadow...
4096                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
4097                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4098                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4099                         {
4100                                 // note: exterior models without the RENDER_NOSELFSHADOW
4101                                 // flag still create a RENDER_NOSELFSHADOW shadow but
4102                                 // are lit normally, this means that they are
4103                                 // self-shadowing but do not shadow other
4104                                 // RENDER_NOSELFSHADOW entities such as the gun
4105                                 // (very weird, but keeps the player shadow off the gun)
4106                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4107                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4108                                 else
4109                                         shadowentities[numshadowentities++] = ent;
4110                         }
4111                 }
4112                 else if (ent->flags & RENDER_SHADOW)
4113                 {
4114                         // this entity is not receiving light, but may still need to
4115                         // cast a shadow...
4116                         // TODO: check if the surfaces in the model can cast shadow
4117                         // now check if it is in a leaf seen by the light
4118                         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))
4119                                 continue;
4120                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
4121                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4122                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4123                         {
4124                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4125                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4126                                 else
4127                                         shadowentities[numshadowentities++] = ent;
4128                         }
4129                 }
4130         }
4131
4132         // return if there's nothing at all to light
4133         if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4134                 return;
4135
4136         // count this light in the r_speeds
4137         r_refdef.stats.lights++;
4138
4139         // flag it as worth drawing later
4140         rtlight->draw = true;
4141
4142         // cache all the animated entities that cast a shadow but are not visible
4143         for (i = 0;i < numshadowentities;i++)
4144                 if (!shadowentities[i]->animcache_vertex3f)
4145                         R_AnimCache_GetEntity(shadowentities[i], false, false);
4146         for (i = 0;i < numshadowentities_noselfshadow;i++)
4147                 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
4148                         R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4149
4150         // allocate some temporary memory for rendering this light later in the frame
4151         // reusable buffers need to be copied, static data can be used as-is
4152         rtlight->cached_numlightentities               = numlightentities;
4153         rtlight->cached_numlightentities_noselfshadow  = numlightentities_noselfshadow;
4154         rtlight->cached_numshadowentities              = numshadowentities;
4155         rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4156         rtlight->cached_numsurfaces                    = numsurfaces;
4157         rtlight->cached_lightentities                  = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4158         rtlight->cached_lightentities_noselfshadow     = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4159         rtlight->cached_shadowentities                 = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4160         rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4161         if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4162         {
4163                 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4164                 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4165                 rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4166                 rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4167                 rtlight->cached_surfacelist                    =              (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4168         }
4169         else
4170         {
4171                 // compiled light data
4172                 rtlight->cached_shadowtrispvs = shadowtrispvs;
4173                 rtlight->cached_lighttrispvs = lighttrispvs;
4174                 rtlight->cached_surfacelist = surfacelist;
4175         }
4176 }
4177
4178 void R_Shadow_DrawLight(rtlight_t *rtlight)
4179 {
4180         int i;
4181         int numsurfaces;
4182         unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4183         int numlightentities;
4184         int numlightentities_noselfshadow;
4185         int numshadowentities;
4186         int numshadowentities_noselfshadow;
4187         entity_render_t **lightentities;
4188         entity_render_t **lightentities_noselfshadow;
4189         entity_render_t **shadowentities;
4190         entity_render_t **shadowentities_noselfshadow;
4191         int *surfacelist;
4192         static unsigned char entitysides[MAX_EDICTS];
4193         static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4194         vec3_t nearestpoint;
4195         vec_t distance;
4196         qboolean castshadows;
4197         int lodlinear;
4198
4199         // check if we cached this light this frame (meaning it is worth drawing)
4200         if (!rtlight->draw)
4201                 return;
4202
4203         numlightentities = rtlight->cached_numlightentities;
4204         numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4205         numshadowentities = rtlight->cached_numshadowentities;
4206         numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4207         numsurfaces = rtlight->cached_numsurfaces;
4208         lightentities = rtlight->cached_lightentities;
4209         lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4210         shadowentities = rtlight->cached_shadowentities;
4211         shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4212         shadowtrispvs = rtlight->cached_shadowtrispvs;
4213         lighttrispvs = rtlight->cached_lighttrispvs;
4214         surfacelist = rtlight->cached_surfacelist;
4215
4216         // set up a scissor rectangle for this light
4217         if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4218                 return;
4219
4220         // don't let sound skip if going slow
4221         if (r_refdef.scene.extraupdate)
4222                 S_ExtraUpdate ();
4223
4224         // make this the active rtlight for rendering purposes
4225         R_Shadow_RenderMode_ActiveLight(rtlight);
4226
4227         if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4228         {
4229                 // optionally draw visible shape of the shadow volumes
4230                 // for performance analysis by level designers
4231                 R_Shadow_RenderMode_VisibleShadowVolumes();
4232                 if (numsurfaces)
4233                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4234                 for (i = 0;i < numshadowentities;i++)
4235                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4236                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4237                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4238                 R_Shadow_RenderMode_VisibleLighting(false, false);
4239         }
4240
4241         if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4242         {
4243                 // optionally draw the illuminated areas
4244                 // for performance analysis by level designers
4245                 R_Shadow_RenderMode_VisibleLighting(false, false);
4246                 if (numsurfaces)
4247                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4248                 for (i = 0;i < numlightentities;i++)
4249                         R_Shadow_DrawEntityLight(lightentities[i]);
4250                 for (i = 0;i < numlightentities_noselfshadow;i++)
4251                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4252         }
4253
4254         castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4255
4256         nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4257         nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4258         nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4259         distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4260
4261         lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4262         //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4263         lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4264
4265         if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4266         {
4267                 float borderbias;
4268                 int side;
4269                 int size;
4270                 int castermask = 0;
4271                 int receivermask = 0;
4272                 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4273                 Matrix4x4_Abs(&radiustolight);
4274
4275                 r_shadow_shadowmaplod = 0;
4276                 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4277                         if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4278                                 r_shadow_shadowmaplod = i;
4279
4280                 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4281                         
4282                 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4283
4284                 surfacesides = NULL;
4285                 if (numsurfaces)
4286                 {
4287                         if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4288                         {
4289                                 castermask = rtlight->static_shadowmap_casters;
4290                                 receivermask = rtlight->static_shadowmap_receivers;
4291                         }
4292                         else
4293                         {
4294                                 surfacesides = r_shadow_buffer_surfacesides;
4295                                 for(i = 0;i < numsurfaces;i++)
4296                                 {
4297                                         msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4298                                         surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);           
4299                                         castermask |= surfacesides[i];
4300                                         receivermask |= surfacesides[i];
4301                                 }
4302                         }
4303                 }
4304                 if (receivermask < 0x3F) 
4305                 {
4306                         for (i = 0;i < numlightentities;i++)
4307                                 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4308                         if (receivermask < 0x3F)
4309                                 for(i = 0; i < numlightentities_noselfshadow;i++)
4310                                         receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4311                 }
4312
4313                 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4314
4315                 if (receivermask)
4316                 {
4317                         for (i = 0;i < numshadowentities;i++)
4318                                 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4319                         for (i = 0;i < numshadowentities_noselfshadow;i++)
4320                                 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
4321                 }
4322
4323                 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4324
4325                 // render shadow casters into 6 sided depth texture
4326                 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4327                 {
4328                         R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4329                         if (! (castermask & (1 << side))) continue;
4330                         if (numsurfaces)
4331                                 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4332                         for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4333                                 R_Shadow_DrawEntityShadow(shadowentities[i]);
4334                 }
4335
4336                 if (numlightentities_noselfshadow)
4337                 {
4338                         // render lighting using the depth texture as shadowmap
4339                         // draw lighting in the unmasked areas
4340                         R_Shadow_RenderMode_Lighting(false, false, true);
4341                         for (i = 0;i < numlightentities_noselfshadow;i++)
4342                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4343                 }
4344
4345                 // render shadow casters into 6 sided depth texture
4346                 if (numshadowentities_noselfshadow)
4347                 {
4348                         for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4349                         {
4350                                 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4351                                 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4352                                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4353                         }
4354                 }
4355
4356                 // render lighting using the depth texture as shadowmap
4357                 // draw lighting in the unmasked areas
4358                 R_Shadow_RenderMode_Lighting(false, false, true);
4359                 // draw lighting in the unmasked areas
4360                 if (numsurfaces)
4361                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4362                 for (i = 0;i < numlightentities;i++)
4363                         R_Shadow_DrawEntityLight(lightentities[i]);
4364         }
4365         else if (castshadows && vid.stencil)
4366         {
4367                 // draw stencil shadow volumes to mask off pixels that are in shadow
4368                 // so that they won't receive lighting
4369                 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4370                 R_Shadow_ClearStencil();
4371
4372                 if (numsurfaces)
4373                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4374                 for (i = 0;i < numshadowentities;i++)
4375                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4376
4377                 // draw lighting in the unmasked areas
4378                 R_Shadow_RenderMode_Lighting(true, false, false);
4379                 for (i = 0;i < numlightentities_noselfshadow;i++)
4380                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4381
4382                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4383                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4384
4385                 // draw lighting in the unmasked areas
4386                 R_Shadow_RenderMode_Lighting(true, false, false);
4387                 if (numsurfaces)
4388                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4389                 for (i = 0;i < numlightentities;i++)
4390                         R_Shadow_DrawEntityLight(lightentities[i]);
4391         }
4392         else
4393         {
4394                 // draw lighting in the unmasked areas
4395                 R_Shadow_RenderMode_Lighting(false, false, false);
4396                 if (numsurfaces)
4397                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4398                 for (i = 0;i < numlightentities;i++)
4399                         R_Shadow_DrawEntityLight(lightentities[i]);
4400                 for (i = 0;i < numlightentities_noselfshadow;i++)
4401                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4402         }
4403
4404         if (r_shadow_usingdeferredprepass)
4405         {
4406                 // when rendering deferred lighting, we simply rasterize the box
4407                 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4408                         R_Shadow_RenderMode_DrawDeferredLight(false, true);
4409                 else if (castshadows && vid.stencil)
4410                         R_Shadow_RenderMode_DrawDeferredLight(true, false);
4411                 else
4412                         R_Shadow_RenderMode_DrawDeferredLight(false, false);
4413         }
4414 }
4415
4416 static void R_Shadow_FreeDeferred(void)
4417 {
4418         R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4419         r_shadow_prepassgeometryfbo = 0;
4420
4421         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4422         r_shadow_prepasslightingdiffusespecularfbo = 0;
4423
4424         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4425         r_shadow_prepasslightingdiffusefbo = 0;
4426
4427         if (r_shadow_prepassgeometrydepthtexture)
4428                 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
4429         r_shadow_prepassgeometrydepthtexture = NULL;
4430
4431         if (r_shadow_prepassgeometrydepthcolortexture)
4432                 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
4433         r_shadow_prepassgeometrydepthcolortexture = NULL;
4434
4435         if (r_shadow_prepassgeometrynormalmaptexture)
4436                 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4437         r_shadow_prepassgeometrynormalmaptexture = NULL;
4438
4439         if (r_shadow_prepasslightingdiffusetexture)
4440                 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4441         r_shadow_prepasslightingdiffusetexture = NULL;
4442
4443         if (r_shadow_prepasslightingspeculartexture)
4444                 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4445         r_shadow_prepasslightingspeculartexture = NULL;
4446 }
4447
4448 void R_Shadow_DrawPrepass(void)
4449 {
4450         int i;
4451         int flag;
4452         int lnum;
4453         size_t lightindex;
4454         dlight_t *light;
4455         size_t range;
4456         entity_render_t *ent;
4457         float clearcolor[4];
4458
4459         R_Mesh_ResetTextureState();
4460         GL_DepthMask(true);
4461         GL_ColorMask(1,1,1,1);
4462         GL_BlendFunc(GL_ONE, GL_ZERO);
4463         GL_Color(1,1,1,1);
4464         GL_DepthTest(true);
4465         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4466         Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4467         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4468         if (r_timereport_active)
4469                 R_TimeReport("prepasscleargeom");
4470
4471         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4472                 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4473         if (r_timereport_active)
4474                 R_TimeReport("prepassworld");
4475
4476         for (i = 0;i < r_refdef.scene.numentities;i++)
4477         {
4478                 if (!r_refdef.viewcache.entityvisible[i])
4479                         continue;
4480                 ent = r_refdef.scene.entities[i];
4481                 if (ent->model && ent->model->DrawPrepass != NULL)
4482                         ent->model->DrawPrepass(ent);
4483         }
4484
4485         if (r_timereport_active)
4486                 R_TimeReport("prepassmodels");
4487
4488         GL_DepthMask(false);
4489         GL_ColorMask(1,1,1,1);
4490         GL_Color(1,1,1,1);
4491         GL_DepthTest(true);
4492         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4493         Vector4Set(clearcolor, 0, 0, 0, 0);
4494         GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4495         if (r_timereport_active)
4496                 R_TimeReport("prepassclearlit");
4497
4498         R_Shadow_RenderMode_Begin();
4499
4500         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4501         if (r_shadow_debuglight.integer >= 0)
4502         {
4503                 lightindex = r_shadow_debuglight.integer;
4504                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4505                 if (light && (light->flags & flag) && light->rtlight.draw)
4506                         R_Shadow_DrawLight(&light->rtlight);
4507         }
4508         else
4509         {
4510                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4511                 for (lightindex = 0;lightindex < range;lightindex++)
4512                 {
4513                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4514                         if (light && (light->flags & flag) && light->rtlight.draw)
4515                                 R_Shadow_DrawLight(&light->rtlight);
4516                 }
4517         }
4518         if (r_refdef.scene.rtdlight)
4519                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4520                         if (r_refdef.scene.lights[lnum]->draw)
4521                                 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4522
4523         R_Mesh_ResetRenderTargets();
4524
4525         R_Shadow_RenderMode_End();
4526
4527         if (r_timereport_active)
4528                 R_TimeReport("prepasslights");
4529 }
4530
4531 void R_Shadow_DrawLightSprites(void);
4532 void R_Shadow_PrepareLights(void)
4533 {
4534         int flag;
4535         int lnum;
4536         size_t lightindex;
4537         dlight_t *light;
4538         size_t range;
4539         float f;
4540         GLenum status;
4541
4542         if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4543                 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4544                 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || 
4545                 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
4546                 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
4547                 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4548                 R_Shadow_FreeShadowMaps();
4549
4550         r_shadow_usingshadowmaportho = false;
4551
4552         switch (vid.renderpath)
4553         {
4554         case RENDERPATH_GL20:
4555         case RENDERPATH_D3D9:
4556         case RENDERPATH_D3D10:
4557         case RENDERPATH_D3D11:
4558         case RENDERPATH_SOFT:
4559         case RENDERPATH_GLES2:
4560                 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4561                 {
4562                         r_shadow_usingdeferredprepass = false;
4563                         if (r_shadow_prepass_width)
4564                                 R_Shadow_FreeDeferred();
4565                         r_shadow_prepass_width = r_shadow_prepass_height = 0;
4566                         break;
4567                 }
4568
4569                 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4570                 {
4571                         R_Shadow_FreeDeferred();
4572
4573                         r_shadow_usingdeferredprepass = true;
4574                         r_shadow_prepass_width = vid.width;
4575                         r_shadow_prepass_height = vid.height;
4576                         r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4577                         switch (vid.renderpath)
4578                         {
4579                         case RENDERPATH_D3D9:
4580                                 r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4581                                 break;
4582                         default:
4583                                 break;
4584                         }
4585                         r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4586                         r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4587                         r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4588
4589                         // set up the geometry pass fbo (depth + normalmap)
4590                         r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4591                         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4592                         // render depth into one texture and normalmap into the other
4593                         if (qglDrawBuffersARB)
4594                         {
4595                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4596                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4597                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4598                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4599                                 {
4600                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4601                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4602                                         r_shadow_usingdeferredprepass = false;
4603                                 }
4604                         }
4605
4606                         // set up the lighting pass fbo (diffuse + specular)
4607                         r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4608                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4609                         // render diffuse into one texture and specular into another,
4610                         // with depth and normalmap bound as textures,
4611                         // with depth bound as attachment as well
4612                         if (qglDrawBuffersARB)
4613                         {
4614                                 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4615                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4616                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4617                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4618                                 {
4619                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4620                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4621                                         r_shadow_usingdeferredprepass = false;
4622                                 }
4623                         }
4624
4625                         // set up the lighting pass fbo (diffuse)
4626                         r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4627                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4628                         // render diffuse into one texture,
4629                         // with depth and normalmap bound as textures,
4630                         // with depth bound as attachment as well
4631                         if (qglDrawBuffersARB)
4632                         {
4633                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4634                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4635                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4636                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4637                                 {
4638                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4639                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4640                                         r_shadow_usingdeferredprepass = false;
4641                                 }
4642                         }
4643                 }
4644                 break;
4645         case RENDERPATH_GL13:
4646         case RENDERPATH_GL11:
4647                 r_shadow_usingdeferredprepass = false;
4648                 break;
4649         }
4650
4651         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);
4652
4653         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4654         if (r_shadow_debuglight.integer >= 0)
4655         {
4656                 lightindex = r_shadow_debuglight.integer;
4657                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4658                 if (light && (light->flags & flag))
4659                         R_Shadow_PrepareLight(&light->rtlight);
4660         }
4661         else
4662         {
4663                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4664                 for (lightindex = 0;lightindex < range;lightindex++)
4665                 {
4666                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4667                         if (light && (light->flags & flag))
4668                                 R_Shadow_PrepareLight(&light->rtlight);
4669                 }
4670         }
4671         if (r_refdef.scene.rtdlight)
4672         {
4673                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4674                         R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4675         }
4676         else if(gl_flashblend.integer)
4677         {
4678                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4679                 {
4680                         rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4681                         f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4682                         VectorScale(rtlight->color, f, rtlight->currentcolor);
4683                 }
4684         }
4685
4686         if (r_editlights.integer)
4687                 R_Shadow_DrawLightSprites();
4688
4689         R_Shadow_UpdateBounceGridTexture();
4690 }
4691
4692 void R_Shadow_DrawLights(void)
4693 {
4694         int flag;
4695         int lnum;
4696         size_t lightindex;
4697         dlight_t *light;
4698         size_t range;
4699
4700         R_Shadow_RenderMode_Begin();
4701
4702         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4703         if (r_shadow_debuglight.integer >= 0)
4704         {
4705                 lightindex = r_shadow_debuglight.integer;
4706                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4707                 if (light && (light->flags & flag))
4708                         R_Shadow_DrawLight(&light->rtlight);
4709         }
4710         else
4711         {
4712                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4713                 for (lightindex = 0;lightindex < range;lightindex++)
4714                 {
4715                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4716                         if (light && (light->flags & flag))
4717                                 R_Shadow_DrawLight(&light->rtlight);
4718                 }
4719         }
4720         if (r_refdef.scene.rtdlight)
4721                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4722                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4723
4724         R_Shadow_RenderMode_End();
4725 }
4726
4727 extern const float r_screenvertex3f[12];
4728 extern void R_SetupView(qboolean allowwaterclippingplane);
4729 extern void R_ResetViewRendering3D(void);
4730 extern void R_ResetViewRendering2D(void);
4731 extern cvar_t r_shadows;
4732 extern cvar_t r_shadows_darken;
4733 extern cvar_t r_shadows_drawafterrtlighting;
4734 extern cvar_t r_shadows_castfrombmodels;
4735 extern cvar_t r_shadows_throwdistance;
4736 extern cvar_t r_shadows_throwdirection;
4737 extern cvar_t r_shadows_focus;
4738 extern cvar_t r_shadows_shadowmapscale;
4739
4740 void R_Shadow_PrepareModelShadows(void)
4741 {
4742         int i;
4743         float scale, size, radius, dot1, dot2;
4744         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4745         entity_render_t *ent;
4746
4747         if (!r_refdef.scene.numentities)
4748                 return;
4749
4750         switch (r_shadow_shadowmode)
4751         {
4752         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4753                 if (r_shadows.integer >= 2) 
4754                         break;
4755                 // fall through
4756         case R_SHADOW_SHADOWMODE_STENCIL:
4757                 for (i = 0;i < r_refdef.scene.numentities;i++)
4758                 {
4759                         ent = r_refdef.scene.entities[i];
4760                         if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4761                                 R_AnimCache_GetEntity(ent, false, false);
4762                 }
4763                 return;
4764         default:
4765                 return;
4766         }
4767
4768         size = 2*r_shadow_shadowmapmaxsize;
4769         scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4770         radius = 0.5f * size / scale;
4771
4772         Math_atov(r_shadows_throwdirection.string, shadowdir);
4773         VectorNormalize(shadowdir);
4774         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4775         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4776         if (fabs(dot1) <= fabs(dot2))
4777                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4778         else
4779                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4780         VectorNormalize(shadowforward);
4781         CrossProduct(shadowdir, shadowforward, shadowright);
4782         Math_atov(r_shadows_focus.string, shadowfocus);
4783         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4784         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4785         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4786         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4787         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4788                 dot1 = 1;
4789         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4790
4791         shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4792         shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4793         shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4794         shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4795         shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4796         shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4797
4798         for (i = 0;i < r_refdef.scene.numentities;i++)
4799         {
4800                 ent = r_refdef.scene.entities[i];
4801                 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4802                         continue;
4803                 // cast shadows from anything of the map (submodels are optional)
4804                 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4805                         R_AnimCache_GetEntity(ent, false, false);
4806         }
4807 }
4808
4809 void R_DrawModelShadowMaps(void)
4810 {
4811         int i;
4812         float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4813         entity_render_t *ent;
4814         vec3_t relativelightorigin;
4815         vec3_t relativelightdirection, relativeforward, relativeright;
4816         vec3_t relativeshadowmins, relativeshadowmaxs;
4817         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4818         float m[12];
4819         matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4820         r_viewport_t viewport;
4821         GLuint fbo = 0;
4822         float clearcolor[4];
4823
4824         if (!r_refdef.scene.numentities)
4825                 return;
4826
4827         switch (r_shadow_shadowmode)
4828         {
4829         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4830                 break;
4831         default:
4832                 return;
4833         }
4834
4835         R_ResetViewRendering3D();
4836         R_Shadow_RenderMode_Begin();
4837         R_Shadow_RenderMode_ActiveLight(NULL);
4838
4839         switch (r_shadow_shadowmode)
4840         {
4841         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4842                 if (!r_shadow_shadowmap2dtexture)
4843                         R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4844                 fbo = r_shadow_fbo2d;
4845                 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4846                 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4847                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4848                 break;
4849         default:
4850                 break;
4851         }
4852
4853         size = 2*r_shadow_shadowmapmaxsize;
4854         scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4855         radius = 0.5f / scale;
4856         nearclip = -r_shadows_throwdistance.value;
4857         farclip = r_shadows_throwdistance.value;
4858         bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4859
4860         r_shadow_shadowmap_parameters[0] = size;
4861         r_shadow_shadowmap_parameters[1] = size;
4862         r_shadow_shadowmap_parameters[2] = 1.0;
4863         r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4864
4865         Math_atov(r_shadows_throwdirection.string, shadowdir);
4866         VectorNormalize(shadowdir);
4867         Math_atov(r_shadows_focus.string, shadowfocus);
4868         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4869         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4870         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4871         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4872         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4873         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4874         if (fabs(dot1) <= fabs(dot2)) 
4875                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4876         else
4877                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4878         VectorNormalize(shadowforward);
4879         VectorM(scale, shadowforward, &m[0]);
4880         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4881                 dot1 = 1;
4882         m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4883         CrossProduct(shadowdir, shadowforward, shadowright);
4884         VectorM(scale, shadowright, &m[4]);
4885         m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4886         VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4887         m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4888         Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4889         Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4890         R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL); 
4891
4892         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4893
4894         R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4895         R_SetupShader_DepthOrShadow();
4896         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4897         GL_DepthMask(true);
4898         GL_DepthTest(true);
4899         R_SetViewport(&viewport);
4900         GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4901         Vector4Set(clearcolor, 1,1,1,1);
4902         // in D3D9 we have to render to a color texture shadowmap
4903         // in GL we render directly to a depth texture only
4904         if (r_shadow_shadowmap2dtexture)
4905                 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4906         else
4907                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4908         // render into a slightly restricted region so that the borders of the
4909         // shadowmap area fade away, rather than streaking across everything
4910         // outside the usable area
4911         GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4912
4913 #if 0
4914         // debugging
4915         R_Mesh_ResetRenderTargets();
4916         R_SetupShader_ShowDepth();
4917         GL_ColorMask(1,1,1,1);
4918         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4919 #endif
4920
4921         for (i = 0;i < r_refdef.scene.numentities;i++)
4922         {
4923                 ent = r_refdef.scene.entities[i];
4924
4925                 // cast shadows from anything of the map (submodels are optional)
4926                 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4927                 {
4928                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4929                         Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4930                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4931                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4932                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4933                         relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4934                         relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4935                         relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4936                         relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4937                         relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4938                         relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4939                         RSurf_ActiveModelEntity(ent, false, false, false);
4940                         ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4941                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4942                 }
4943         }
4944
4945 #if 0
4946         if (r_test.integer)
4947         {
4948                 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4949                 CHECKGLERROR
4950                 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4951                 CHECKGLERROR
4952                 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4953                 Cvar_SetValueQuick(&r_test, 0);
4954                 Z_Free(rawpixels);
4955         }
4956 #endif
4957
4958         R_Shadow_RenderMode_End();
4959
4960         Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4961         Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4962         Matrix4x4_CreateScale3(&scalematrix, size, -size, 1); 
4963         Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4964         Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4965         Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4966
4967         switch (vid.renderpath)
4968         {
4969         case RENDERPATH_GL11:
4970         case RENDERPATH_GL13:
4971         case RENDERPATH_GL20:
4972         case RENDERPATH_SOFT:
4973         case RENDERPATH_GLES2:
4974                 break;
4975         case RENDERPATH_D3D9:
4976         case RENDERPATH_D3D10:
4977         case RENDERPATH_D3D11:
4978 #ifdef OPENGL_ORIENTATION
4979                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4980                 r_shadow_shadowmapmatrix.m[0][1]        *= -1.0f;
4981                 r_shadow_shadowmapmatrix.m[0][2]        *= -1.0f;
4982                 r_shadow_shadowmapmatrix.m[0][3]        *= -1.0f;
4983 #else
4984                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4985                 r_shadow_shadowmapmatrix.m[1][0]        *= -1.0f;
4986                 r_shadow_shadowmapmatrix.m[2][0]        *= -1.0f;
4987                 r_shadow_shadowmapmatrix.m[3][0]        *= -1.0f;
4988 #endif
4989                 break;
4990         }
4991
4992         r_shadow_usingshadowmaportho = true;
4993         switch (r_shadow_shadowmode)
4994         {
4995         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4996                 r_shadow_usingshadowmap2d = true;
4997                 break;
4998         default:
4999                 break;
5000         }
5001 }
5002
5003 void R_DrawModelShadows(void)
5004 {
5005         int i;
5006         float relativethrowdistance;
5007         entity_render_t *ent;
5008         vec3_t relativelightorigin;
5009         vec3_t relativelightdirection;
5010         vec3_t relativeshadowmins, relativeshadowmaxs;
5011         vec3_t tmp, shadowdir;
5012
5013         if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
5014                 return;
5015
5016         R_ResetViewRendering3D();
5017         //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5018         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5019         R_Shadow_RenderMode_Begin();
5020         R_Shadow_RenderMode_ActiveLight(NULL);
5021         r_shadow_lightscissor[0] = r_refdef.view.x;
5022         r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
5023         r_shadow_lightscissor[2] = r_refdef.view.width;
5024         r_shadow_lightscissor[3] = r_refdef.view.height;
5025         R_Shadow_RenderMode_StencilShadowVolumes(false);
5026
5027         // get shadow dir
5028         if (r_shadows.integer == 2)
5029         {
5030                 Math_atov(r_shadows_throwdirection.string, shadowdir);
5031                 VectorNormalize(shadowdir);
5032         }
5033
5034         R_Shadow_ClearStencil();
5035
5036         for (i = 0;i < r_refdef.scene.numentities;i++)
5037         {
5038                 ent = r_refdef.scene.entities[i];
5039
5040                 // cast shadows from anything of the map (submodels are optional)
5041                 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
5042                 {
5043                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
5044                         VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
5045                         VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
5046                         if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
5047                                 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
5048                         else
5049                         {
5050                                 if(ent->entitynumber != 0)
5051                                 {
5052                                         if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5053                                         {
5054                                                 // FIXME handle this
5055                                                 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5056                                         }
5057                                         else
5058                                         {
5059                                                 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5060                                                 int entnum, entnum2, recursion;
5061                                                 entnum = entnum2 = ent->entitynumber;
5062                                                 for(recursion = 32; recursion > 0; --recursion)
5063                                                 {
5064                                                         entnum2 = cl.entities[entnum].state_current.tagentity;
5065                                                         if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5066                                                                 entnum = entnum2;
5067                                                         else
5068                                                                 break;
5069                                                 }
5070                                                 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5071                                                 {
5072                                                         VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5073                                                         // transform into modelspace of OUR entity
5074                                                         Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5075                                                         Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5076                                                 }
5077                                                 else
5078                                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
5079                                         }
5080                                 }
5081                                 else
5082                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
5083                         }
5084
5085                         VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5086                         RSurf_ActiveModelEntity(ent, false, false, false);
5087                         ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5088                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5089                 }
5090         }
5091
5092         // not really the right mode, but this will disable any silly stencil features
5093         R_Shadow_RenderMode_End();
5094
5095         // set up ortho view for rendering this pass
5096         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5097         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5098         //GL_ScissorTest(true);
5099         //R_EntityMatrix(&identitymatrix);
5100         //R_Mesh_ResetTextureState();
5101         R_ResetViewRendering2D();
5102
5103         // set up a darkening blend on shadowed areas
5104         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5105         //GL_DepthRange(0, 1);
5106         //GL_DepthTest(false);
5107         //GL_DepthMask(false);
5108         //GL_PolygonOffset(0, 0);CHECKGLERROR
5109         GL_Color(0, 0, 0, r_shadows_darken.value);
5110         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5111         //GL_DepthFunc(GL_ALWAYS);
5112         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5113
5114         // apply the blend to the shadowed areas
5115         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5116         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
5117         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5118
5119         // restore the viewport
5120         R_SetViewport(&r_refdef.view.viewport);
5121
5122         // restore other state to normal
5123         //R_Shadow_RenderMode_End();
5124 }
5125
5126 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5127 {
5128         float zdist;
5129         vec3_t centerorigin;
5130         float vertex3f[12];
5131         // if it's too close, skip it
5132         if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5133                 return;
5134         zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5135         if (zdist < 32)
5136                 return;
5137         if (usequery && r_numqueries + 2 <= r_maxqueries)
5138         {
5139                 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5140                 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5141                 // 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
5142                 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5143
5144                 switch(vid.renderpath)
5145                 {
5146                 case RENDERPATH_GL20:
5147                 case RENDERPATH_GL13:
5148                 case RENDERPATH_GL11:
5149                 case RENDERPATH_GLES2:
5150                         CHECKGLERROR
5151                         // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5152                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5153                         GL_DepthFunc(GL_ALWAYS);
5154                         R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5155                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5156                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5157                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5158                         GL_DepthFunc(GL_LEQUAL);
5159                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5160                         R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5161                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5162                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5163                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5164                         CHECKGLERROR
5165                         break;
5166                 case RENDERPATH_D3D9:
5167                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5168                         break;
5169                 case RENDERPATH_D3D10:
5170                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5171                         break;
5172                 case RENDERPATH_D3D11:
5173                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5174                         break;
5175                 case RENDERPATH_SOFT:
5176                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5177                         break;
5178                 }
5179         }
5180         rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5181 }
5182
5183 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5184
5185 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5186 {
5187         vec3_t color;
5188         GLint allpixels = 0, visiblepixels = 0;
5189         // now we have to check the query result
5190         if (rtlight->corona_queryindex_visiblepixels)
5191         {
5192                 switch(vid.renderpath)
5193                 {
5194                 case RENDERPATH_GL20:
5195                 case RENDERPATH_GL13:
5196                 case RENDERPATH_GL11:
5197                 case RENDERPATH_GLES2:
5198                         CHECKGLERROR
5199                         qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5200                         qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5201                         CHECKGLERROR
5202                         break;
5203                 case RENDERPATH_D3D9:
5204                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5205                         break;
5206                 case RENDERPATH_D3D10:
5207                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5208                         break;
5209                 case RENDERPATH_D3D11:
5210                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5211                         break;
5212                 case RENDERPATH_SOFT:
5213                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5214                         break;
5215                 }
5216                 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
5217                 if (visiblepixels < 1 || allpixels < 1)
5218                         return;
5219                 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5220                 cscale *= rtlight->corona_visibility;
5221         }
5222         else
5223         {
5224                 // FIXME: these traces should scan all render entities instead of cl.world
5225                 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
5226                         return;
5227         }
5228         VectorScale(rtlight->currentcolor, cscale, color);
5229         if (VectorLength(color) > (1.0f / 256.0f))
5230         {
5231                 float vertex3f[12];
5232                 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5233                 if(negated)
5234                 {
5235                         VectorNegate(color, color);
5236                         switch(vid.renderpath)
5237                         {
5238                         case RENDERPATH_GL11:
5239                         case RENDERPATH_GL13:
5240                         case RENDERPATH_GL20:
5241                         case RENDERPATH_GLES2:
5242                                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
5243                                 break;
5244                         case RENDERPATH_D3D9:
5245 #ifdef SUPPORTD3D
5246                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
5247 #endif
5248                                 break;
5249                         case RENDERPATH_D3D10:
5250                                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5251                                 break;
5252                         case RENDERPATH_D3D11:
5253                                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5254                                 break;
5255                         case RENDERPATH_SOFT:
5256                                 DPSOFTRAST_BlendSubtract(true);
5257                                 break;
5258                         }
5259                 }
5260                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5261                 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);
5262                 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5263                 if(negated)
5264                 {
5265                         switch(vid.renderpath)
5266                         {
5267                         case RENDERPATH_GL11:
5268                         case RENDERPATH_GL13:
5269                         case RENDERPATH_GL20:
5270                         case RENDERPATH_GLES2:
5271                                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
5272                                 break;
5273                         case RENDERPATH_D3D9:
5274 #ifdef SUPPORTD3D
5275                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
5276 #endif
5277                                 break;
5278                         case RENDERPATH_D3D10:
5279                                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5280                                 break;
5281                         case RENDERPATH_D3D11:
5282                                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5283                                 break;
5284                         case RENDERPATH_SOFT:
5285                                 DPSOFTRAST_BlendSubtract(false);
5286                                 break;
5287                         }
5288                 }
5289         }
5290 }
5291
5292 void R_Shadow_DrawCoronas(void)
5293 {
5294         int i, flag;
5295         qboolean usequery = false;
5296         size_t lightindex;
5297         dlight_t *light;
5298         rtlight_t *rtlight;
5299         size_t range;
5300         if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5301                 return;
5302         if (r_waterstate.renderingscene)
5303                 return;
5304         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5305         R_EntityMatrix(&identitymatrix);
5306
5307         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5308
5309         // check occlusion of coronas
5310         // use GL_ARB_occlusion_query if available
5311         // otherwise use raytraces
5312         r_numqueries = 0;
5313         switch (vid.renderpath)
5314         {
5315         case RENDERPATH_GL11:
5316         case RENDERPATH_GL13:
5317         case RENDERPATH_GL20:
5318         case RENDERPATH_GLES2:
5319                 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5320                 if (usequery)
5321                 {
5322                         GL_ColorMask(0,0,0,0);
5323                         if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5324                         if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5325                         {
5326                                 i = r_maxqueries;
5327                                 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5328                                 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5329                                 CHECKGLERROR
5330                                 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5331                                 CHECKGLERROR
5332                         }
5333                         RSurf_ActiveWorldEntity();
5334                         GL_BlendFunc(GL_ONE, GL_ZERO);
5335                         GL_CullFace(GL_NONE);
5336                         GL_DepthMask(false);
5337                         GL_DepthRange(0, 1);
5338                         GL_PolygonOffset(0, 0);
5339                         GL_DepthTest(true);
5340                         R_Mesh_ResetTextureState();
5341                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
5342                 }
5343                 break;
5344         case RENDERPATH_D3D9:
5345                 usequery = false;
5346                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5347                 break;
5348         case RENDERPATH_D3D10:
5349                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5350                 break;
5351         case RENDERPATH_D3D11:
5352                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5353                 break;
5354         case RENDERPATH_SOFT:
5355                 usequery = false;
5356                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5357                 break;
5358         }
5359         for (lightindex = 0;lightindex < range;lightindex++)
5360         {
5361                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5362                 if (!light)
5363                         continue;
5364                 rtlight = &light->rtlight;
5365                 rtlight->corona_visibility = 0;
5366                 rtlight->corona_queryindex_visiblepixels = 0;
5367                 rtlight->corona_queryindex_allpixels = 0;
5368                 if (!(rtlight->flags & flag))
5369                         continue;
5370                 if (rtlight->corona <= 0)
5371                         continue;
5372                 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5373                         continue;
5374                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5375         }
5376         for (i = 0;i < r_refdef.scene.numlights;i++)
5377         {
5378                 rtlight = r_refdef.scene.lights[i];
5379                 rtlight->corona_visibility = 0;
5380                 rtlight->corona_queryindex_visiblepixels = 0;
5381                 rtlight->corona_queryindex_allpixels = 0;
5382                 if (!(rtlight->flags & flag))
5383                         continue;
5384                 if (rtlight->corona <= 0)
5385                         continue;
5386                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5387         }
5388         if (usequery)
5389                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5390
5391         // now draw the coronas using the query data for intensity info
5392         for (lightindex = 0;lightindex < range;lightindex++)
5393         {
5394                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5395                 if (!light)
5396                         continue;
5397                 rtlight = &light->rtlight;
5398                 if (rtlight->corona_visibility <= 0)
5399                         continue;
5400                 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5401         }
5402         for (i = 0;i < r_refdef.scene.numlights;i++)
5403         {
5404                 rtlight = r_refdef.scene.lights[i];
5405                 if (rtlight->corona_visibility <= 0)
5406                         continue;
5407                 if (gl_flashblend.integer)
5408                         R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5409                 else
5410                         R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5411         }
5412 }
5413
5414
5415
5416 dlight_t *R_Shadow_NewWorldLight(void)
5417 {
5418         return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5419 }
5420
5421 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)
5422 {
5423         matrix4x4_t matrix;
5424         // validate parameters
5425         if (style < 0 || style >= MAX_LIGHTSTYLES)
5426         {
5427                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5428                 style = 0;
5429         }
5430         if (!cubemapname)
5431                 cubemapname = "";
5432
5433         // copy to light properties
5434         VectorCopy(origin, light->origin);
5435         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5436         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5437         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5438         /*
5439         light->color[0] = max(color[0], 0);
5440         light->color[1] = max(color[1], 0);
5441         light->color[2] = max(color[2], 0);
5442         */
5443         light->color[0] = color[0];
5444         light->color[1] = color[1];
5445         light->color[2] = color[2];
5446         light->radius = max(radius, 0);
5447         light->style = style;
5448         light->shadow = shadowenable;
5449         light->corona = corona;
5450         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5451         light->coronasizescale = coronasizescale;
5452         light->ambientscale = ambientscale;
5453         light->diffusescale = diffusescale;
5454         light->specularscale = specularscale;
5455         light->flags = flags;
5456
5457         // update renderable light data
5458         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5459         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);
5460 }
5461
5462 void R_Shadow_FreeWorldLight(dlight_t *light)
5463 {
5464         if (r_shadow_selectedlight == light)
5465                 r_shadow_selectedlight = NULL;
5466         R_RTLight_Uncompile(&light->rtlight);
5467         Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5468 }
5469
5470 void R_Shadow_ClearWorldLights(void)
5471 {
5472         size_t lightindex;
5473         dlight_t *light;
5474         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5475         for (lightindex = 0;lightindex < range;lightindex++)
5476         {
5477                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5478                 if (light)
5479                         R_Shadow_FreeWorldLight(light);
5480         }
5481         r_shadow_selectedlight = NULL;
5482 }
5483
5484 void R_Shadow_SelectLight(dlight_t *light)
5485 {
5486         if (r_shadow_selectedlight)
5487                 r_shadow_selectedlight->selected = false;
5488         r_shadow_selectedlight = light;
5489         if (r_shadow_selectedlight)
5490                 r_shadow_selectedlight->selected = true;
5491 }
5492
5493 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5494 {
5495         // this is never batched (there can be only one)
5496         float vertex3f[12];
5497         R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5498         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5499         R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5500 }
5501
5502 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5503 {
5504         float intensity;
5505         float s;
5506         vec3_t spritecolor;
5507         skinframe_t *skinframe;
5508         float vertex3f[12];
5509
5510         // this is never batched (due to the ent parameter changing every time)
5511         // so numsurfaces == 1 and surfacelist[0] == lightnumber
5512         const dlight_t *light = (dlight_t *)ent;
5513         s = EDLIGHTSPRSIZE;
5514
5515         R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5516
5517         intensity = 0.5f;
5518         VectorScale(light->color, intensity, spritecolor);
5519         if (VectorLength(spritecolor) < 0.1732f)
5520                 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5521         if (VectorLength(spritecolor) > 1.0f)
5522                 VectorNormalize(spritecolor);
5523
5524         // draw light sprite
5525         if (light->cubemapname[0] && !light->shadow)
5526                 skinframe = r_editlights_sprcubemapnoshadowlight;
5527         else if (light->cubemapname[0])
5528                 skinframe = r_editlights_sprcubemaplight;
5529         else if (!light->shadow)
5530                 skinframe = r_editlights_sprnoshadowlight;
5531         else
5532                 skinframe = r_editlights_sprlight;
5533
5534         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);
5535         R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5536
5537         // draw selection sprite if light is selected
5538         if (light->selected)
5539         {
5540                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5541                 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5542                 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5543         }
5544 }
5545
5546 void R_Shadow_DrawLightSprites(void)
5547 {
5548         size_t lightindex;
5549         dlight_t *light;
5550         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5551         for (lightindex = 0;lightindex < range;lightindex++)
5552         {
5553                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5554                 if (light)
5555                         R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5556         }
5557         if (!r_editlights_lockcursor)
5558                 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5559 }
5560
5561 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5562 {
5563         unsigned int range;
5564         dlight_t *light;
5565         rtlight_t *rtlight;
5566         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5567         if (lightindex >= range)
5568                 return -1;
5569         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5570         if (!light)
5571                 return 0;
5572         rtlight = &light->rtlight;
5573         //if (!(rtlight->flags & flag))
5574         //      return 0;
5575         VectorCopy(rtlight->shadoworigin, origin);
5576         *radius = rtlight->radius;
5577         VectorCopy(rtlight->color, color);
5578         return 1;
5579 }
5580
5581 void R_Shadow_SelectLightInView(void)
5582 {
5583         float bestrating, rating, temp[3];
5584         dlight_t *best;
5585         size_t lightindex;
5586         dlight_t *light;
5587         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5588         best = NULL;
5589         bestrating = 0;
5590
5591         if (r_editlights_lockcursor)
5592                 return;
5593         for (lightindex = 0;lightindex < range;lightindex++)
5594         {
5595                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5596                 if (!light)
5597                         continue;
5598                 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5599                 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5600                 if (rating >= 0.95)
5601                 {
5602                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5603                         if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5604                         {
5605                                 bestrating = rating;
5606                                 best = light;
5607                         }
5608                 }
5609         }
5610         R_Shadow_SelectLight(best);
5611 }
5612
5613 void R_Shadow_LoadWorldLights(void)
5614 {
5615         int n, a, style, shadow, flags;
5616         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5617         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5618         if (cl.worldmodel == NULL)
5619         {
5620                 Con_Print("No map loaded.\n");
5621                 return;
5622         }
5623         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5624         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5625         if (lightsstring)
5626         {
5627                 s = lightsstring;
5628                 n = 0;
5629                 while (*s)
5630                 {
5631                         t = s;
5632                         /*
5633                         shadow = true;
5634                         for (;COM_Parse(t, true) && strcmp(
5635                         if (COM_Parse(t, true))
5636                         {
5637                                 if (com_token[0] == '!')
5638                                 {
5639                                         shadow = false;
5640                                         origin[0] = atof(com_token+1);
5641                                 }
5642                                 else
5643                                         origin[0] = atof(com_token);
5644                                 if (Com_Parse(t
5645                         }
5646                         */
5647                         t = s;
5648                         while (*s && *s != '\n' && *s != '\r')
5649                                 s++;
5650                         if (!*s)
5651                                 break;
5652                         tempchar = *s;
5653                         shadow = true;
5654                         // check for modifier flags
5655                         if (*t == '!')
5656                         {
5657                                 shadow = false;
5658                                 t++;
5659                         }
5660                         *s = 0;
5661 #if _MSC_VER >= 1400
5662 #define sscanf sscanf_s
5663 #endif
5664                         cubemapname[sizeof(cubemapname)-1] = 0;
5665 #if MAX_QPATH != 128
5666 #error update this code if MAX_QPATH changes
5667 #endif
5668                         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
5669 #if _MSC_VER >= 1400
5670 , sizeof(cubemapname)
5671 #endif
5672 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5673                         *s = tempchar;
5674                         if (a < 18)
5675                                 flags = LIGHTFLAG_REALTIMEMODE;
5676                         if (a < 17)
5677                                 specularscale = 1;
5678                         if (a < 16)
5679                                 diffusescale = 1;
5680                         if (a < 15)
5681                                 ambientscale = 0;
5682                         if (a < 14)
5683                                 coronasizescale = 0.25f;
5684                         if (a < 13)
5685                                 VectorClear(angles);
5686                         if (a < 10)
5687                                 corona = 0;
5688                         if (a < 9 || !strcmp(cubemapname, "\"\""))
5689                                 cubemapname[0] = 0;
5690                         // remove quotes on cubemapname
5691                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5692                         {
5693                                 size_t namelen;
5694                                 namelen = strlen(cubemapname) - 2;
5695                                 memmove(cubemapname, cubemapname + 1, namelen);
5696                                 cubemapname[namelen] = '\0';
5697                         }
5698                         if (a < 8)
5699                         {
5700                                 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);
5701                                 break;
5702                         }
5703                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5704                         if (*s == '\r')
5705                                 s++;
5706                         if (*s == '\n')
5707                                 s++;
5708                         n++;
5709                 }
5710                 if (*s)
5711                         Con_Printf("invalid rtlights file \"%s\"\n", name);
5712                 Mem_Free(lightsstring);
5713         }
5714 }
5715
5716 void R_Shadow_SaveWorldLights(void)
5717 {
5718         size_t lightindex;
5719         dlight_t *light;
5720         size_t bufchars, bufmaxchars;
5721         char *buf, *oldbuf;
5722         char name[MAX_QPATH];
5723         char line[MAX_INPUTLINE];
5724         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5725         // I hate lines which are 3 times my screen size :( --blub
5726         if (!range)
5727                 return;
5728         if (cl.worldmodel == NULL)
5729         {
5730                 Con_Print("No map loaded.\n");
5731                 return;
5732         }
5733         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5734         bufchars = bufmaxchars = 0;
5735         buf = NULL;
5736         for (lightindex = 0;lightindex < range;lightindex++)
5737         {
5738                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5739                 if (!light)
5740                         continue;
5741                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5742                         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);
5743                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5744                         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]);
5745                 else
5746                         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);
5747                 if (bufchars + strlen(line) > bufmaxchars)
5748                 {
5749                         bufmaxchars = bufchars + strlen(line) + 2048;
5750                         oldbuf = buf;
5751                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5752                         if (oldbuf)
5753                         {
5754                                 if (bufchars)
5755                                         memcpy(buf, oldbuf, bufchars);
5756                                 Mem_Free(oldbuf);
5757                         }
5758                 }
5759                 if (strlen(line))
5760                 {
5761                         memcpy(buf + bufchars, line, strlen(line));
5762                         bufchars += strlen(line);
5763                 }
5764         }
5765         if (bufchars)
5766                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5767         if (buf)
5768                 Mem_Free(buf);
5769 }
5770
5771 void R_Shadow_LoadLightsFile(void)
5772 {
5773         int n, a, style;
5774         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5775         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5776         if (cl.worldmodel == NULL)
5777         {
5778                 Con_Print("No map loaded.\n");
5779                 return;
5780         }
5781         dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5782         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5783         if (lightsstring)
5784         {
5785                 s = lightsstring;
5786                 n = 0;
5787                 while (*s)
5788                 {
5789                         t = s;
5790                         while (*s && *s != '\n' && *s != '\r')
5791                                 s++;
5792                         if (!*s)
5793                                 break;
5794                         tempchar = *s;
5795                         *s = 0;
5796                         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);
5797                         *s = tempchar;
5798                         if (a < 14)
5799                         {
5800                                 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);
5801                                 break;
5802                         }
5803                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5804                         radius = bound(15, radius, 4096);
5805                         VectorScale(color, (2.0f / (8388608.0f)), color);
5806                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5807                         if (*s == '\r')
5808                                 s++;
5809                         if (*s == '\n')
5810                                 s++;
5811                         n++;
5812                 }
5813                 if (*s)
5814                         Con_Printf("invalid lights file \"%s\"\n", name);
5815                 Mem_Free(lightsstring);
5816         }
5817 }
5818
5819 // tyrlite/hmap2 light types in the delay field
5820 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5821
5822 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5823 {
5824         int entnum;
5825         int style;
5826         int islight;
5827         int skin;
5828         int pflags;
5829         //int effects;
5830         int type;
5831         int n;
5832         char *entfiledata;
5833         const char *data;
5834         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5835         char key[256], value[MAX_INPUTLINE];
5836
5837         if (cl.worldmodel == NULL)
5838         {
5839                 Con_Print("No map loaded.\n");
5840                 return;
5841         }
5842         // try to load a .ent file first
5843         dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5844         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5845         // and if that is not found, fall back to the bsp file entity string
5846         if (!data)
5847                 data = cl.worldmodel->brush.entities;
5848         if (!data)
5849                 return;
5850         for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5851         {
5852                 type = LIGHTTYPE_MINUSX;
5853                 origin[0] = origin[1] = origin[2] = 0;
5854                 originhack[0] = originhack[1] = originhack[2] = 0;
5855                 angles[0] = angles[1] = angles[2] = 0;
5856                 color[0] = color[1] = color[2] = 1;
5857                 light[0] = light[1] = light[2] = 1;light[3] = 300;
5858                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5859                 fadescale = 1;
5860                 lightscale = 1;
5861                 style = 0;
5862                 skin = 0;
5863                 pflags = 0;
5864                 //effects = 0;
5865                 islight = false;
5866                 while (1)
5867                 {
5868                         if (!COM_ParseToken_Simple(&data, false, false))
5869                                 break; // error
5870                         if (com_token[0] == '}')
5871                                 break; // end of entity
5872                         if (com_token[0] == '_')
5873                                 strlcpy(key, com_token + 1, sizeof(key));
5874                         else
5875                                 strlcpy(key, com_token, sizeof(key));
5876                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
5877                                 key[strlen(key)-1] = 0;
5878                         if (!COM_ParseToken_Simple(&data, false, false))
5879                                 break; // error
5880                         strlcpy(value, com_token, sizeof(value));
5881
5882                         // now that we have the key pair worked out...
5883                         if (!strcmp("light", key))
5884                         {
5885                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5886                                 if (n == 1)
5887                                 {
5888                                         // quake
5889                                         light[0] = vec[0] * (1.0f / 256.0f);
5890                                         light[1] = vec[0] * (1.0f / 256.0f);
5891                                         light[2] = vec[0] * (1.0f / 256.0f);
5892                                         light[3] = vec[0];
5893                                 }
5894                                 else if (n == 4)
5895                                 {
5896                                         // halflife
5897                                         light[0] = vec[0] * (1.0f / 255.0f);
5898                                         light[1] = vec[1] * (1.0f / 255.0f);
5899                                         light[2] = vec[2] * (1.0f / 255.0f);
5900                                         light[3] = vec[3];
5901                                 }
5902                         }
5903                         else if (!strcmp("delay", key))
5904                                 type = atoi(value);
5905                         else if (!strcmp("origin", key))
5906                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5907                         else if (!strcmp("angle", key))
5908                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5909                         else if (!strcmp("angles", key))
5910                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5911                         else if (!strcmp("color", key))
5912                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5913                         else if (!strcmp("wait", key))
5914                                 fadescale = atof(value);
5915                         else if (!strcmp("classname", key))
5916                         {
5917                                 if (!strncmp(value, "light", 5))
5918                                 {
5919                                         islight = true;
5920                                         if (!strcmp(value, "light_fluoro"))
5921                                         {
5922                                                 originhack[0] = 0;
5923                                                 originhack[1] = 0;
5924                                                 originhack[2] = 0;
5925                                                 overridecolor[0] = 1;
5926                                                 overridecolor[1] = 1;
5927                                                 overridecolor[2] = 1;
5928                                         }
5929                                         if (!strcmp(value, "light_fluorospark"))
5930                                         {
5931                                                 originhack[0] = 0;
5932                                                 originhack[1] = 0;
5933                                                 originhack[2] = 0;
5934                                                 overridecolor[0] = 1;
5935                                                 overridecolor[1] = 1;
5936                                                 overridecolor[2] = 1;
5937                                         }
5938                                         if (!strcmp(value, "light_globe"))
5939                                         {
5940                                                 originhack[0] = 0;
5941                                                 originhack[1] = 0;
5942                                                 originhack[2] = 0;
5943                                                 overridecolor[0] = 1;
5944                                                 overridecolor[1] = 0.8;
5945                                                 overridecolor[2] = 0.4;
5946                                         }
5947                                         if (!strcmp(value, "light_flame_large_yellow"))
5948                                         {
5949                                                 originhack[0] = 0;
5950                                                 originhack[1] = 0;
5951                                                 originhack[2] = 0;
5952                                                 overridecolor[0] = 1;
5953                                                 overridecolor[1] = 0.5;
5954                                                 overridecolor[2] = 0.1;
5955                                         }
5956                                         if (!strcmp(value, "light_flame_small_yellow"))
5957                                         {
5958                                                 originhack[0] = 0;
5959                                                 originhack[1] = 0;
5960                                                 originhack[2] = 0;
5961                                                 overridecolor[0] = 1;
5962                                                 overridecolor[1] = 0.5;
5963                                                 overridecolor[2] = 0.1;
5964                                         }
5965                                         if (!strcmp(value, "light_torch_small_white"))
5966                                         {
5967                                                 originhack[0] = 0;
5968                                                 originhack[1] = 0;
5969                                                 originhack[2] = 0;
5970                                                 overridecolor[0] = 1;
5971                                                 overridecolor[1] = 0.5;
5972                                                 overridecolor[2] = 0.1;
5973                                         }
5974                                         if (!strcmp(value, "light_torch_small_walltorch"))
5975                                         {
5976                                                 originhack[0] = 0;
5977                                                 originhack[1] = 0;
5978                                                 originhack[2] = 0;
5979                                                 overridecolor[0] = 1;
5980                                                 overridecolor[1] = 0.5;
5981                                                 overridecolor[2] = 0.1;
5982                                         }
5983                                 }
5984                         }
5985                         else if (!strcmp("style", key))
5986                                 style = atoi(value);
5987                         else if (!strcmp("skin", key))
5988                                 skin = (int)atof(value);
5989                         else if (!strcmp("pflags", key))
5990                                 pflags = (int)atof(value);
5991                         //else if (!strcmp("effects", key))
5992                         //      effects = (int)atof(value);
5993                         else if (cl.worldmodel->type == mod_brushq3)
5994                         {
5995                                 if (!strcmp("scale", key))
5996                                         lightscale = atof(value);
5997                                 if (!strcmp("fade", key))
5998                                         fadescale = atof(value);
5999                         }
6000                 }
6001                 if (!islight)
6002                         continue;
6003                 if (lightscale <= 0)
6004                         lightscale = 1;
6005                 if (fadescale <= 0)
6006                         fadescale = 1;
6007                 if (color[0] == color[1] && color[0] == color[2])
6008                 {
6009                         color[0] *= overridecolor[0];
6010                         color[1] *= overridecolor[1];
6011                         color[2] *= overridecolor[2];
6012                 }
6013                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
6014                 color[0] = color[0] * light[0];
6015                 color[1] = color[1] * light[1];
6016                 color[2] = color[2] * light[2];
6017                 switch (type)
6018                 {
6019                 case LIGHTTYPE_MINUSX:
6020                         break;
6021                 case LIGHTTYPE_RECIPX:
6022                         radius *= 2;
6023                         VectorScale(color, (1.0f / 16.0f), color);
6024                         break;
6025                 case LIGHTTYPE_RECIPXX:
6026                         radius *= 2;
6027                         VectorScale(color, (1.0f / 16.0f), color);
6028                         break;
6029                 default:
6030                 case LIGHTTYPE_NONE:
6031                         break;
6032                 case LIGHTTYPE_SUN:
6033                         break;
6034                 case LIGHTTYPE_MINUSXX:
6035                         break;
6036                 }
6037                 VectorAdd(origin, originhack, origin);
6038                 if (radius >= 1)
6039                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6040         }
6041         if (entfiledata)
6042                 Mem_Free(entfiledata);
6043 }
6044
6045
6046 void R_Shadow_SetCursorLocationForView(void)
6047 {
6048         vec_t dist, push;
6049         vec3_t dest, endpos;
6050         trace_t trace;
6051         VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
6052         trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
6053         if (trace.fraction < 1)
6054         {
6055                 dist = trace.fraction * r_editlights_cursordistance.value;
6056                 push = r_editlights_cursorpushback.value;
6057                 if (push > dist)
6058                         push = dist;
6059                 push = -push;
6060                 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
6061                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
6062         }
6063         else
6064         {
6065                 VectorClear( endpos );
6066         }
6067         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6068         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6069         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6070 }
6071
6072 void R_Shadow_UpdateWorldLightSelection(void)
6073 {
6074         if (r_editlights.integer)
6075         {
6076                 R_Shadow_SetCursorLocationForView();
6077                 R_Shadow_SelectLightInView();
6078         }
6079         else
6080                 R_Shadow_SelectLight(NULL);
6081 }
6082
6083 void R_Shadow_EditLights_Clear_f(void)
6084 {
6085         R_Shadow_ClearWorldLights();
6086 }
6087
6088 void R_Shadow_EditLights_Reload_f(void)
6089 {
6090         if (!cl.worldmodel)
6091                 return;
6092         strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6093         R_Shadow_ClearWorldLights();
6094         R_Shadow_LoadWorldLights();
6095         if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6096         {
6097                 R_Shadow_LoadLightsFile();
6098                 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6099                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6100         }
6101 }
6102
6103 void R_Shadow_EditLights_Save_f(void)
6104 {
6105         if (!cl.worldmodel)
6106                 return;
6107         R_Shadow_SaveWorldLights();
6108 }
6109
6110 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6111 {
6112         R_Shadow_ClearWorldLights();
6113         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6114 }
6115
6116 void R_Shadow_EditLights_ImportLightsFile_f(void)
6117 {
6118         R_Shadow_ClearWorldLights();
6119         R_Shadow_LoadLightsFile();
6120 }
6121
6122 void R_Shadow_EditLights_Spawn_f(void)
6123 {
6124         vec3_t color;
6125         if (!r_editlights.integer)
6126         {
6127                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6128                 return;
6129         }
6130         if (Cmd_Argc() != 1)
6131         {
6132                 Con_Print("r_editlights_spawn does not take parameters\n");
6133                 return;
6134         }
6135         color[0] = color[1] = color[2] = 1;
6136         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6137 }
6138
6139 void R_Shadow_EditLights_Edit_f(void)
6140 {
6141         vec3_t origin, angles, color;
6142         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6143         int style, shadows, flags, normalmode, realtimemode;
6144         char cubemapname[MAX_INPUTLINE];
6145         if (!r_editlights.integer)
6146         {
6147                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6148                 return;
6149         }
6150         if (!r_shadow_selectedlight)
6151         {
6152                 Con_Print("No selected light.\n");
6153                 return;
6154         }
6155         VectorCopy(r_shadow_selectedlight->origin, origin);
6156         VectorCopy(r_shadow_selectedlight->angles, angles);
6157         VectorCopy(r_shadow_selectedlight->color, color);
6158         radius = r_shadow_selectedlight->radius;
6159         style = r_shadow_selectedlight->style;
6160         if (r_shadow_selectedlight->cubemapname)
6161                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6162         else
6163                 cubemapname[0] = 0;
6164         shadows = r_shadow_selectedlight->shadow;
6165         corona = r_shadow_selectedlight->corona;
6166         coronasizescale = r_shadow_selectedlight->coronasizescale;
6167         ambientscale = r_shadow_selectedlight->ambientscale;
6168         diffusescale = r_shadow_selectedlight->diffusescale;
6169         specularscale = r_shadow_selectedlight->specularscale;
6170         flags = r_shadow_selectedlight->flags;
6171         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6172         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6173         if (!strcmp(Cmd_Argv(1), "origin"))
6174         {
6175                 if (Cmd_Argc() != 5)
6176                 {
6177                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6178                         return;
6179                 }
6180                 origin[0] = atof(Cmd_Argv(2));
6181                 origin[1] = atof(Cmd_Argv(3));
6182                 origin[2] = atof(Cmd_Argv(4));
6183         }
6184         else if (!strcmp(Cmd_Argv(1), "originscale"))
6185         {
6186                 if (Cmd_Argc() != 5)
6187                 {
6188                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6189                         return;
6190                 }
6191                 origin[0] *= atof(Cmd_Argv(2));
6192                 origin[1] *= atof(Cmd_Argv(3));
6193                 origin[2] *= atof(Cmd_Argv(4));
6194         }
6195         else if (!strcmp(Cmd_Argv(1), "originx"))
6196         {
6197                 if (Cmd_Argc() != 3)
6198                 {
6199                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6200                         return;
6201                 }
6202                 origin[0] = atof(Cmd_Argv(2));
6203         }
6204         else if (!strcmp(Cmd_Argv(1), "originy"))
6205         {
6206                 if (Cmd_Argc() != 3)
6207                 {
6208                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6209                         return;
6210                 }
6211                 origin[1] = atof(Cmd_Argv(2));
6212         }
6213         else if (!strcmp(Cmd_Argv(1), "originz"))
6214         {
6215                 if (Cmd_Argc() != 3)
6216                 {
6217                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6218                         return;
6219                 }
6220                 origin[2] = atof(Cmd_Argv(2));
6221         }
6222         else if (!strcmp(Cmd_Argv(1), "move"))
6223         {
6224                 if (Cmd_Argc() != 5)
6225                 {
6226                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6227                         return;
6228                 }
6229                 origin[0] += atof(Cmd_Argv(2));
6230                 origin[1] += atof(Cmd_Argv(3));
6231                 origin[2] += atof(Cmd_Argv(4));
6232         }
6233         else if (!strcmp(Cmd_Argv(1), "movex"))
6234         {
6235                 if (Cmd_Argc() != 3)
6236                 {
6237                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6238                         return;
6239                 }
6240                 origin[0] += atof(Cmd_Argv(2));
6241         }
6242         else if (!strcmp(Cmd_Argv(1), "movey"))
6243         {
6244                 if (Cmd_Argc() != 3)
6245                 {
6246                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6247                         return;
6248                 }
6249                 origin[1] += atof(Cmd_Argv(2));
6250         }
6251         else if (!strcmp(Cmd_Argv(1), "movez"))
6252         {
6253                 if (Cmd_Argc() != 3)
6254                 {
6255                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6256                         return;
6257                 }
6258                 origin[2] += atof(Cmd_Argv(2));
6259         }
6260         else if (!strcmp(Cmd_Argv(1), "angles"))
6261         {
6262                 if (Cmd_Argc() != 5)
6263                 {
6264                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6265                         return;
6266                 }
6267                 angles[0] = atof(Cmd_Argv(2));
6268                 angles[1] = atof(Cmd_Argv(3));
6269                 angles[2] = atof(Cmd_Argv(4));
6270         }
6271         else if (!strcmp(Cmd_Argv(1), "anglesx"))
6272         {
6273                 if (Cmd_Argc() != 3)
6274                 {
6275                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6276                         return;
6277                 }
6278                 angles[0] = atof(Cmd_Argv(2));
6279         }
6280         else if (!strcmp(Cmd_Argv(1), "anglesy"))
6281         {
6282                 if (Cmd_Argc() != 3)
6283                 {
6284                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6285                         return;
6286                 }
6287                 angles[1] = atof(Cmd_Argv(2));
6288         }
6289         else if (!strcmp(Cmd_Argv(1), "anglesz"))
6290         {
6291                 if (Cmd_Argc() != 3)
6292                 {
6293                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6294                         return;
6295                 }
6296                 angles[2] = atof(Cmd_Argv(2));
6297         }
6298         else if (!strcmp(Cmd_Argv(1), "color"))
6299         {
6300                 if (Cmd_Argc() != 5)
6301                 {
6302                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6303                         return;
6304                 }
6305                 color[0] = atof(Cmd_Argv(2));
6306                 color[1] = atof(Cmd_Argv(3));
6307                 color[2] = atof(Cmd_Argv(4));
6308         }
6309         else if (!strcmp(Cmd_Argv(1), "radius"))
6310         {
6311                 if (Cmd_Argc() != 3)
6312                 {
6313                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6314                         return;
6315                 }
6316                 radius = atof(Cmd_Argv(2));
6317         }
6318         else if (!strcmp(Cmd_Argv(1), "colorscale"))
6319         {
6320                 if (Cmd_Argc() == 3)
6321                 {
6322                         double scale = atof(Cmd_Argv(2));
6323                         color[0] *= scale;
6324                         color[1] *= scale;
6325                         color[2] *= scale;
6326                 }
6327                 else
6328                 {
6329                         if (Cmd_Argc() != 5)
6330                         {
6331                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
6332                                 return;
6333                         }
6334                         color[0] *= atof(Cmd_Argv(2));
6335                         color[1] *= atof(Cmd_Argv(3));
6336                         color[2] *= atof(Cmd_Argv(4));
6337                 }
6338         }
6339         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6340         {
6341                 if (Cmd_Argc() != 3)
6342                 {
6343                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6344                         return;
6345                 }
6346                 radius *= atof(Cmd_Argv(2));
6347         }
6348         else if (!strcmp(Cmd_Argv(1), "style"))
6349         {
6350                 if (Cmd_Argc() != 3)
6351                 {
6352                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6353                         return;
6354                 }
6355                 style = atoi(Cmd_Argv(2));
6356         }
6357         else if (!strcmp(Cmd_Argv(1), "cubemap"))
6358         {
6359                 if (Cmd_Argc() > 3)
6360                 {
6361                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6362                         return;
6363                 }
6364                 if (Cmd_Argc() == 3)
6365                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6366                 else
6367                         cubemapname[0] = 0;
6368         }
6369         else if (!strcmp(Cmd_Argv(1), "shadows"))
6370         {
6371                 if (Cmd_Argc() != 3)
6372                 {
6373                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6374                         return;
6375                 }
6376                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6377         }
6378         else if (!strcmp(Cmd_Argv(1), "corona"))
6379         {
6380                 if (Cmd_Argc() != 3)
6381                 {
6382                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6383                         return;
6384                 }
6385                 corona = atof(Cmd_Argv(2));
6386         }
6387         else if (!strcmp(Cmd_Argv(1), "coronasize"))
6388         {
6389                 if (Cmd_Argc() != 3)
6390                 {
6391                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6392                         return;
6393                 }
6394                 coronasizescale = atof(Cmd_Argv(2));
6395         }
6396         else if (!strcmp(Cmd_Argv(1), "ambient"))
6397         {
6398                 if (Cmd_Argc() != 3)
6399                 {
6400                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6401                         return;
6402                 }
6403                 ambientscale = atof(Cmd_Argv(2));
6404         }
6405         else if (!strcmp(Cmd_Argv(1), "diffuse"))
6406         {
6407                 if (Cmd_Argc() != 3)
6408                 {
6409                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6410                         return;
6411                 }
6412                 diffusescale = atof(Cmd_Argv(2));
6413         }
6414         else if (!strcmp(Cmd_Argv(1), "specular"))
6415         {
6416                 if (Cmd_Argc() != 3)
6417                 {
6418                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6419                         return;
6420                 }
6421                 specularscale = atof(Cmd_Argv(2));
6422         }
6423         else if (!strcmp(Cmd_Argv(1), "normalmode"))
6424         {
6425                 if (Cmd_Argc() != 3)
6426                 {
6427                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6428                         return;
6429                 }
6430                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6431         }
6432         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6433         {
6434                 if (Cmd_Argc() != 3)
6435                 {
6436                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6437                         return;
6438                 }
6439                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6440         }
6441         else
6442         {
6443                 Con_Print("usage: r_editlights_edit [property] [value]\n");
6444                 Con_Print("Selected light's properties:\n");
6445                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6446                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6447                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6448                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
6449                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
6450                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
6451                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6452                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
6453                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
6454                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
6455                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
6456                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
6457                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6458                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6459                 return;
6460         }
6461         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6462         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6463 }
6464
6465 void R_Shadow_EditLights_EditAll_f(void)
6466 {
6467         size_t lightindex;
6468         dlight_t *light, *oldselected;
6469         size_t range;
6470
6471         if (!r_editlights.integer)
6472         {
6473                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6474                 return;
6475         }
6476
6477         oldselected = r_shadow_selectedlight;
6478         // EditLights doesn't seem to have a "remove" command or something so:
6479         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6480         for (lightindex = 0;lightindex < range;lightindex++)
6481         {
6482                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6483                 if (!light)
6484                         continue;
6485                 R_Shadow_SelectLight(light);
6486                 R_Shadow_EditLights_Edit_f();
6487         }
6488         // return to old selected (to not mess editing once selection is locked)
6489         R_Shadow_SelectLight(oldselected);
6490 }
6491
6492 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6493 {
6494         int lightnumber, lightcount;
6495         size_t lightindex, range;
6496         dlight_t *light;
6497         float x, y;
6498         char temp[256];
6499         if (!r_editlights.integer)
6500                 return;
6501         x = vid_conwidth.value - 240;
6502         y = 5;
6503         DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6504         lightnumber = -1;
6505         lightcount = 0;
6506         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6507         for (lightindex = 0;lightindex < range;lightindex++)
6508         {
6509                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6510                 if (!light)
6511                         continue;
6512                 if (light == r_shadow_selectedlight)
6513                         lightnumber = lightindex;
6514                 lightcount++;
6515         }
6516         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;
6517         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;
6518         y += 8;
6519         if (r_shadow_selectedlight == NULL)
6520                 return;
6521         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;
6522         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;
6523         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;
6524         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;
6525         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;
6526         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;
6527         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;
6528         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;
6529         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;
6530         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;
6531         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;
6532         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;
6533         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;
6534         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;
6535         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;
6536 }
6537
6538 void R_Shadow_EditLights_ToggleShadow_f(void)
6539 {
6540         if (!r_editlights.integer)
6541         {
6542                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6543                 return;
6544         }
6545         if (!r_shadow_selectedlight)
6546         {
6547                 Con_Print("No selected light.\n");
6548                 return;
6549         }
6550         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);
6551 }
6552
6553 void R_Shadow_EditLights_ToggleCorona_f(void)
6554 {
6555         if (!r_editlights.integer)
6556         {
6557                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6558                 return;
6559         }
6560         if (!r_shadow_selectedlight)
6561         {
6562                 Con_Print("No selected light.\n");
6563                 return;
6564         }
6565         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);
6566 }
6567
6568 void R_Shadow_EditLights_Remove_f(void)
6569 {
6570         if (!r_editlights.integer)
6571         {
6572                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
6573                 return;
6574         }
6575         if (!r_shadow_selectedlight)
6576         {
6577                 Con_Print("No selected light.\n");
6578                 return;
6579         }
6580         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6581         r_shadow_selectedlight = NULL;
6582 }
6583
6584 void R_Shadow_EditLights_Help_f(void)
6585 {
6586         Con_Print(
6587 "Documentation on r_editlights system:\n"
6588 "Settings:\n"
6589 "r_editlights : enable/disable editing mode\n"
6590 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6591 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6592 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6593 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6594 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6595 "Commands:\n"
6596 "r_editlights_help : this help\n"
6597 "r_editlights_clear : remove all lights\n"
6598 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6599 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6600 "r_editlights_save : save to .rtlights file\n"
6601 "r_editlights_spawn : create a light with default settings\n"
6602 "r_editlights_edit command : edit selected light - more documentation below\n"
6603 "r_editlights_remove : remove selected light\n"
6604 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6605 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6606 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6607 "Edit commands:\n"
6608 "origin x y z : set light location\n"
6609 "originx x: set x component of light location\n"
6610 "originy y: set y component of light location\n"
6611 "originz z: set z component of light location\n"
6612 "move x y z : adjust light location\n"
6613 "movex x: adjust x component of light location\n"
6614 "movey y: adjust y component of light location\n"
6615 "movez z: adjust z component of light location\n"
6616 "angles x y z : set light angles\n"
6617 "anglesx x: set x component of light angles\n"
6618 "anglesy y: set y component of light angles\n"
6619 "anglesz z: set z component of light angles\n"
6620 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6621 "radius radius : set radius (size) of light\n"
6622 "colorscale grey : multiply color of light (1 does nothing)\n"
6623 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6624 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6625 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6626 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6627 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6628 "cubemap basename : set filter cubemap of light (not yet supported)\n"
6629 "shadows 1/0 : turn on/off shadows\n"
6630 "corona n : set corona intensity\n"
6631 "coronasize n : set corona size (0-1)\n"
6632 "ambient n : set ambient intensity (0-1)\n"
6633 "diffuse n : set diffuse intensity (0-1)\n"
6634 "specular n : set specular intensity (0-1)\n"
6635 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6636 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6637 "<nothing> : print light properties to console\n"
6638         );
6639 }
6640
6641 void R_Shadow_EditLights_CopyInfo_f(void)
6642 {
6643         if (!r_editlights.integer)
6644         {
6645                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
6646                 return;
6647         }
6648         if (!r_shadow_selectedlight)
6649         {
6650                 Con_Print("No selected light.\n");
6651                 return;
6652         }
6653         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6654         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6655         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6656         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6657         if (r_shadow_selectedlight->cubemapname)
6658                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6659         else
6660                 r_shadow_bufferlight.cubemapname[0] = 0;
6661         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6662         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6663         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6664         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6665         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6666         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6667         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6668 }
6669
6670 void R_Shadow_EditLights_PasteInfo_f(void)
6671 {
6672         if (!r_editlights.integer)
6673         {
6674                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
6675                 return;
6676         }
6677         if (!r_shadow_selectedlight)
6678         {
6679                 Con_Print("No selected light.\n");
6680                 return;
6681         }
6682         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);
6683 }
6684
6685 void R_Shadow_EditLights_Lock_f(void)
6686 {
6687         if (!r_editlights.integer)
6688         {
6689                 Con_Print("Cannot lock on light when not in editing mode.  Set r_editlights to 1.\n");
6690                 return;
6691         }
6692         if (r_editlights_lockcursor)
6693         {
6694                 r_editlights_lockcursor = false;
6695                 return;
6696         }
6697         if (!r_shadow_selectedlight)
6698         {
6699                 Con_Print("No selected light to lock on.\n");
6700                 return;
6701         }
6702         r_editlights_lockcursor = true;
6703 }
6704
6705 void R_Shadow_EditLights_Init(void)
6706 {
6707         Cvar_RegisterVariable(&r_editlights);
6708         Cvar_RegisterVariable(&r_editlights_cursordistance);
6709         Cvar_RegisterVariable(&r_editlights_cursorpushback);
6710         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6711         Cvar_RegisterVariable(&r_editlights_cursorgrid);
6712         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6713         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6714         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6715         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)");
6716         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6717         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6718         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6719         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)");
6720         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6721         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6722         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6723         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6724         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6725         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6726         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)");
6727         Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6728 }
6729
6730
6731
6732 /*
6733 =============================================================================
6734
6735 LIGHT SAMPLING
6736
6737 =============================================================================
6738 */
6739
6740 void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
6741 {
6742         int i, numlights, flag;
6743         float f, relativepoint[3], dist, dist2, lightradius2;
6744         vec3_t diffuse, n;
6745         rtlight_t *light;
6746         dlight_t *dlight;
6747
6748         VectorClear(color);
6749
6750         if (r_fullbright.integer)
6751         {
6752                 VectorSet(color, 1, 1, 1);
6753                 return;
6754         }
6755
6756         if (flags & LP_LIGHTMAP)
6757         {
6758                 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6759                 {
6760                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6761                         color[0] += r_refdef.scene.ambient + diffuse[0];
6762                         color[1] += r_refdef.scene.ambient + diffuse[1];
6763                         color[2] += r_refdef.scene.ambient + diffuse[2];
6764                 }
6765                 else
6766                         VectorSet(color, 1, 1, 1);
6767         }
6768         if (flags & LP_RTWORLD)
6769         {
6770                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6771                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6772                 for (i = 0; i < numlights; i++)
6773                 {
6774                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6775                         if (!dlight)
6776                                 continue;
6777                         light = &dlight->rtlight;
6778                         if (!(light->flags & flag))
6779                                 continue;
6780                         // sample
6781                         lightradius2 = light->radius * light->radius;
6782                         VectorSubtract(light->shadoworigin, p, relativepoint);
6783                         dist2 = VectorLength2(relativepoint);
6784                         if (dist2 >= lightradius2)
6785                                 continue;
6786                         dist = sqrt(dist2) / light->radius;
6787                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6788                         if (f <= 0)
6789                                 continue;
6790                         // todo: add to both ambient and diffuse
6791                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6792                                 VectorMA(color, f, light->currentcolor, color);
6793                 }
6794         }
6795         if (flags & LP_DYNLIGHT)
6796         {
6797                 // sample dlights
6798                 for (i = 0;i < r_refdef.scene.numlights;i++)
6799                 {
6800                         light = r_refdef.scene.lights[i];
6801                         // sample
6802                         lightradius2 = light->radius * light->radius;
6803                         VectorSubtract(light->shadoworigin, p, relativepoint);
6804                         dist2 = VectorLength2(relativepoint);
6805                         if (dist2 >= lightradius2)
6806                                 continue;
6807                         dist = sqrt(dist2) / light->radius;
6808                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6809                         if (f <= 0)
6810                                 continue;
6811                         // todo: add to both ambient and diffuse
6812                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6813                                 VectorMA(color, f, light->color, color);
6814                 }
6815         }
6816 }
6817
6818 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6819 {
6820         int i, numlights, flag;
6821         rtlight_t *light;
6822         dlight_t *dlight;
6823         float relativepoint[3];
6824         float color[3];
6825         float dir[3];
6826         float dist;
6827         float dist2;
6828         float intensity;
6829         float sample[5*3];
6830         float lightradius2;
6831
6832         if (r_fullbright.integer)
6833         {
6834                 VectorSet(ambient, 1, 1, 1);
6835                 VectorClear(diffuse);
6836                 VectorClear(lightdir);
6837                 return;
6838         }
6839
6840         if (flags == LP_LIGHTMAP)
6841         {
6842                 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6843                 VectorClear(diffuse);
6844                 VectorClear(lightdir);
6845                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6846                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6847                 return;
6848         }
6849
6850         memset(sample, 0, sizeof(sample));
6851         VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6852
6853         if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6854         {
6855                 vec3_t tempambient;
6856                 VectorClear(tempambient);
6857                 VectorClear(color);
6858                 VectorClear(relativepoint);
6859                 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6860                 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6861                 VectorScale(color, r_refdef.lightmapintensity, color);
6862                 VectorAdd(sample, tempambient, sample);
6863                 VectorMA(sample    , 0.5f            , color, sample    );
6864                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6865                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6866                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6867                 // calculate a weighted average light direction as well
6868                 intensity = VectorLength(color);
6869                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6870         }
6871
6872         if (flags & LP_RTWORLD)
6873         {
6874                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6875                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6876                 for (i = 0; i < numlights; i++)
6877                 {
6878                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6879                         if (!dlight)
6880                                 continue;
6881                         light = &dlight->rtlight;
6882                         if (!(light->flags & flag))
6883                                 continue;
6884                         // sample
6885                         lightradius2 = light->radius * light->radius;
6886                         VectorSubtract(light->shadoworigin, p, relativepoint);
6887                         dist2 = VectorLength2(relativepoint);
6888                         if (dist2 >= lightradius2)
6889                                 continue;
6890                         dist = sqrt(dist2) / light->radius;
6891                         intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6892                         if (intensity <= 0.0f)
6893                                 continue;
6894                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6895                                 continue;
6896                         // scale down intensity to add to both ambient and diffuse
6897                         //intensity *= 0.5f;
6898                         VectorNormalize(relativepoint);
6899                         VectorScale(light->currentcolor, intensity, color);
6900                         VectorMA(sample    , 0.5f            , color, sample    );
6901                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6902                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6903                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6904                         // calculate a weighted average light direction as well
6905                         intensity *= VectorLength(color);
6906                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6907                 }
6908         }
6909
6910         if (flags & LP_DYNLIGHT)
6911         {
6912                 // sample dlights
6913                 for (i = 0;i < r_refdef.scene.numlights;i++)
6914                 {
6915                         light = r_refdef.scene.lights[i];
6916                         // sample
6917                         lightradius2 = light->radius * light->radius;
6918                         VectorSubtract(light->shadoworigin, p, relativepoint);
6919                         dist2 = VectorLength2(relativepoint);
6920                         if (dist2 >= lightradius2)
6921                                 continue;
6922                         dist = sqrt(dist2) / light->radius;
6923                         intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6924                         if (intensity <= 0.0f)
6925                                 continue;
6926                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6927                                 continue;
6928                         // scale down intensity to add to both ambient and diffuse
6929                         //intensity *= 0.5f;
6930                         VectorNormalize(relativepoint);
6931                         VectorScale(light->currentcolor, intensity, color);
6932                         VectorMA(sample    , 0.5f            , color, sample    );
6933                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6934                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6935                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6936                         // calculate a weighted average light direction as well
6937                         intensity *= VectorLength(color);
6938                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6939                 }
6940         }
6941
6942         // calculate the direction we'll use to reduce the sample to a directional light source
6943         VectorCopy(sample + 12, dir);
6944         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6945         VectorNormalize(dir);
6946         // extract the diffuse color along the chosen direction and scale it
6947         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6948         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6949         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6950         // subtract some of diffuse from ambient
6951         VectorMA(sample, -0.333f, diffuse, ambient);
6952         // store the normalized lightdir
6953         VectorCopy(dir, lightdir);
6954 }