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added pants/shirt layer rendering to GLSL shader, rather than calling it three times...
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1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142
143 extern void R_Shadow_EditLights_Init(void);
144
145 typedef enum r_shadow_rendermode_e
146 {
147         R_SHADOW_RENDERMODE_NONE,
148         R_SHADOW_RENDERMODE_STENCIL,
149         R_SHADOW_RENDERMODE_STENCILTWOSIDE,
150         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
151         R_SHADOW_RENDERMODE_LIGHT_DOT3,
152         R_SHADOW_RENDERMODE_LIGHT_GLSL,
153         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
154         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
155 }
156 r_shadow_rendermode_t;
157
158 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
159 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
160 r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
161
162 mempool_t *r_shadow_mempool;
163
164 int maxshadowelements;
165 int *shadowelements;
166
167 int maxshadowmark;
168 int numshadowmark;
169 int *shadowmark;
170 int *shadowmarklist;
171 int shadowmarkcount;
172
173 int maxvertexupdate;
174 int *vertexupdate;
175 int *vertexremap;
176 int vertexupdatenum;
177
178 int r_shadow_buffer_numleafpvsbytes;
179 unsigned char *r_shadow_buffer_leafpvs;
180 int *r_shadow_buffer_leaflist;
181
182 int r_shadow_buffer_numsurfacepvsbytes;
183 unsigned char *r_shadow_buffer_surfacepvs;
184 int *r_shadow_buffer_surfacelist;
185
186 rtexturepool_t *r_shadow_texturepool;
187 rtexture_t *r_shadow_attenuation2dtexture;
188 rtexture_t *r_shadow_attenuation3dtexture;
189
190 // lights are reloaded when this changes
191 char r_shadow_mapname[MAX_QPATH];
192
193 // used only for light filters (cubemaps)
194 rtexturepool_t *r_shadow_filters_texturepool;
195
196 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"};
197 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"};
198 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
199 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)"};
200 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
201 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
202 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_shadow_glsl lighting)"};
203 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_shadow_glsl lighting)"};
204 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
205 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
206 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
207 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
208 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
209 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal culling optimizations on dynamic lights (slow!  you probably don't want this!)"};
210 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)"};
211 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
212 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"};
213 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
214 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
215 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"};
216 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)"};
217 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
218 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_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)"};
219 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_shadow_glsl lighting)"};
220 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
221 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
222 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
223 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0", "enables offset mapping effect (also known as parallax mapping or sometimes as virtual displacement mapping, not as good as relief mapping or silohuette mapping but much faster), can cause strange artifacts on many textures, requires bumpmaps for depth information (normalmaps can have depth information as alpha channel, but most do not)"};
224 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04", "how deep the offset mapping effect is, and whether it is inward or outward"};
225 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04", "pushes the effect closer/further"};
226 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0", "use half and hvec variables in GLSL shader for a speed gain (NVIDIA only)"};
227 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1", "normalize bumpmap texels in GLSL shader, produces a more rounded look on small bumps and dents"};
228 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
229 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
230 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
231 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
232 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
233 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
234 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
235
236 float r_shadow_attenpower, r_shadow_attenscale;
237
238 rtlight_t *r_shadow_compilingrtlight;
239 dlight_t *r_shadow_worldlightchain;
240 dlight_t *r_shadow_selectedlight;
241 dlight_t r_shadow_bufferlight;
242 vec3_t r_editlights_cursorlocation;
243
244 rtexture_t *lighttextures[5];
245
246 extern int con_vislines;
247
248 typedef struct cubemapinfo_s
249 {
250         char basename[64];
251         rtexture_t *texture;
252 }
253 cubemapinfo_t;
254
255 #define MAX_CUBEMAPS 256
256 static int numcubemaps;
257 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
258
259 #define SHADERPERMUTATION_COLORMAPPING (1<<0)
260 #define SHADERPERMUTATION_SPECULAR (1<<1)
261 #define SHADERPERMUTATION_FOG (1<<2)
262 #define SHADERPERMUTATION_CUBEFILTER (1<<3)
263 #define SHADERPERMUTATION_OFFSETMAPPING (1<<4)
264 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<5)
265 #define SHADERPERMUTATION_GEFORCEFX (1<<6)
266 #define SHADERPERMUTATION_COUNT (1<<7)
267
268 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
269
270 void R_Shadow_UncompileWorldLights(void);
271 void R_Shadow_ClearWorldLights(void);
272 void R_Shadow_SaveWorldLights(void);
273 void R_Shadow_LoadWorldLights(void);
274 void R_Shadow_LoadLightsFile(void);
275 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
276 void R_Shadow_EditLights_Reload_f(void);
277 void R_Shadow_ValidateCvars(void);
278 static void R_Shadow_MakeTextures(void);
279 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
280
281 const char *builtinshader_light_vert =
282 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
283 "// written by Forest 'LordHavoc' Hale\n"
284 "\n"
285 "// use half floats if available for math performance\n"
286 "#ifdef GEFORCEFX\n"
287 "#define myhalf half\n"
288 "#define myhvec2 hvec2\n"
289 "#define myhvec3 hvec3\n"
290 "#define myhvec4 hvec4\n"
291 "#else\n"
292 "#define myhalf float\n"
293 "#define myhvec2 vec2\n"
294 "#define myhvec3 vec3\n"
295 "#define myhvec4 vec4\n"
296 "#endif\n"
297 "\n"
298 "uniform vec3 LightPosition;\n"
299 "\n"
300 "varying vec2 TexCoord;\n"
301 "varying myhvec3 CubeVector;\n"
302 "varying vec3 LightVector;\n"
303 "\n"
304 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
305 "uniform vec3 EyePosition;\n"
306 "varying vec3 EyeVector;\n"
307 "#endif\n"
308 "\n"
309 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
310 "\n"
311 "void main(void)\n"
312 "{\n"
313 "       // copy the surface texcoord\n"
314 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
315 "\n"
316 "       // transform vertex position into light attenuation/cubemap space\n"
317 "       // (-1 to +1 across the light box)\n"
318 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
319 "\n"
320 "       // transform unnormalized light direction into tangent space\n"
321 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
322 "       //  normalize it per pixel)\n"
323 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
324 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
325 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
326 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
327 "\n"
328 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
329 "       // transform unnormalized eye direction into tangent space\n"
330 "       vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
331 "       EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
332 "       EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
333 "       EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
334 "#endif\n"
335 "\n"
336 "       // transform vertex to camera space, using ftransform to match non-VS\n"
337 "       // rendering\n"
338 "       gl_Position = ftransform();\n"
339 "}\n"
340 ;
341
342 const char *builtinshader_light_frag =
343 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
344 "// written by Forest 'LordHavoc' Hale\n"
345 "\n"
346 "// use half floats if available for math performance\n"
347 "#ifdef GEFORCEFX\n"
348 "#define myhalf half\n"
349 "#define myhvec2 hvec2\n"
350 "#define myhvec3 hvec3\n"
351 "#define myhvec4 hvec4\n"
352 "#else\n"
353 "#define myhalf float\n"
354 "#define myhvec2 vec2\n"
355 "#define myhvec3 vec3\n"
356 "#define myhvec4 vec4\n"
357 "#endif\n"
358 "\n"
359 "uniform myhvec3 LightColor;\n"
360 "#ifdef USEOFFSETMAPPING\n"
361 "uniform myhalf OffsetMapping_Scale;\n"
362 "uniform myhalf OffsetMapping_Bias;\n"
363 "#endif\n"
364 "#ifdef USESPECULAR\n"
365 "uniform myhalf SpecularPower;\n"
366 "#endif\n"
367 "#ifdef USEFOG\n"
368 "uniform myhalf FogRangeRecip;\n"
369 "#endif\n"
370 "uniform myhalf AmbientScale;\n"
371 "uniform myhalf DiffuseScale;\n"
372 "#ifdef USESPECULAR\n"
373 "uniform myhalf SpecularScale;\n"
374 "#endif\n"
375 "\n"
376 "#ifdef USECOLORMAPPING\n"
377 "uniform myhvec3 Color_Pants;\n"
378 "uniform myhvec3 Color_Shirt;\n"
379 "#endif\n"
380 "\n"
381 "uniform sampler2D Texture_Normal;\n"
382 "uniform sampler2D Texture_Color;\n"
383 "uniform sampler2D Texture_Pants;\n"
384 "uniform sampler2D Texture_Shirt;\n"
385 "#ifdef USESPECULAR\n"
386 "uniform sampler2D Texture_Gloss;\n"
387 "#endif\n"
388 "#ifdef USECUBEFILTER\n"
389 "uniform samplerCube Texture_Cube;\n"
390 "#endif\n"
391 "#ifdef USEFOG\n"
392 "uniform sampler2D Texture_FogMask;\n"
393 "#endif\n"
394 "\n"
395 "varying vec2 TexCoord;\n"
396 "varying myhvec3 CubeVector;\n"
397 "varying vec3 LightVector;\n"
398 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
399 "varying vec3 EyeVector;\n"
400 "#endif\n"
401 "\n"
402 "void main(void)\n"
403 "{\n"
404 "       // attenuation\n"
405 "       //\n"
406 "       // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
407 "       // center and sharp falloff at the edge, this is about the most efficient\n"
408 "       // we can get away with as far as providing illumination.\n"
409 "       //\n"
410 "       // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
411 "       // provide significant illumination, large = slow = pain.\n"
412 "       myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
413 "\n"
414 "#ifdef USEFOG\n"
415 "       // apply fog\n"
416 "       colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
417 "#endif\n"
418 "\n"
419 "#ifdef USEOFFSETMAPPING\n"
420 "       // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
421 "       myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
422 "       myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
423 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
424 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
425 "#define TexCoord TexCoordOffset\n"
426 "#endif\n"
427 "\n"
428 "       // get the surface normal\n"
429 "#ifdef SURFACENORMALIZE\n"
430 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
431 "#else\n"
432 "       myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
433 "#endif\n"
434 "\n"
435 "       // calculate shading\n"
436 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
437 "       myhvec3 color = myhvec3(texture2D(Texture_Color, TexCoord));\n"
438 "#ifdef USECOLORMAPPING\n"
439 "       color += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
440 "#endif\n"
441 "       color *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
442 "#ifdef USESPECULAR\n"
443 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
444 "       color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
445 "#endif\n"
446 "\n"
447 "#ifdef USECUBEFILTER\n"
448 "       // apply light cubemap filter\n"
449 "       color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
450 "#endif\n"
451 "\n"
452 "       // calculate fragment color (apply light color and attenuation/fog scaling)\n"
453 "       gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
454 "}\n"
455 ;
456
457 void r_shadow_start(void)
458 {
459         int i;
460         // use half float math where available (speed gain on NVIDIA GFFX and GF6)
461         if (gl_support_half_float)
462                 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
463         // allocate vertex processing arrays
464         numcubemaps = 0;
465         r_shadow_attenuation2dtexture = NULL;
466         r_shadow_attenuation3dtexture = NULL;
467         r_shadow_texturepool = NULL;
468         r_shadow_filters_texturepool = NULL;
469         R_Shadow_ValidateCvars();
470         R_Shadow_MakeTextures();
471         maxshadowelements = 0;
472         shadowelements = NULL;
473         maxvertexupdate = 0;
474         vertexupdate = NULL;
475         vertexremap = NULL;
476         vertexupdatenum = 0;
477         maxshadowmark = 0;
478         numshadowmark = 0;
479         shadowmark = NULL;
480         shadowmarklist = NULL;
481         shadowmarkcount = 0;
482         r_shadow_buffer_numleafpvsbytes = 0;
483         r_shadow_buffer_leafpvs = NULL;
484         r_shadow_buffer_leaflist = NULL;
485         r_shadow_buffer_numsurfacepvsbytes = 0;
486         r_shadow_buffer_surfacepvs = NULL;
487         r_shadow_buffer_surfacelist = NULL;
488         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
489                 r_shadow_program_light[i] = 0;
490         if (gl_support_fragment_shader)
491         {
492                 char *vertstring, *fragstring;
493                 int vertstrings_count;
494                 int fragstrings_count;
495                 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
496                 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
497                 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false, NULL);
498                 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false, NULL);
499                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
500                 {
501                         char permutationname[256];
502                         vertstrings_count = 0;
503                         fragstrings_count = 0;
504                         permutationname[0] = 0;
505                         if (i & SHADERPERMUTATION_COLORMAPPING)
506                         {
507                                 vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n";
508                                 fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n";
509                                 strlcat(permutationname, " colormapping", sizeof(permutationname));
510                         }
511                         if (i & SHADERPERMUTATION_SPECULAR)
512                         {
513                                 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
514                                 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
515                                 strlcat(permutationname, " specular", sizeof(permutationname));
516                         }
517                         if (i & SHADERPERMUTATION_FOG)
518                         {
519                                 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
520                                 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
521                                 strlcat(permutationname, " fog", sizeof(permutationname));
522                         }
523                         if (i & SHADERPERMUTATION_CUBEFILTER)
524                         {
525                                 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
526                                 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
527                                 strlcat(permutationname, " cubefilter", sizeof(permutationname));
528                         }
529                         if (i & SHADERPERMUTATION_OFFSETMAPPING)
530                         {
531                                 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
532                                 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
533                                 strlcat(permutationname, " offsetmapping", sizeof(permutationname));
534                         }
535                         if (i & SHADERPERMUTATION_SURFACENORMALIZE)
536                         {
537                                 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
538                                 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
539                                 strlcat(permutationname, " surfacenormalize", sizeof(permutationname));
540                         }
541                         if (i & SHADERPERMUTATION_GEFORCEFX)
542                         {
543                                 // if the extension does not exist, don't try to compile it
544                                 if (!gl_support_half_float)
545                                         continue;
546                                 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
547                                 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
548                                 strlcat(permutationname, " halffloat", sizeof(permutationname));
549                         }
550                         vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
551                         fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
552                         r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
553                         if (!r_shadow_program_light[i])
554                         {
555                                 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/light");
556                                 continue;
557                         }
558                         qglUseProgramObjectARB(r_shadow_program_light[i]);
559                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
560                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
561                         if (i & SHADERPERMUTATION_SPECULAR)
562                         {
563                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
564                         }
565                         if (i & SHADERPERMUTATION_CUBEFILTER)
566                         {
567                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
568                         }
569                         if (i & SHADERPERMUTATION_FOG)
570                         {
571                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
572                         }
573                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Pants"), 5);CHECKGLERROR
574                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Shirt"), 6);CHECKGLERROR
575                 }
576                 qglUseProgramObjectARB(0);
577                 if (fragstring)
578                         Mem_Free(fragstring);
579                 if (vertstring)
580                         Mem_Free(vertstring);
581         }
582 }
583
584 void r_shadow_shutdown(void)
585 {
586         int i;
587         R_Shadow_UncompileWorldLights();
588         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
589         {
590                 if (r_shadow_program_light[i])
591                 {
592                         GL_Backend_FreeProgram(r_shadow_program_light[i]);
593                         r_shadow_program_light[i] = 0;
594                 }
595         }
596         numcubemaps = 0;
597         r_shadow_attenuation2dtexture = NULL;
598         r_shadow_attenuation3dtexture = NULL;
599         R_FreeTexturePool(&r_shadow_texturepool);
600         R_FreeTexturePool(&r_shadow_filters_texturepool);
601         maxshadowelements = 0;
602         if (shadowelements)
603                 Mem_Free(shadowelements);
604         shadowelements = NULL;
605         maxvertexupdate = 0;
606         if (vertexupdate)
607                 Mem_Free(vertexupdate);
608         vertexupdate = NULL;
609         if (vertexremap)
610                 Mem_Free(vertexremap);
611         vertexremap = NULL;
612         vertexupdatenum = 0;
613         maxshadowmark = 0;
614         numshadowmark = 0;
615         if (shadowmark)
616                 Mem_Free(shadowmark);
617         shadowmark = NULL;
618         if (shadowmarklist)
619                 Mem_Free(shadowmarklist);
620         shadowmarklist = NULL;
621         shadowmarkcount = 0;
622         r_shadow_buffer_numleafpvsbytes = 0;
623         if (r_shadow_buffer_leafpvs)
624                 Mem_Free(r_shadow_buffer_leafpvs);
625         r_shadow_buffer_leafpvs = NULL;
626         if (r_shadow_buffer_leaflist)
627                 Mem_Free(r_shadow_buffer_leaflist);
628         r_shadow_buffer_leaflist = NULL;
629         r_shadow_buffer_numsurfacepvsbytes = 0;
630         if (r_shadow_buffer_surfacepvs)
631                 Mem_Free(r_shadow_buffer_surfacepvs);
632         r_shadow_buffer_surfacepvs = NULL;
633         if (r_shadow_buffer_surfacelist)
634                 Mem_Free(r_shadow_buffer_surfacelist);
635         r_shadow_buffer_surfacelist = NULL;
636 }
637
638 void r_shadow_newmap(void)
639 {
640 }
641
642 void R_Shadow_Help_f(void)
643 {
644         Con_Printf(
645 "Documentation on r_shadow system:\n"
646 "Settings:\n"
647 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
648 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
649 "r_shadow_debuglight : render only this light number (-1 = all)\n"
650 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
651 "r_shadow_gloss2intensity : brightness of forced gloss\n"
652 "r_shadow_glossintensity : brightness of textured gloss\n"
653 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
654 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
655 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
656 "r_shadow_portallight : use portal visibility for static light precomputation\n"
657 "r_shadow_projectdistance : shadow volume projection distance\n"
658 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
659 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
660 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
661 "r_shadow_realtime_world : use high quality world lighting mode\n"
662 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
663 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
664 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
665 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
666 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
667 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
668 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
669 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
670 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
671 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
672 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
673 "r_shadow_scissor : use scissor optimization\n"
674 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
675 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
676 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
677 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
678 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
679 "Commands:\n"
680 "r_shadow_help : this help\n"
681         );
682 }
683
684 void R_Shadow_Init(void)
685 {
686         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
687         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
688         Cvar_RegisterVariable(&r_shadow_debuglight);
689         Cvar_RegisterVariable(&r_shadow_gloss);
690         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
691         Cvar_RegisterVariable(&r_shadow_glossintensity);
692         Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
693         Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
694         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
695         Cvar_RegisterVariable(&r_shadow_portallight);
696         Cvar_RegisterVariable(&r_shadow_projectdistance);
697         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
698         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
699         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
700         Cvar_RegisterVariable(&r_shadow_realtime_world);
701         Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
702         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
703         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
704         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
705         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
706         Cvar_RegisterVariable(&r_shadow_scissor);
707         Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
708         Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
709         Cvar_RegisterVariable(&r_shadow_texture3d);
710         Cvar_RegisterVariable(&r_shadow_visiblelighting);
711         Cvar_RegisterVariable(&r_shadow_visiblevolumes);
712         Cvar_RegisterVariable(&r_shadow_glsl);
713         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
714         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
715         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
716         Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
717         Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
718         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
719         if (gamemode == GAME_TENEBRAE)
720         {
721                 Cvar_SetValue("r_shadow_gloss", 2);
722                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
723         }
724         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
725         R_Shadow_EditLights_Init();
726         r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
727         r_shadow_worldlightchain = NULL;
728         maxshadowelements = 0;
729         shadowelements = NULL;
730         maxvertexupdate = 0;
731         vertexupdate = NULL;
732         vertexremap = NULL;
733         vertexupdatenum = 0;
734         maxshadowmark = 0;
735         numshadowmark = 0;
736         shadowmark = NULL;
737         shadowmarklist = NULL;
738         shadowmarkcount = 0;
739         r_shadow_buffer_numleafpvsbytes = 0;
740         r_shadow_buffer_leafpvs = NULL;
741         r_shadow_buffer_leaflist = NULL;
742         r_shadow_buffer_numsurfacepvsbytes = 0;
743         r_shadow_buffer_surfacepvs = NULL;
744         r_shadow_buffer_surfacelist = NULL;
745         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
746 }
747
748 matrix4x4_t matrix_attenuationxyz =
749 {
750         {
751                 {0.5, 0.0, 0.0, 0.5},
752                 {0.0, 0.5, 0.0, 0.5},
753                 {0.0, 0.0, 0.5, 0.5},
754                 {0.0, 0.0, 0.0, 1.0}
755         }
756 };
757
758 matrix4x4_t matrix_attenuationz =
759 {
760         {
761                 {0.0, 0.0, 0.5, 0.5},
762                 {0.0, 0.0, 0.0, 0.5},
763                 {0.0, 0.0, 0.0, 0.5},
764                 {0.0, 0.0, 0.0, 1.0}
765         }
766 };
767
768 int *R_Shadow_ResizeShadowElements(int numtris)
769 {
770         // make sure shadowelements is big enough for this volume
771         if (maxshadowelements < numtris * 24)
772         {
773                 maxshadowelements = numtris * 24;
774                 if (shadowelements)
775                         Mem_Free(shadowelements);
776                 shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
777         }
778         return shadowelements;
779 }
780
781 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
782 {
783         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
784         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
785         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
786         {
787                 if (r_shadow_buffer_leafpvs)
788                         Mem_Free(r_shadow_buffer_leafpvs);
789                 if (r_shadow_buffer_leaflist)
790                         Mem_Free(r_shadow_buffer_leaflist);
791                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
792                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
793                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
794         }
795         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
796         {
797                 if (r_shadow_buffer_surfacepvs)
798                         Mem_Free(r_shadow_buffer_surfacepvs);
799                 if (r_shadow_buffer_surfacelist)
800                         Mem_Free(r_shadow_buffer_surfacelist);
801                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
802                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
803                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
804         }
805 }
806
807 void R_Shadow_PrepareShadowMark(int numtris)
808 {
809         // make sure shadowmark is big enough for this volume
810         if (maxshadowmark < numtris)
811         {
812                 maxshadowmark = numtris;
813                 if (shadowmark)
814                         Mem_Free(shadowmark);
815                 if (shadowmarklist)
816                         Mem_Free(shadowmarklist);
817                 shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
818                 shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
819                 shadowmarkcount = 0;
820         }
821         shadowmarkcount++;
822         // if shadowmarkcount wrapped we clear the array and adjust accordingly
823         if (shadowmarkcount == 0)
824         {
825                 shadowmarkcount = 1;
826                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
827         }
828         numshadowmark = 0;
829 }
830
831 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
832 {
833         int i, j;
834         int outtriangles = 0, outvertices = 0;
835         const int *element;
836         const float *vertex;
837
838         if (maxvertexupdate < innumvertices)
839         {
840                 maxvertexupdate = innumvertices;
841                 if (vertexupdate)
842                         Mem_Free(vertexupdate);
843                 if (vertexremap)
844                         Mem_Free(vertexremap);
845                 vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
846                 vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
847                 vertexupdatenum = 0;
848         }
849         vertexupdatenum++;
850         if (vertexupdatenum == 0)
851         {
852                 vertexupdatenum = 1;
853                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
854                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
855         }
856
857         for (i = 0;i < numshadowmarktris;i++)
858                 shadowmark[shadowmarktris[i]] = shadowmarkcount;
859
860         for (i = 0;i < numshadowmarktris;i++)
861         {
862                 element = inelement3i + shadowmarktris[i] * 3;
863                 // make sure the vertices are created
864                 for (j = 0;j < 3;j++)
865                 {
866                         if (vertexupdate[element[j]] != vertexupdatenum)
867                         {
868                                 float ratio, direction[3];
869                                 vertexupdate[element[j]] = vertexupdatenum;
870                                 vertexremap[element[j]] = outvertices;
871                                 vertex = invertex3f + element[j] * 3;
872                                 // project one copy of the vertex to the sphere radius of the light
873                                 // (FIXME: would projecting it to the light box be better?)
874                                 VectorSubtract(vertex, projectorigin, direction);
875                                 ratio = projectdistance / VectorLength(direction);
876                                 VectorCopy(vertex, outvertex3f);
877                                 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
878                                 outvertex3f += 6;
879                                 outvertices += 2;
880                         }
881                 }
882         }
883
884         for (i = 0;i < numshadowmarktris;i++)
885         {
886                 int remappedelement[3];
887                 int markindex;
888                 const int *neighbortriangle;
889
890                 markindex = shadowmarktris[i] * 3;
891                 element = inelement3i + markindex;
892                 neighbortriangle = inneighbor3i + markindex;
893                 // output the front and back triangles
894                 outelement3i[0] = vertexremap[element[0]];
895                 outelement3i[1] = vertexremap[element[1]];
896                 outelement3i[2] = vertexremap[element[2]];
897                 outelement3i[3] = vertexremap[element[2]] + 1;
898                 outelement3i[4] = vertexremap[element[1]] + 1;
899                 outelement3i[5] = vertexremap[element[0]] + 1;
900
901                 outelement3i += 6;
902                 outtriangles += 2;
903                 // output the sides (facing outward from this triangle)
904                 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
905                 {
906                         remappedelement[0] = vertexremap[element[0]];
907                         remappedelement[1] = vertexremap[element[1]];
908                         outelement3i[0] = remappedelement[1];
909                         outelement3i[1] = remappedelement[0];
910                         outelement3i[2] = remappedelement[0] + 1;
911                         outelement3i[3] = remappedelement[1];
912                         outelement3i[4] = remappedelement[0] + 1;
913                         outelement3i[5] = remappedelement[1] + 1;
914
915                         outelement3i += 6;
916                         outtriangles += 2;
917                 }
918                 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
919                 {
920                         remappedelement[1] = vertexremap[element[1]];
921                         remappedelement[2] = vertexremap[element[2]];
922                         outelement3i[0] = remappedelement[2];
923                         outelement3i[1] = remappedelement[1];
924                         outelement3i[2] = remappedelement[1] + 1;
925                         outelement3i[3] = remappedelement[2];
926                         outelement3i[4] = remappedelement[1] + 1;
927                         outelement3i[5] = remappedelement[2] + 1;
928
929                         outelement3i += 6;
930                         outtriangles += 2;
931                 }
932                 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
933                 {
934                         remappedelement[0] = vertexremap[element[0]];
935                         remappedelement[2] = vertexremap[element[2]];
936                         outelement3i[0] = remappedelement[0];
937                         outelement3i[1] = remappedelement[2];
938                         outelement3i[2] = remappedelement[2] + 1;
939                         outelement3i[3] = remappedelement[0];
940                         outelement3i[4] = remappedelement[2] + 1;
941                         outelement3i[5] = remappedelement[0] + 1;
942
943                         outelement3i += 6;
944                         outtriangles += 2;
945                 }
946         }
947         if (outnumvertices)
948                 *outnumvertices = outvertices;
949         return outtriangles;
950 }
951
952 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
953 {
954         int tris, outverts;
955         if (projectdistance < 0.1)
956         {
957                 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
958                 return;
959         }
960         if (!numverts || !nummarktris)
961                 return;
962         // make sure shadowelements is big enough for this volume
963         if (maxshadowelements < nummarktris * 24)
964                 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
965         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
966         renderstats.lights_dynamicshadowtriangles += tris;
967         R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
968 }
969
970 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
971 {
972         int t, tend;
973         const int *e;
974         const float *v[3];
975         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
976                 return;
977         tend = firsttriangle + numtris;
978         if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
979          && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
980          && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
981         {
982                 // surface box entirely inside light box, no box cull
983                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
984                         if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
985                                 shadowmarklist[numshadowmark++] = t;
986         }
987         else
988         {
989                 // surface box not entirely inside light box, cull each triangle
990                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
991                 {
992                         v[0] = invertex3f + e[0] * 3;
993                         v[1] = invertex3f + e[1] * 3;
994                         v[2] = invertex3f + e[2] * 3;
995                         if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
996                          && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
997                          && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
998                          && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
999                          && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
1000                          && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
1001                          && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1002                                 shadowmarklist[numshadowmark++] = t;
1003                 }
1004         }
1005 }
1006
1007 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
1008 {
1009         rmeshstate_t m;
1010         if (r_shadow_compilingrtlight)
1011         {
1012                 // if we're compiling an rtlight, capture the mesh
1013                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
1014                 return;
1015         }
1016         renderstats.lights_shadowtriangles += numtriangles;
1017         memset(&m, 0, sizeof(m));
1018         m.pointer_vertex = vertex3f;
1019         R_Mesh_State(&m);
1020         GL_LockArrays(0, numvertices);
1021         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
1022         {
1023                 // decrement stencil if backface is behind depthbuffer
1024                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
1025                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1026                 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1027                 // increment stencil if frontface is behind depthbuffer
1028                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1029                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1030         }
1031         R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1032         GL_LockArrays(0, 0);
1033 }
1034
1035 static void R_Shadow_MakeTextures(void)
1036 {
1037         int x, y, z, d;
1038         float v[3], intensity;
1039         unsigned char *data;
1040         R_FreeTexturePool(&r_shadow_texturepool);
1041         r_shadow_texturepool = R_AllocTexturePool();
1042         r_shadow_attenpower = r_shadow_lightattenuationpower.value;
1043         r_shadow_attenscale = r_shadow_lightattenuationscale.value;
1044 #define ATTEN2DSIZE 64
1045 #define ATTEN3DSIZE 32
1046         data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1047         for (y = 0;y < ATTEN2DSIZE;y++)
1048         {
1049                 for (x = 0;x < ATTEN2DSIZE;x++)
1050                 {
1051                         v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1052                         v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1053                         v[2] = 0;
1054                         intensity = 1.0f - sqrt(DotProduct(v, v));
1055                         if (intensity > 0)
1056                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1057                         d = bound(0, intensity, 255);
1058                         data[(y*ATTEN2DSIZE+x)*4+0] = d;
1059                         data[(y*ATTEN2DSIZE+x)*4+1] = d;
1060                         data[(y*ATTEN2DSIZE+x)*4+2] = d;
1061                         data[(y*ATTEN2DSIZE+x)*4+3] = d;
1062                 }
1063         }
1064         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1065         if (r_shadow_texture3d.integer)
1066         {
1067                 for (z = 0;z < ATTEN3DSIZE;z++)
1068                 {
1069                         for (y = 0;y < ATTEN3DSIZE;y++)
1070                         {
1071                                 for (x = 0;x < ATTEN3DSIZE;x++)
1072                                 {
1073                                         v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1074                                         v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1075                                         v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1076                                         intensity = 1.0f - sqrt(DotProduct(v, v));
1077                                         if (intensity > 0)
1078                                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1079                                         d = bound(0, intensity, 255);
1080                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1081                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1082                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1083                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1084                                 }
1085                         }
1086                 }
1087                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1088         }
1089         Mem_Free(data);
1090 }
1091
1092 void R_Shadow_ValidateCvars(void)
1093 {
1094         if (r_shadow_texture3d.integer && !gl_texture3d)
1095                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1096         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1097                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1098 }
1099
1100 // light currently being rendered
1101 rtlight_t *r_shadow_rtlight;
1102
1103 // this is the location of the eye in entity space
1104 vec3_t r_shadow_entityeyeorigin;
1105 // this is the location of the light in entity space
1106 vec3_t r_shadow_entitylightorigin;
1107 // this transforms entity coordinates to light filter cubemap coordinates
1108 // (also often used for other purposes)
1109 matrix4x4_t r_shadow_entitytolight;
1110 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1111 // of attenuation texturing in full 3D (Z result often ignored)
1112 matrix4x4_t r_shadow_entitytoattenuationxyz;
1113 // this transforms only the Z to S, and T is always 0.5
1114 matrix4x4_t r_shadow_entitytoattenuationz;
1115
1116 static int r_shadow_lightpermutation;
1117 static int r_shadow_lightprog;
1118
1119 void R_Shadow_RenderMode_Begin(void)
1120 {
1121         rmeshstate_t m;
1122
1123         R_Shadow_ValidateCvars();
1124
1125         if (!r_shadow_attenuation2dtexture
1126          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1127          || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1128          || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1129                 R_Shadow_MakeTextures();
1130
1131         memset(&m, 0, sizeof(m));
1132         R_Mesh_State(&m);
1133         GL_BlendFunc(GL_ONE, GL_ZERO);
1134         GL_DepthMask(false);
1135         GL_DepthTest(true);
1136         GL_Color(0, 0, 0, 1);
1137         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1138         qglEnable(GL_CULL_FACE);
1139         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1140
1141         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1142
1143         if (gl_ext_stenciltwoside.integer)
1144                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
1145         else
1146                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
1147
1148         if (r_shadow_glsl.integer && r_shadow_program_light[0])
1149                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1150         else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1151                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
1152         else
1153                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1154 }
1155
1156 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
1157 {
1158         r_shadow_rtlight = rtlight;
1159 }
1160
1161 void R_Shadow_RenderMode_Reset(void)
1162 {
1163         rmeshstate_t m;
1164         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1165         {
1166                 qglUseProgramObjectARB(0);
1167                 // HACK HACK HACK: work around for bug in NVIDIAI 6xxx drivers that causes GL_OUT_OF_MEMORY and/or software rendering
1168                 qglBegin(GL_TRIANGLES);
1169                 qglEnd();
1170                 CHECKGLERROR
1171         }
1172         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1173                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1174         memset(&m, 0, sizeof(m));
1175         R_Mesh_State(&m);
1176 }
1177
1178 void R_Shadow_RenderMode_StencilShadowVolumes(void)
1179 {
1180         R_Shadow_RenderMode_Reset();
1181         GL_Color(1, 1, 1, 1);
1182         GL_ColorMask(0, 0, 0, 0);
1183         GL_BlendFunc(GL_ONE, GL_ZERO);
1184         GL_DepthMask(false);
1185         GL_DepthTest(true);
1186         qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1187         //if (r_shadow_shadow_polygonoffset.value != 0)
1188         //{
1189         //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1190         //      qglEnable(GL_POLYGON_OFFSET_FILL);
1191         //}
1192         //else
1193         //      qglDisable(GL_POLYGON_OFFSET_FILL);
1194         qglDepthFunc(GL_LESS);
1195         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1196         qglEnable(GL_STENCIL_TEST);
1197         qglStencilFunc(GL_ALWAYS, 128, ~0);
1198         r_shadow_rendermode = r_shadow_shadowingrendermode;
1199         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1200         {
1201                 qglDisable(GL_CULL_FACE);
1202                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1203                 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1204                 qglStencilMask(~0);
1205                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1206                 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1207                 qglStencilMask(~0);
1208                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1209         }
1210         else
1211         {
1212                 qglEnable(GL_CULL_FACE);
1213                 qglStencilMask(~0);
1214                 // this is changed by every shadow render so its value here is unimportant
1215                 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1216         }
1217         GL_Clear(GL_STENCIL_BUFFER_BIT);
1218         renderstats.lights_clears++;
1219 }
1220
1221 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
1222 {
1223         R_Shadow_RenderMode_Reset();
1224         GL_BlendFunc(GL_ONE, GL_ONE);
1225         GL_DepthMask(false);
1226         GL_DepthTest(true);
1227         qglPolygonOffset(0, 0);
1228         //qglDisable(GL_POLYGON_OFFSET_FILL);
1229         GL_Color(1, 1, 1, 1);
1230         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1231         if (transparent)
1232                 qglDepthFunc(GL_LEQUAL);
1233         else
1234                 qglDepthFunc(GL_EQUAL);
1235         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1236         qglEnable(GL_CULL_FACE);
1237         if (stenciltest)
1238                 qglEnable(GL_STENCIL_TEST);
1239         else
1240                 qglDisable(GL_STENCIL_TEST);
1241         qglStencilMask(~0);
1242         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1243         // only draw light where this geometry was already rendered AND the
1244         // stencil is 128 (values other than this mean shadow)
1245         qglStencilFunc(GL_EQUAL, 128, ~0);
1246         r_shadow_rendermode = r_shadow_lightingrendermode;
1247         // do global setup needed for the chosen lighting mode
1248         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1249         {
1250                 R_Mesh_VertexPointer(varray_vertex3f);
1251                 R_Mesh_TexCoordPointer(0, 2, varray_texcoord2f[0]);
1252                 R_Mesh_TexCoordPointer(1, 3, varray_svector3f);
1253                 R_Mesh_TexCoordPointer(2, 3, varray_tvector3f);
1254                 R_Mesh_TexCoordPointer(3, 3, varray_normal3f);
1255                 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
1256                 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
1257                 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
1258                 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
1259                 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
1260                 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
1261                 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
1262                 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
1263                 GL_BlendFunc(GL_ONE, GL_ONE);
1264                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1265                 CHECKGLERROR
1266         }
1267 }
1268
1269 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1270 {
1271         R_Shadow_RenderMode_Reset();
1272         GL_BlendFunc(GL_ONE, GL_ONE);
1273         GL_DepthMask(false);
1274         GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1275         qglPolygonOffset(0, 0);
1276         GL_Color(0.0, 0.0125, 0.1, 1);
1277         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1278         qglDepthFunc(GL_GEQUAL);
1279         qglCullFace(GL_FRONT); // this culls back
1280         qglDisable(GL_CULL_FACE);
1281         qglDisable(GL_STENCIL_TEST);
1282         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1283 }
1284
1285 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1286 {
1287         R_Shadow_RenderMode_Reset();
1288         GL_BlendFunc(GL_ONE, GL_ONE);
1289         GL_DepthMask(false);
1290         GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1291         qglPolygonOffset(0, 0);
1292         GL_Color(0.1, 0.0125, 0, 1);
1293         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1294         if (transparent)
1295                 qglDepthFunc(GL_LEQUAL);
1296         else
1297                 qglDepthFunc(GL_EQUAL);
1298         qglCullFace(GL_FRONT); // this culls back
1299         qglEnable(GL_CULL_FACE);
1300         if (stenciltest)
1301                 qglEnable(GL_STENCIL_TEST);
1302         else
1303                 qglDisable(GL_STENCIL_TEST);
1304         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1305 }
1306
1307 void R_Shadow_RenderMode_End(void)
1308 {
1309         R_Shadow_RenderMode_Reset();
1310         R_Shadow_RenderMode_ActiveLight(NULL);
1311         GL_BlendFunc(GL_ONE, GL_ZERO);
1312         GL_DepthMask(true);
1313         GL_DepthTest(true);
1314         qglPolygonOffset(0, 0);
1315         //qglDisable(GL_POLYGON_OFFSET_FILL);
1316         GL_Color(1, 1, 1, 1);
1317         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1318         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1319         qglDepthFunc(GL_LEQUAL);
1320         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1321         qglEnable(GL_CULL_FACE);
1322         qglDisable(GL_STENCIL_TEST);
1323         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1324         if (gl_support_stenciltwoside)
1325                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1326         qglStencilMask(~0);
1327         qglStencilFunc(GL_ALWAYS, 128, ~0);
1328         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1329 }
1330
1331 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1332 {
1333         int i, ix1, iy1, ix2, iy2;
1334         float x1, y1, x2, y2;
1335         vec4_t v, v2;
1336         rmesh_t mesh;
1337         mplane_t planes[11];
1338         float vertex3f[256*3];
1339
1340         // if view is inside the light box, just say yes it's visible
1341         if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1342         {
1343                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1344                 return false;
1345         }
1346
1347         // create a temporary brush describing the area the light can affect in worldspace
1348         VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1349         VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1350         VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1351         VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1352         VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1353         VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
1354         VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
1355         VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
1356         VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
1357         VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
1358         VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
1359
1360         // turn the brush into a mesh
1361         memset(&mesh, 0, sizeof(rmesh_t));
1362         mesh.maxvertices = 256;
1363         mesh.vertex3f = vertex3f;
1364         mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1365         R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1366
1367         // if that mesh is empty, the light is not visible at all
1368         if (!mesh.numvertices)
1369                 return true;
1370
1371         if (!r_shadow_scissor.integer)
1372                 return false;
1373
1374         // if that mesh is not empty, check what area of the screen it covers
1375         x1 = y1 = x2 = y2 = 0;
1376         v[3] = 1.0f;
1377         for (i = 0;i < mesh.numvertices;i++)
1378         {
1379                 VectorCopy(mesh.vertex3f + i * 3, v);
1380                 GL_TransformToScreen(v, v2);
1381                 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
1382                 if (i)
1383                 {
1384                         if (x1 > v2[0]) x1 = v2[0];
1385                         if (x2 < v2[0]) x2 = v2[0];
1386                         if (y1 > v2[1]) y1 = v2[1];
1387                         if (y2 < v2[1]) y2 = v2[1];
1388                 }
1389                 else
1390                 {
1391                         x1 = x2 = v2[0];
1392                         y1 = y2 = v2[1];
1393                 }
1394         }
1395
1396         // now convert the scissor rectangle to integer screen coordinates
1397         ix1 = x1 - 1.0f;
1398         iy1 = y1 - 1.0f;
1399         ix2 = x2 + 1.0f;
1400         iy2 = y2 + 1.0f;
1401         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1402
1403         // clamp it to the screen
1404         if (ix1 < r_view_x) ix1 = r_view_x;
1405         if (iy1 < r_view_y) iy1 = r_view_y;
1406         if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1407         if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1408
1409         // if it is inside out, it's not visible
1410         if (ix2 <= ix1 || iy2 <= iy1)
1411                 return true;
1412
1413         // the light area is visible, set up the scissor rectangle
1414         GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1415         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1416         //qglEnable(GL_SCISSOR_TEST);
1417         renderstats.lights_scissored++;
1418         return false;
1419 }
1420
1421 extern float *rsurface_vertex3f;
1422 extern float *rsurface_svector3f;
1423 extern float *rsurface_tvector3f;
1424 extern float *rsurface_normal3f;
1425 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1426
1427 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1428 {
1429         int numverts = surface->num_vertices;
1430         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1431         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1432         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1433         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1434         if (r_textureunits.integer >= 3)
1435         {
1436                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1437                 {
1438                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1439                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1440                         if ((dot = DotProduct(n, v)) < 0)
1441                         {
1442                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1443                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
1444                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
1445                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
1446                                 if (fogenabled)
1447                                 {
1448                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1449                                         VectorScale(color4f, f, color4f);
1450                                 }
1451                         }
1452                         else
1453                                 VectorClear(color4f);
1454                         color4f[3] = 1;
1455                 }
1456         }
1457         else if (r_textureunits.integer >= 2)
1458         {
1459                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1460                 {
1461                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1462                         if ((dist = fabs(v[2])) < 1)
1463                         {
1464                                 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1465                                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1466                                 if ((dot = DotProduct(n, v)) < 0)
1467                                 {
1468                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1469                                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1470                                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1471                                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1472                                 }
1473                                 else
1474                                 {
1475                                         color4f[0] = ambientcolor[0] * distintensity - reduce;
1476                                         color4f[1] = ambientcolor[1] * distintensity - reduce;
1477                                         color4f[2] = ambientcolor[2] * distintensity - reduce;
1478                                 }
1479                                 if (fogenabled)
1480                                 {
1481                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1482                                         VectorScale(color4f, f, color4f);
1483                                 }
1484                         }
1485                         else
1486                                 VectorClear(color4f);
1487                         color4f[3] = 1;
1488                 }
1489         }
1490         else
1491         {
1492                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1493                 {
1494                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1495                         if ((dist = DotProduct(v, v)) < 1)
1496                         {
1497                                 dist = sqrt(dist);
1498                                 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1499                                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1500                                 if ((dot = DotProduct(n, v)) < 0)
1501                                 {
1502                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1503                                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1504                                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1505                                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1506                                 }
1507                                 else
1508                                 {
1509                                         color4f[0] = ambientcolor[0] * distintensity - reduce;
1510                                         color4f[1] = ambientcolor[1] * distintensity - reduce;
1511                                         color4f[2] = ambientcolor[2] * distintensity - reduce;
1512                                 }
1513                                 if (fogenabled)
1514                                 {
1515                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1516                                         VectorScale(color4f, f, color4f);
1517                                 }
1518                         }
1519                         else
1520                                 VectorClear(color4f);
1521                         color4f[3] = 1;
1522                 }
1523         }
1524 }
1525
1526 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1527 #define USETEXMATRIX
1528
1529 #ifndef USETEXMATRIX
1530 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1531 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1532 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1533 {
1534         do
1535         {
1536                 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1537                 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1538                 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1539                 vertex3f += 3;
1540                 tc3f += 3;
1541         }
1542         while (--numverts);
1543 }
1544
1545 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1546 {
1547         do
1548         {
1549                 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1550                 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1551                 vertex3f += 3;
1552                 tc2f += 2;
1553         }
1554         while (--numverts);
1555 }
1556 #endif
1557
1558 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1559 {
1560         int i;
1561         float lightdir[3];
1562         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1563         {
1564                 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1565                 // the cubemap normalizes this for us
1566                 out3f[0] = DotProduct(svector3f, lightdir);
1567                 out3f[1] = DotProduct(tvector3f, lightdir);
1568                 out3f[2] = DotProduct(normal3f, lightdir);
1569         }
1570 }
1571
1572 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1573 {
1574         int i;
1575         float lightdir[3], eyedir[3], halfdir[3];
1576         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1577         {
1578                 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1579                 VectorNormalize(lightdir);
1580                 VectorSubtract(relativeeyeorigin, vertex3f, eyedir);
1581                 VectorNormalize(eyedir);
1582                 VectorAdd(lightdir, eyedir, halfdir);
1583                 // the cubemap normalizes this for us
1584                 out3f[0] = DotProduct(svector3f, halfdir);
1585                 out3f[1] = DotProduct(tvector3f, halfdir);
1586                 out3f[2] = DotProduct(normal3f, halfdir);
1587         }
1588 }
1589
1590 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
1591 {
1592         // used to display how many times a surface is lit for level design purposes
1593         int surfacelistindex;
1594         rmeshstate_t m;
1595         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1596         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1597         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1598         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1599         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1600         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1601         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1602         if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
1603                 return;
1604         GL_Color(0.1, 0.025, 0, 1);
1605         memset(&m, 0, sizeof(m));
1606         R_Mesh_State(&m);
1607         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1608         {
1609                 const msurface_t *surface = surfacelist[surfacelistindex];
1610                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1611                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1612                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1613                 GL_LockArrays(0, 0);
1614         }
1615 }
1616
1617 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
1618 {
1619         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1620         int surfacelistindex;
1621         qboolean dobase = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1622         qboolean dopants = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1623         qboolean doshirt = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1624         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1625         if (!dobase && !dopants && !doshirt && !dospecular)
1626                 return;
1627         // select a permutation of the lighting shader appropriate to this
1628         // combination of texture, entity, light source, and fogging, only use the
1629         // minimum features necessary to avoid wasting rendering time in the
1630         // fragment shader on features that are not being used
1631         r_shadow_lightpermutation = 0;
1632         // only add a feature to the permutation if that permutation exists
1633         // (otherwise it might end up not using a shader at all, which looks
1634         // worse than using less features)
1635         if (fogenabled && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1636                 r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1637         if ((dopants || doshirt) && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_COLORMAPPING])
1638                 r_shadow_lightpermutation |= SHADERPERMUTATION_COLORMAPPING;
1639         if (specularscale > 0 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1640                 r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1641         if (r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1642                 r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1643         if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1644                 r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1645         if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1646                 r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1647         if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1648                 r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1649         r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1650         qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1651         R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1652         R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
1653         R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1654         R_Mesh_TexBind(1, R_GetTexture(basetexture));
1655         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
1656         if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1657         {
1658                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
1659         }
1660         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1661         if (r_shadow_lightpermutation & SHADERPERMUTATION_COLORMAPPING)
1662         {
1663                 R_Mesh_TexBind(5, R_GetTexture(pantstexture));
1664                 R_Mesh_TexBind(6, R_GetTexture(shirttexture));
1665                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Pants"), lightcolorpants[0], lightcolorpants[1], lightcolorpants[2]);CHECKGLERROR
1666                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Shirt"), lightcolorshirt[0], lightcolorshirt[1], lightcolorshirt[2]);CHECKGLERROR
1667         }
1668         if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1669         {
1670                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
1671         }
1672         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1673         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1674         if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1675         {
1676                 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1677                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1678                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1679         }
1680         if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1681         {
1682                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1683                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1684         }
1685         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1686         {
1687                 const msurface_t *surface = surfacelist[surfacelistindex];
1688                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1689                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1690                 if (!rsurface_svector3f)
1691                 {
1692                         rsurface_svector3f = varray_svector3f;
1693                         rsurface_tvector3f = varray_tvector3f;
1694                         rsurface_normal3f = varray_normal3f;
1695                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1696                 }
1697                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1698                 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1699                 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1700                 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1701                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1702                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1703                 GL_LockArrays(0, 0);
1704         }
1705 }
1706
1707 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
1708 {
1709         // ARB path (any Geforce, any Radeon)
1710         int surfacelistindex;
1711         int renders;
1712         float color2[3], colorscale;
1713         rmeshstate_t m;
1714         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1715         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1716         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1717         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1718         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1719         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1720         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1721         // TODO: add direct pants/shirt rendering
1722         if (doambientpants || dodiffusepants)
1723                 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
1724         if (doambientshirt || dodiffuseshirt)
1725                 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
1726         if (!doambientbase && !dodiffusebase && !dospecular)
1727                 return;
1728         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1729         {
1730                 const msurface_t *surface = surfacelist[surfacelistindex];
1731                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1732                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1733                 if (!rsurface_svector3f)
1734                 {
1735                         rsurface_svector3f = varray_svector3f;
1736                         rsurface_tvector3f = varray_tvector3f;
1737                         rsurface_normal3f = varray_normal3f;
1738                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1739                 }
1740                 if (doambientbase)
1741                 {
1742                         GL_Color(1,1,1,1);
1743                         colorscale = r_shadow_rtlight->ambientscale;
1744                         // colorscale accounts for how much we multiply the brightness
1745                         // during combine.
1746                         //
1747                         // mult is how many times the final pass of the lighting will be
1748                         // performed to get more brightness than otherwise possible.
1749                         //
1750                         // Limit mult to 64 for sanity sake.
1751                         if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1752                         {
1753                                 // 3 3D combine path (Geforce3, Radeon 8500)
1754                                 memset(&m, 0, sizeof(m));
1755                                 m.pointer_vertex = rsurface_vertex3f;
1756                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1757 #ifdef USETEXMATRIX
1758                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1759                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1760 #else
1761                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1762                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1763 #endif
1764                                 m.tex[1] = R_GetTexture(basetexture);
1765                                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1766                                 m.texmatrix[1] = texture->currenttexmatrix;
1767                                 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1768 #ifdef USETEXMATRIX
1769                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1770                                 m.texmatrix[2] = r_shadow_entitytolight;
1771 #else
1772                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1773                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1774 #endif
1775                                 GL_BlendFunc(GL_ONE, GL_ONE);
1776                         }
1777                         else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1778                         {
1779                                 // 2 3D combine path (Geforce3, original Radeon)
1780                                 memset(&m, 0, sizeof(m));
1781                                 m.pointer_vertex = rsurface_vertex3f;
1782                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1783 #ifdef USETEXMATRIX
1784                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1785                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1786 #else
1787                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1788                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1789 #endif
1790                                 m.tex[1] = R_GetTexture(basetexture);
1791                                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1792                                 m.texmatrix[1] = texture->currenttexmatrix;
1793                                 GL_BlendFunc(GL_ONE, GL_ONE);
1794                         }
1795                         else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1796                         {
1797                                 // 4 2D combine path (Geforce3, Radeon 8500)
1798                                 memset(&m, 0, sizeof(m));
1799                                 m.pointer_vertex = rsurface_vertex3f;
1800                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1801 #ifdef USETEXMATRIX
1802                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1803                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1804 #else
1805                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1806                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1807 #endif
1808                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1809 #ifdef USETEXMATRIX
1810                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1811                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1812 #else
1813                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1814                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1815 #endif
1816                                 m.tex[2] = R_GetTexture(basetexture);
1817                                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1818                                 m.texmatrix[2] = texture->currenttexmatrix;
1819                                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1820                                 {
1821                                         m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1822 #ifdef USETEXMATRIX
1823                                         m.pointer_texcoord3f[3] = rsurface_vertex3f;
1824                                         m.texmatrix[3] = r_shadow_entitytolight;
1825 #else
1826                                         m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1827                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1828 #endif
1829                                 }
1830                                 GL_BlendFunc(GL_ONE, GL_ONE);
1831                         }
1832                         else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1833                         {
1834                                 // 3 2D combine path (Geforce3, original Radeon)
1835                                 memset(&m, 0, sizeof(m));
1836                                 m.pointer_vertex = rsurface_vertex3f;
1837                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1838 #ifdef USETEXMATRIX
1839                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1840                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1841 #else
1842                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1843                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1844 #endif
1845                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1846 #ifdef USETEXMATRIX
1847                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1848                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1849 #else
1850                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1851                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1852 #endif
1853                                 m.tex[2] = R_GetTexture(basetexture);
1854                                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1855                                 m.texmatrix[2] = texture->currenttexmatrix;
1856                                 GL_BlendFunc(GL_ONE, GL_ONE);
1857                         }
1858                         else
1859                         {
1860                                 // 2/2/2 2D combine path (any dot3 card)
1861                                 memset(&m, 0, sizeof(m));
1862                                 m.pointer_vertex = rsurface_vertex3f;
1863                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1864 #ifdef USETEXMATRIX
1865                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1866                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1867 #else
1868                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1869                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1870 #endif
1871                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1872 #ifdef USETEXMATRIX
1873                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1874                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1875 #else
1876                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1877                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1878 #endif
1879                                 R_Mesh_State(&m);
1880                                 GL_ColorMask(0,0,0,1);
1881                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1882                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1883                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1884                                 GL_LockArrays(0, 0);
1885
1886                                 memset(&m, 0, sizeof(m));
1887                                 m.pointer_vertex = rsurface_vertex3f;
1888                                 m.tex[0] = R_GetTexture(basetexture);
1889                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1890                                 m.texmatrix[0] = texture->currenttexmatrix;
1891                                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1892                                 {
1893                                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1894 #ifdef USETEXMATRIX
1895                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1896                                         m.texmatrix[1] = r_shadow_entitytolight;
1897 #else
1898                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1899                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1900 #endif
1901                                 }
1902                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1903                         }
1904                         // this final code is shared
1905                         R_Mesh_State(&m);
1906                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1907                         VectorScale(lightcolorbase, colorscale, color2);
1908                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1909                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1910                         {
1911                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1912                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1913                         }
1914                         GL_LockArrays(0, 0);
1915                 }
1916                 if (dodiffusebase)
1917                 {
1918                         GL_Color(1,1,1,1);
1919                         colorscale = r_shadow_rtlight->diffusescale;
1920                         // colorscale accounts for how much we multiply the brightness
1921                         // during combine.
1922                         //
1923                         // mult is how many times the final pass of the lighting will be
1924                         // performed to get more brightness than otherwise possible.
1925                         //
1926                         // Limit mult to 64 for sanity sake.
1927                         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1928                         {
1929                                 // 3/2 3D combine path (Geforce3, Radeon 8500)
1930                                 memset(&m, 0, sizeof(m));
1931                                 m.pointer_vertex = rsurface_vertex3f;
1932                                 m.tex[0] = R_GetTexture(normalmaptexture);
1933                                 m.texcombinergb[0] = GL_REPLACE;
1934                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1935                                 m.texmatrix[0] = texture->currenttexmatrix;
1936                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1937                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1938                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1939                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1940                                 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1941 #ifdef USETEXMATRIX
1942                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1943                                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1944 #else
1945                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1946                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1947 #endif
1948                                 R_Mesh_State(&m);
1949                                 GL_ColorMask(0,0,0,1);
1950                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1951                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1952                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1953                                 GL_LockArrays(0, 0);
1954
1955                                 memset(&m, 0, sizeof(m));
1956                                 m.pointer_vertex = rsurface_vertex3f;
1957                                 m.tex[0] = R_GetTexture(basetexture);
1958                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1959                                 m.texmatrix[0] = texture->currenttexmatrix;
1960                                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1961                                 {
1962                                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1963 #ifdef USETEXMATRIX
1964                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1965                                         m.texmatrix[1] = r_shadow_entitytolight;
1966 #else
1967                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1968                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1969 #endif
1970                                 }
1971                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1972                         }
1973                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1974                         {
1975                                 // 1/2/2 3D combine path (original Radeon)
1976                                 memset(&m, 0, sizeof(m));
1977                                 m.pointer_vertex = rsurface_vertex3f;
1978                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1979 #ifdef USETEXMATRIX
1980                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1981                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1982 #else
1983                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1984                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1985 #endif
1986                                 R_Mesh_State(&m);
1987                                 GL_ColorMask(0,0,0,1);
1988                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1989                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1990                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1991                                 GL_LockArrays(0, 0);
1992
1993                                 memset(&m, 0, sizeof(m));
1994                                 m.pointer_vertex = rsurface_vertex3f;
1995                                 m.tex[0] = R_GetTexture(normalmaptexture);
1996                                 m.texcombinergb[0] = GL_REPLACE;
1997                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1998                                 m.texmatrix[0] = texture->currenttexmatrix;
1999                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2000                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2001                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2002                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2003                                 R_Mesh_State(&m);
2004                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2005                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2006                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2007                                 GL_LockArrays(0, 0);
2008
2009                                 memset(&m, 0, sizeof(m));
2010                                 m.pointer_vertex = rsurface_vertex3f;
2011                                 m.tex[0] = R_GetTexture(basetexture);
2012                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2013                                 m.texmatrix[0] = texture->currenttexmatrix;
2014                                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2015                                 {
2016                                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2017 #ifdef USETEXMATRIX
2018                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2019                                         m.texmatrix[1] = r_shadow_entitytolight;
2020 #else
2021                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2022                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2023 #endif
2024                                 }
2025                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2026                         }
2027                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
2028                         {
2029                                 // 2/2 3D combine path (original Radeon)
2030                                 memset(&m, 0, sizeof(m));
2031                                 m.pointer_vertex = rsurface_vertex3f;
2032                                 m.tex[0] = R_GetTexture(normalmaptexture);
2033                                 m.texcombinergb[0] = GL_REPLACE;
2034                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2035                                 m.texmatrix[0] = texture->currenttexmatrix;
2036                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2037                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2038                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2039                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2040                                 R_Mesh_State(&m);
2041                                 GL_ColorMask(0,0,0,1);
2042                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2043                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2044                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2045                                 GL_LockArrays(0, 0);
2046
2047                                 memset(&m, 0, sizeof(m));
2048                                 m.pointer_vertex = rsurface_vertex3f;
2049                                 m.tex[0] = R_GetTexture(basetexture);
2050                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2051                                 m.texmatrix[0] = texture->currenttexmatrix;
2052                                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2053 #ifdef USETEXMATRIX
2054                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2055                                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2056 #else
2057                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2058                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2059 #endif
2060                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2061                         }
2062                         else if (r_textureunits.integer >= 4)
2063                         {
2064                                 // 4/2 2D combine path (Geforce3, Radeon 8500)
2065                                 memset(&m, 0, sizeof(m));
2066                                 m.pointer_vertex = rsurface_vertex3f;
2067                                 m.tex[0] = R_GetTexture(normalmaptexture);
2068                                 m.texcombinergb[0] = GL_REPLACE;
2069                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2070                                 m.texmatrix[0] = texture->currenttexmatrix;
2071                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2072                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2073                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2074                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2075                                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2076 #ifdef USETEXMATRIX
2077                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2078                                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2079 #else
2080                                 m.pointer_texcoord[2] = varray_texcoord2f[2];
2081                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2082 #endif
2083                                 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2084 #ifdef USETEXMATRIX
2085                                 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2086                                 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2087 #else
2088                                 m.pointer_texcoord[3] = varray_texcoord2f[3];
2089                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2090 #endif
2091                                 R_Mesh_State(&m);
2092                                 GL_ColorMask(0,0,0,1);
2093                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2094                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2095                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2096                                 GL_LockArrays(0, 0);
2097
2098                                 memset(&m, 0, sizeof(m));
2099                                 m.pointer_vertex = rsurface_vertex3f;
2100                                 m.tex[0] = R_GetTexture(basetexture);
2101                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2102                                 m.texmatrix[0] = texture->currenttexmatrix;
2103                                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2104                                 {
2105                                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2106 #ifdef USETEXMATRIX
2107                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2108                                         m.texmatrix[1] = r_shadow_entitytolight;
2109 #else
2110                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2111                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2112 #endif
2113                                 }
2114                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2115                         }
2116                         else
2117                         {
2118                                 // 2/2/2 2D combine path (any dot3 card)
2119                                 memset(&m, 0, sizeof(m));
2120                                 m.pointer_vertex = rsurface_vertex3f;
2121                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2122 #ifdef USETEXMATRIX
2123                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2124                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2125 #else
2126                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2127                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2128 #endif
2129                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2130 #ifdef USETEXMATRIX
2131                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2132                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2133 #else
2134                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2135                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2136 #endif
2137                                 R_Mesh_State(&m);
2138                                 GL_ColorMask(0,0,0,1);
2139                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2140                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2141                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2142                                 GL_LockArrays(0, 0);
2143
2144                                 memset(&m, 0, sizeof(m));
2145                                 m.pointer_vertex = rsurface_vertex3f;
2146                                 m.tex[0] = R_GetTexture(normalmaptexture);
2147                                 m.texcombinergb[0] = GL_REPLACE;
2148                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2149                                 m.texmatrix[0] = texture->currenttexmatrix;
2150                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2151                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2152                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2153                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2154                                 R_Mesh_State(&m);
2155                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2156                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2157                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2158                                 GL_LockArrays(0, 0);
2159
2160                                 memset(&m, 0, sizeof(m));
2161                                 m.pointer_vertex = rsurface_vertex3f;
2162                                 m.tex[0] = R_GetTexture(basetexture);
2163                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2164                                 m.texmatrix[0] = texture->currenttexmatrix;
2165                                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2166                                 {
2167                                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2168 #ifdef USETEXMATRIX
2169                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2170                                         m.texmatrix[1] = r_shadow_entitytolight;
2171 #else
2172                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2173                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2174 #endif
2175                                 }
2176                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2177                         }
2178                         // this final code is shared
2179                         R_Mesh_State(&m);
2180                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2181                         VectorScale(lightcolorbase, colorscale, color2);
2182                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2183                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2184                         {
2185                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2186                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2187                         }
2188                         GL_LockArrays(0, 0);
2189                 }
2190                 if (dospecular)
2191                 {
2192                         // FIXME: detect blendsquare!
2193                         //if (gl_support_blendsquare)
2194                         {
2195                                 colorscale = specularscale;
2196                                 GL_Color(1,1,1,1);
2197                                 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2198                                 {
2199                                         // 2/0/0/1/2 3D combine blendsquare path
2200                                         memset(&m, 0, sizeof(m));
2201                                         m.pointer_vertex = rsurface_vertex3f;
2202                                         m.tex[0] = R_GetTexture(normalmaptexture);
2203                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2204                                         m.texmatrix[0] = texture->currenttexmatrix;
2205                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2206                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2207                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2208                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2209                                         R_Mesh_State(&m);
2210                                         GL_ColorMask(0,0,0,1);
2211                                         // this squares the result
2212                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2213                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2214                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2215                                         GL_LockArrays(0, 0);
2216
2217                                         memset(&m, 0, sizeof(m));
2218                                         m.pointer_vertex = rsurface_vertex3f;
2219                                         R_Mesh_State(&m);
2220                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2221                                         // square alpha in framebuffer a few times to make it shiny
2222                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2223                                         // these comments are a test run through this math for intensity 0.5
2224                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2225                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2226                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2227                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2228                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2229                                         GL_LockArrays(0, 0);
2230
2231                                         memset(&m, 0, sizeof(m));
2232                                         m.pointer_vertex = rsurface_vertex3f;
2233                                         m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2234 #ifdef USETEXMATRIX
2235                                         m.pointer_texcoord3f[0] = rsurface_vertex3f;
2236                                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2237 #else
2238                                         m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2239                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2240 #endif
2241                                         R_Mesh_State(&m);
2242                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2243                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2244                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2245                                         GL_LockArrays(0, 0);
2246
2247                                         memset(&m, 0, sizeof(m));
2248                                         m.pointer_vertex = rsurface_vertex3f;
2249                                         m.tex[0] = R_GetTexture(glosstexture);
2250                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2251                                         m.texmatrix[0] = texture->currenttexmatrix;
2252                                         if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2253                                         {
2254                                                 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2255 #ifdef USETEXMATRIX
2256                                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2257                                                 m.texmatrix[1] = r_shadow_entitytolight;
2258 #else
2259                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2260                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2261 #endif
2262                                         }
2263                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2264                                 }
2265                                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2266                                 {
2267                                         // 2/0/0/2 3D combine blendsquare path
2268                                         memset(&m, 0, sizeof(m));
2269                                         m.pointer_vertex = rsurface_vertex3f;
2270                                         m.tex[0] = R_GetTexture(normalmaptexture);
2271                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2272                                         m.texmatrix[0] = texture->currenttexmatrix;
2273                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2274                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2275                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2276                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2277                                         R_Mesh_State(&m);
2278                                         GL_ColorMask(0,0,0,1);
2279                                         // this squares the result
2280                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2281                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2282                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2283                                         GL_LockArrays(0, 0);
2284
2285                                         memset(&m, 0, sizeof(m));
2286                                         m.pointer_vertex = rsurface_vertex3f;
2287                                         R_Mesh_State(&m);
2288                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2289                                         // square alpha in framebuffer a few times to make it shiny
2290                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2291                                         // these comments are a test run through this math for intensity 0.5
2292                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2293                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2294                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2295                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2296                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2297                                         GL_LockArrays(0, 0);
2298
2299                                         memset(&m, 0, sizeof(m));
2300                                         m.pointer_vertex = rsurface_vertex3f;
2301                                         m.tex[0] = R_GetTexture(glosstexture);
2302                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2303                                         m.texmatrix[0] = texture->currenttexmatrix;
2304                                         m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2305 #ifdef USETEXMATRIX
2306                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2307                                         m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2308 #else
2309                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2310                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2311 #endif
2312                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2313                                 }
2314                                 else
2315                                 {
2316                                         // 2/0/0/2/2 2D combine blendsquare path
2317                                         memset(&m, 0, sizeof(m));
2318                                         m.pointer_vertex = rsurface_vertex3f;
2319                                         m.tex[0] = R_GetTexture(normalmaptexture);
2320                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2321                                         m.texmatrix[0] = texture->currenttexmatrix;
2322                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2323                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2324                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2325                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2326                                         R_Mesh_State(&m);
2327                                         GL_ColorMask(0,0,0,1);
2328                                         // this squares the result
2329                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2330                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2331                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2332                                         GL_LockArrays(0, 0);
2333
2334                                         memset(&m, 0, sizeof(m));
2335                                         m.pointer_vertex = rsurface_vertex3f;
2336                                         R_Mesh_State(&m);
2337                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2338                                         // square alpha in framebuffer a few times to make it shiny
2339                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2340                                         // these comments are a test run through this math for intensity 0.5
2341                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2342                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2343                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2344                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2345                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2346                                         GL_LockArrays(0, 0);
2347
2348                                         memset(&m, 0, sizeof(m));
2349                                         m.pointer_vertex = rsurface_vertex3f;
2350                                         m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2351 #ifdef USETEXMATRIX
2352                                         m.pointer_texcoord3f[0] = rsurface_vertex3f;
2353                                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2354 #else
2355                                         m.pointer_texcoord[0] = varray_texcoord2f[0];
2356                                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2357 #endif
2358                                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2359 #ifdef USETEXMATRIX
2360                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2361                                         m.texmatrix[1] = r_shadow_entitytoattenuationz;
2362 #else
2363                                         m.pointer_texcoord[1] = varray_texcoord2f[1];
2364                                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2365 #endif
2366                                         R_Mesh_State(&m);
2367                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2368                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2369                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2370                                         GL_LockArrays(0, 0);
2371
2372                                         memset(&m, 0, sizeof(m));
2373                                         m.pointer_vertex = rsurface_vertex3f;
2374                                         m.tex[0] = R_GetTexture(glosstexture);
2375                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2376                                         m.texmatrix[0] = texture->currenttexmatrix;
2377                                         if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2378                                         {
2379                                                 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2380 #ifdef USETEXMATRIX
2381                                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2382                                                 m.texmatrix[1] = r_shadow_entitytolight;
2383 #else
2384                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2385                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2386 #endif
2387                                         }
2388                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2389                                 }
2390                                 R_Mesh_State(&m);
2391                                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2392                                 VectorScale(lightcolorbase, colorscale, color2);
2393                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2394                                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2395                                 {
2396                                         GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2397                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2398                                 }
2399                                 GL_LockArrays(0, 0);
2400                         }
2401                 }
2402         }
2403 }
2404
2405 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
2406 {
2407         int surfacelistindex;
2408         int renders;
2409         float ambientcolor2[3], diffusecolor2[3];
2410         rmeshstate_t m;
2411         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2412         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2413         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2414         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2415         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2416         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2417         //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
2418         // TODO: add direct pants/shirt rendering
2419         if (doambientpants || dodiffusepants)
2420                 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
2421         if (doambientshirt || dodiffuseshirt)
2422                 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
2423         if (!doambientbase && !dodiffusebase)
2424                 return;
2425         VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2);
2426         VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2);
2427         GL_BlendFunc(GL_ONE, GL_ONE);
2428         memset(&m, 0, sizeof(m));
2429         m.tex[0] = R_GetTexture(basetexture);
2430         if (r_textureunits.integer >= 2)
2431         {
2432                 // voodoo2
2433                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2434 #ifdef USETEXMATRIX
2435                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2436 #else
2437                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2438                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2439 #endif
2440                 if (r_textureunits.integer >= 3)
2441                 {
2442                         // Geforce3/Radeon class but not using dot3
2443                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2444 #ifdef USETEXMATRIX
2445                         m.texmatrix[2] = r_shadow_entitytoattenuationz;
2446 #else
2447                         m.pointer_texcoord[2] = varray_texcoord2f[2];
2448                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2449 #endif
2450                 }
2451         }
2452         m.pointer_color = varray_color4f;
2453         R_Mesh_State(&m);
2454         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2455         {
2456                 const msurface_t *surface = surfacelist[surfacelistindex];
2457                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2458                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2459                 if (!rsurface_svector3f)
2460                 {
2461                         rsurface_svector3f = varray_svector3f;
2462                         rsurface_tvector3f = varray_tvector3f;
2463                         rsurface_normal3f = varray_normal3f;
2464                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2465                 }
2466                 // OpenGL 1.1 path (anything)
2467                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2468                 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2469                 if (r_textureunits.integer >= 2)
2470                 {
2471                         // voodoo2 or TNT
2472 #ifdef USETEXMATRIX
2473                         R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2474 #else
2475                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2476 #endif
2477                         if (r_textureunits.integer >= 3)
2478                         {
2479                                 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2480 #ifdef USETEXMATRIX
2481                                 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2482 #else
2483                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2484 #endif
2485                         }
2486                 }
2487                 R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2, 0);
2488                 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2489                 {
2490                         int i;
2491                         float *c;
2492 #if 1
2493                         // due to low fillrate on the cards this vertex lighting path is
2494                         // designed for, we manually cull all triangles that do not
2495                         // contain a lit vertex
2496                         int draw;
2497                         const int *e;
2498                         int newnumtriangles;
2499                         int *newe;
2500                         int newelements[3072];
2501                         draw = false;
2502                         newnumtriangles = 0;
2503                         newe = newelements;
2504                         for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
2505                         {
2506                                 if (newnumtriangles >= 1024)
2507                                 {
2508                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2509                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2510                                         GL_LockArrays(0, 0);
2511                                         newnumtriangles = 0;
2512                                         newe = newelements;
2513                                 }
2514                                 if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
2515                                 {
2516                                         newe[0] = e[0];
2517                                         newe[1] = e[1];
2518                                         newe[2] = e[2];
2519                                         newnumtriangles++;
2520                                         newe += 3;
2521                                         draw = true;
2522                                 }
2523                         }
2524                         if (newnumtriangles >= 1)
2525                         {
2526                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2527                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2528                                 GL_LockArrays(0, 0);
2529                                 draw = true;
2530                         }
2531                         if (!draw)
2532                                 break;
2533 #else
2534                         for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2535                                 if (VectorLength2(c))
2536                                         goto goodpass;
2537                         break;
2538 goodpass:
2539                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2540                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2541                         GL_LockArrays(0, 0);
2542 #endif
2543                         // now reduce the intensity for the next overbright pass
2544                         for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2545                         {
2546                                 c[0] = max(0, c[0] - 1);
2547                                 c[1] = max(0, c[1] - 1);
2548                                 c[2] = max(0, c[2] - 1);
2549                         }
2550                 }
2551         }
2552 }
2553
2554 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist)
2555 {
2556         // FIXME: support MATERIALFLAG_NODEPTHTEST
2557         vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2558         rtexture_t *basetexture;
2559         rtexture_t *glosstexture;
2560         float specularscale;
2561         if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
2562                 qglDisable(GL_CULL_FACE);
2563         else
2564                 qglEnable(GL_CULL_FACE);
2565         glosstexture = r_texture_black;
2566         specularscale = 0;
2567         if (r_shadow_gloss.integer > 0)
2568         {
2569                 if (texture->skin.gloss)
2570                 {
2571                         if (r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2572                         {
2573                                 glosstexture = texture->skin.gloss;
2574                                 specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
2575                         }
2576                 }
2577                 else
2578                 {
2579                         if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2580                         {
2581                                 glosstexture = r_texture_white;
2582                                 specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
2583                         }
2584                 }
2585         }
2586         // calculate colors to render this texture with
2587         lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha;
2588         lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha;
2589         lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha;
2590         if ((VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor)) >= (1.0f / 1048576.0f))
2591         {
2592                 lightcolorpants[0] = r_shadow_rtlight->currentcolor[0] * ent->colormap_pantscolor[0] * texture->currentalpha;
2593                 lightcolorpants[1] = r_shadow_rtlight->currentcolor[1] * ent->colormap_pantscolor[1] * texture->currentalpha;
2594                 lightcolorpants[2] = r_shadow_rtlight->currentcolor[2] * ent->colormap_pantscolor[2] * texture->currentalpha;
2595                 lightcolorshirt[0] = r_shadow_rtlight->currentcolor[0] * ent->colormap_shirtcolor[0] * texture->currentalpha;
2596                 lightcolorshirt[1] = r_shadow_rtlight->currentcolor[1] * ent->colormap_shirtcolor[1] * texture->currentalpha;
2597                 lightcolorshirt[2] = r_shadow_rtlight->currentcolor[2] * ent->colormap_shirtcolor[2] * texture->currentalpha;
2598                 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2599                         return;
2600                 basetexture = texture->skin.base;
2601                 switch (r_shadow_rendermode)
2602                 {
2603                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2604                         R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
2605                         break;
2606                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2607                         R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
2608                         break;
2609                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2610                         R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
2611                         break;
2612                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2613                         R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
2614                         break;
2615                 default:
2616                         Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2617                         break;
2618                 }
2619         }
2620         else
2621         {
2622                 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2623                         return;
2624                 basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
2625                 switch (r_shadow_rendermode)
2626                 {
2627                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2628                         R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
2629                         break;
2630                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2631                         R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
2632                         break;
2633                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2634                         R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
2635                         break;
2636                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2637                         R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
2638                         break;
2639                 default:
2640                         Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2641                         break;
2642                 }
2643         }
2644 }
2645
2646 void R_RTLight_Update(dlight_t *light, int isstatic)
2647 {
2648         int j, k;
2649         float scale;
2650         rtlight_t *rtlight = &light->rtlight;
2651         R_RTLight_Uncompile(rtlight);
2652         memset(rtlight, 0, sizeof(*rtlight));
2653
2654         VectorCopy(light->origin, rtlight->shadoworigin);
2655         VectorCopy(light->color, rtlight->color);
2656         rtlight->radius = light->radius;
2657         //rtlight->cullradius = rtlight->radius;
2658         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2659         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2660         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2661         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2662         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2663         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2664         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2665         rtlight->cubemapname[0] = 0;
2666         if (light->cubemapname[0])
2667                 strcpy(rtlight->cubemapname, light->cubemapname);
2668         else if (light->cubemapnum > 0)
2669                 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2670         rtlight->shadow = light->shadow;
2671         rtlight->corona = light->corona;
2672         rtlight->style = light->style;
2673         rtlight->isstatic = isstatic;
2674         rtlight->coronasizescale = light->coronasizescale;
2675         rtlight->ambientscale = light->ambientscale;
2676         rtlight->diffusescale = light->diffusescale;
2677         rtlight->specularscale = light->specularscale;
2678         rtlight->flags = light->flags;
2679         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2680         // ConcatScale won't work here because this needs to scale rotate and
2681         // translate, not just rotate
2682         scale = 1.0f / rtlight->radius;
2683         for (k = 0;k < 3;k++)
2684                 for (j = 0;j < 4;j++)
2685                         rtlight->matrix_worldtolight.m[k][j] *= scale;
2686
2687         rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2688         rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2689         VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2690         rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2691 }
2692
2693 // compiles rtlight geometry
2694 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2695 void R_RTLight_Compile(rtlight_t *rtlight)
2696 {
2697         int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2698         entity_render_t *ent = r_refdef.worldentity;
2699         model_t *model = r_refdef.worldmodel;
2700         unsigned char *data;
2701
2702         // compile the light
2703         rtlight->compiled = true;
2704         rtlight->static_numleafs = 0;
2705         rtlight->static_numleafpvsbytes = 0;
2706         rtlight->static_leaflist = NULL;
2707         rtlight->static_leafpvs = NULL;
2708         rtlight->static_numsurfaces = 0;
2709         rtlight->static_surfacelist = NULL;
2710         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2711         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2712         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2713         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2714         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2715         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2716
2717         if (model && model->GetLightInfo)
2718         {
2719                 // this variable must be set for the CompileShadowVolume code
2720                 r_shadow_compilingrtlight = rtlight;
2721                 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2722                 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);
2723                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2724                 data = (unsigned char *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2725                 rtlight->static_numleafs = numleafs;
2726                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2727                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2728                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2729                 rtlight->static_numsurfaces = numsurfaces;
2730                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2731                 if (numleafs)
2732                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2733                 if (numleafpvsbytes)
2734                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2735                 if (numsurfaces)
2736                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2737                 if (model->CompileShadowVolume && rtlight->shadow)
2738                         model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2739                 // now we're done compiling the rtlight
2740                 r_shadow_compilingrtlight = NULL;
2741         }
2742
2743
2744         // use smallest available cullradius - box radius or light radius
2745         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2746         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2747
2748         shadowmeshes = 0;
2749         shadowtris = 0;
2750         if (rtlight->static_meshchain_shadow)
2751         {
2752                 shadowmesh_t *mesh;
2753                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2754                 {
2755                         shadowmeshes++;
2756                         shadowtris += mesh->numtriangles;
2757                 }
2758         }
2759
2760         Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2761 }
2762
2763 void R_RTLight_Uncompile(rtlight_t *rtlight)
2764 {
2765         if (rtlight->compiled)
2766         {
2767                 if (rtlight->static_meshchain_shadow)
2768                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2769                 rtlight->static_meshchain_shadow = NULL;
2770                 // these allocations are grouped
2771                 if (rtlight->static_leaflist)
2772                         Mem_Free(rtlight->static_leaflist);
2773                 rtlight->static_numleafs = 0;
2774                 rtlight->static_numleafpvsbytes = 0;
2775                 rtlight->static_leaflist = NULL;
2776                 rtlight->static_leafpvs = NULL;
2777                 rtlight->static_numsurfaces = 0;
2778                 rtlight->static_surfacelist = NULL;
2779                 rtlight->compiled = false;
2780         }
2781 }
2782
2783 void R_Shadow_UncompileWorldLights(void)
2784 {
2785         dlight_t *light;
2786         for (light = r_shadow_worldlightchain;light;light = light->next)
2787                 R_RTLight_Uncompile(&light->rtlight);
2788 }
2789
2790 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2791 {
2792         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2793         vec_t relativeshadowradius;
2794         if (ent == r_refdef.worldentity)
2795         {
2796                 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2797                 {
2798                         shadowmesh_t *mesh;
2799                         R_Mesh_Matrix(&ent->matrix);
2800                         for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2801                         {
2802                                 renderstats.lights_shadowtriangles += mesh->numtriangles;
2803                                 R_Mesh_VertexPointer(mesh->vertex3f);
2804                                 GL_LockArrays(0, mesh->numverts);
2805                                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2806                                 {
2807                                         // decrement stencil if backface is behind depthbuffer
2808                                         qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2809                                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2810                                         R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2811                                         // increment stencil if frontface is behind depthbuffer
2812                                         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2813                                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2814                                 }
2815                                 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2816                                 GL_LockArrays(0, 0);
2817                         }
2818                 }
2819                 else if (numsurfaces)
2820                 {
2821                         R_Mesh_Matrix(&ent->matrix);
2822                         ent->model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
2823                 }
2824         }
2825         else
2826         {
2827                 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2828                 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2829                 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2830                 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2831                 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2832                 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2833                 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2834                 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2835                 R_Mesh_Matrix(&ent->matrix);
2836                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2837         }
2838 }
2839
2840 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2841 {
2842         // set up properties for rendering light onto this entity
2843         Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2844         Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2845         Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2846         Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2847         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2848         R_Mesh_Matrix(&ent->matrix);
2849 }
2850
2851 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2852 {
2853         R_Shadow_SetupEntityLight(ent);
2854         if (ent == r_refdef.worldentity)
2855                 ent->model->DrawLight(ent, numsurfaces, surfacelist);
2856         else
2857                 ent->model->DrawLight(ent, ent->model->nummodelsurfaces, ent->model->surfacelist);
2858 }
2859
2860 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2861 {
2862         int i, usestencil;
2863         float f;
2864         int numleafs, numsurfaces;
2865         int *leaflist, *surfacelist;
2866         unsigned char *leafpvs;
2867         int numlightentities;
2868         int numshadowentities;
2869         entity_render_t *lightentities[MAX_EDICTS];
2870         entity_render_t *shadowentities[MAX_EDICTS];
2871
2872         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2873         // skip lights that are basically invisible (color 0 0 0)
2874         if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2875                 return;
2876
2877         // loading is done before visibility checks because loading should happen
2878         // all at once at the start of a level, not when it stalls gameplay.
2879         // (especially important to benchmarks)
2880         // compile light
2881         if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2882                 R_RTLight_Compile(rtlight);
2883         // load cubemap
2884         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2885
2886         // look up the light style value at this time
2887         f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2888         VectorScale(rtlight->color, f, rtlight->currentcolor);
2889         /*
2890         if (rtlight->selected)
2891         {
2892                 f = 2 + sin(realtime * M_PI * 4.0);
2893                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2894         }
2895         */
2896
2897         // if lightstyle is currently off, don't draw the light
2898         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2899                 return;
2900
2901         // if the light box is offscreen, skip it
2902         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2903                 return;
2904
2905         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2906         {
2907                 // compiled light, world available and can receive realtime lighting
2908                 // retrieve leaf information
2909                 numleafs = rtlight->static_numleafs;
2910                 leaflist = rtlight->static_leaflist;
2911                 leafpvs = rtlight->static_leafpvs;
2912                 numsurfaces = rtlight->static_numsurfaces;
2913                 surfacelist = rtlight->static_surfacelist;
2914         }
2915         else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2916         {
2917                 // dynamic light, world available and can receive realtime lighting
2918                 // calculate lit surfaces and leafs
2919                 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2920                 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2921                 leaflist = r_shadow_buffer_leaflist;
2922                 leafpvs = r_shadow_buffer_leafpvs;
2923                 surfacelist = r_shadow_buffer_surfacelist;
2924                 // if the reduced leaf bounds are offscreen, skip it
2925                 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2926                         return;
2927         }
2928         else
2929         {
2930                 // no world
2931                 numleafs = 0;
2932                 leaflist = NULL;
2933                 leafpvs = NULL;
2934                 numsurfaces = 0;
2935                 surfacelist = NULL;
2936         }
2937         // check if light is illuminating any visible leafs
2938         if (numleafs)
2939         {
2940                 for (i = 0;i < numleafs;i++)
2941                         if (r_worldleafvisible[leaflist[i]])
2942                                 break;
2943                 if (i == numleafs)
2944                         return;
2945         }
2946         // set up a scissor rectangle for this light
2947         if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2948                 return;
2949
2950         // make a list of lit entities and shadow casting entities
2951         numlightentities = 0;
2952         numshadowentities = 0;
2953         // don't count the world unless some surfaces are actually lit
2954         if (numsurfaces)
2955         {
2956                 lightentities[numlightentities++] = r_refdef.worldentity;
2957                 shadowentities[numshadowentities++] = r_refdef.worldentity;
2958         }
2959         // add dynamic entities that are lit by the light
2960         if (r_drawentities.integer)
2961         {
2962                 for (i = 0;i < r_refdef.numentities;i++)
2963                 {
2964                         entity_render_t *ent = r_refdef.entities[i];
2965                         if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2966                          && ent->model
2967                          && !(ent->flags & RENDER_TRANSPARENT)
2968                          && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2969                         {
2970                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2971                                 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2972                                         shadowentities[numshadowentities++] = ent;
2973                                 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2974                                         lightentities[numlightentities++] = ent;
2975                         }
2976                 }
2977         }
2978
2979         // return if there's nothing at all to light
2980         if (!numlightentities)
2981                 return;
2982
2983         // make this the active rtlight for rendering purposes
2984         R_Shadow_RenderMode_ActiveLight(rtlight);
2985         // count this light in the r_speeds
2986         renderstats.lights++;
2987
2988         // draw stencil shadow volumes to mask off pixels that are in shadow
2989         // so that they won't receive lighting
2990         usestencil = false;
2991         if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2992         {
2993                 usestencil = true;
2994                 R_Shadow_RenderMode_StencilShadowVolumes();
2995                 for (i = 0;i < numshadowentities;i++)
2996                         R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2997         }
2998
2999         // draw lighting in the unmasked areas
3000         if (numlightentities && !visible)
3001         {
3002                 R_Shadow_RenderMode_Lighting(usestencil, false);
3003                 for (i = 0;i < numlightentities;i++)
3004                         R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3005         }
3006
3007         // optionally draw visible shape of the shadow volumes
3008         // for performance analysis by level designers
3009         if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
3010         {
3011                 R_Shadow_RenderMode_VisibleShadowVolumes();
3012                 for (i = 0;i < numshadowentities;i++)
3013                         R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3014         }
3015
3016         // optionally draw the illuminated areas
3017         // for performance analysis by level designers
3018         if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
3019         {
3020                 R_Shadow_RenderMode_VisibleLighting(usestencil, false);
3021                 for (i = 0;i < numlightentities;i++)
3022                         R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3023         }
3024 }
3025
3026 void R_ShadowVolumeLighting(qboolean visible)
3027 {
3028         int lnum, flag;
3029         dlight_t *light;
3030
3031         if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
3032                 R_Shadow_EditLights_Reload_f();
3033
3034         R_Shadow_RenderMode_Begin();
3035
3036         flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3037         if (r_shadow_debuglight.integer >= 0)
3038         {
3039                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3040                         if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
3041                                 R_DrawRTLight(&light->rtlight, visible);
3042         }
3043         else
3044                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3045                         if (light->flags & flag)
3046                                 R_DrawRTLight(&light->rtlight, visible);
3047         if (r_rtdlight)
3048                 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
3049                         R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
3050
3051         R_Shadow_RenderMode_End();
3052 }
3053
3054 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3055 typedef struct suffixinfo_s
3056 {
3057         char *suffix;
3058         qboolean flipx, flipy, flipdiagonal;
3059 }
3060 suffixinfo_t;
3061 static suffixinfo_t suffix[3][6] =
3062 {
3063         {
3064                 {"px",   false, false, false},
3065                 {"nx",   false, false, false},
3066                 {"py",   false, false, false},
3067                 {"ny",   false, false, false},
3068                 {"pz",   false, false, false},
3069                 {"nz",   false, false, false}
3070         },
3071         {
3072                 {"posx", false, false, false},
3073                 {"negx", false, false, false},
3074                 {"posy", false, false, false},
3075                 {"negy", false, false, false},
3076                 {"posz", false, false, false},
3077                 {"negz", false, false, false}
3078         },
3079         {
3080                 {"rt",    true, false,  true},
3081                 {"lf",   false,  true,  true},
3082                 {"ft",    true,  true, false},
3083                 {"bk",   false, false, false},
3084                 {"up",    true, false,  true},
3085                 {"dn",    true, false,  true}
3086         }
3087 };
3088
3089 static int componentorder[4] = {0, 1, 2, 3};
3090
3091 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
3092 {
3093         int i, j, cubemapsize;
3094         unsigned char *cubemappixels, *image_rgba;
3095         rtexture_t *cubemaptexture;
3096         char name[256];
3097         // must start 0 so the first loadimagepixels has no requested width/height
3098         cubemapsize = 0;
3099         cubemappixels = NULL;
3100         cubemaptexture = NULL;
3101         // keep trying different suffix groups (posx, px, rt) until one loads
3102         for (j = 0;j < 3 && !cubemappixels;j++)
3103         {
3104                 // load the 6 images in the suffix group
3105                 for (i = 0;i < 6;i++)
3106                 {
3107                         // generate an image name based on the base and and suffix
3108                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3109                         // load it
3110                         if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
3111                         {
3112                                 // an image loaded, make sure width and height are equal
3113                                 if (image_width == image_height)
3114                                 {
3115                                         // if this is the first image to load successfully, allocate the cubemap memory
3116                                         if (!cubemappixels && image_width >= 1)
3117                                         {
3118                                                 cubemapsize = image_width;
3119                                                 // note this clears to black, so unavailable sides are black
3120                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3121                                         }
3122                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3123                                         if (cubemappixels)
3124                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3125                                 }
3126                                 else
3127                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3128                                 // free the image
3129                                 Mem_Free(image_rgba);
3130                         }
3131                 }
3132         }
3133         // if a cubemap loaded, upload it
3134         if (cubemappixels)
3135         {
3136                 if (!r_shadow_filters_texturepool)
3137                         r_shadow_filters_texturepool = R_AllocTexturePool();
3138                 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
3139                 Mem_Free(cubemappixels);
3140         }
3141         else
3142         {
3143                 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
3144                 for (j = 0;j < 3;j++)
3145                         for (i = 0;i < 6;i++)
3146                                 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3147                 Con_Print(" and was unable to find any of them.\n");
3148         }
3149         return cubemaptexture;
3150 }
3151
3152 rtexture_t *R_Shadow_Cubemap(const char *basename)
3153 {
3154         int i;
3155         for (i = 0;i < numcubemaps;i++)
3156                 if (!strcasecmp(cubemaps[i].basename, basename))
3157                         return cubemaps[i].texture;
3158         if (i >= MAX_CUBEMAPS)
3159                 return r_texture_whitecube;
3160         numcubemaps++;
3161         strcpy(cubemaps[i].basename, basename);
3162         cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3163         if (!cubemaps[i].texture)
3164                 cubemaps[i].texture = r_texture_whitecube;
3165         return cubemaps[i].texture;
3166 }
3167
3168 void R_Shadow_FreeCubemaps(void)
3169 {
3170         numcubemaps = 0;
3171         R_FreeTexturePool(&r_shadow_filters_texturepool);
3172 }
3173
3174 dlight_t *R_Shadow_NewWorldLight(void)
3175 {
3176         dlight_t *light;
3177         light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3178         light->next = r_shadow_worldlightchain;
3179         r_shadow_worldlightchain = light;
3180         return light;
3181 }
3182
3183 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)
3184 {
3185         VectorCopy(origin, light->origin);
3186         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3187         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3188         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3189         light->color[0] = max(color[0], 0);
3190         light->color[1] = max(color[1], 0);
3191         light->color[2] = max(color[2], 0);
3192         light->radius = max(radius, 0);
3193         light->style = style;
3194         if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3195         {
3196                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3197                 light->style = 0;
3198         }
3199         light->shadow = shadowenable;
3200         light->corona = corona;
3201         if (!cubemapname)
3202                 cubemapname = "";
3203         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3204         light->coronasizescale = coronasizescale;
3205         light->ambientscale = ambientscale;
3206         light->diffusescale = diffusescale;
3207         light->specularscale = specularscale;
3208         light->flags = flags;
3209         Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3210
3211         R_RTLight_Update(light, true);
3212 }
3213
3214 void R_Shadow_FreeWorldLight(dlight_t *light)
3215 {
3216         dlight_t **lightpointer;
3217         R_RTLight_Uncompile(&light->rtlight);
3218         for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3219         if (*lightpointer != light)
3220                 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
3221         *lightpointer = light->next;
3222         Mem_Free(light);
3223 }
3224
3225 void R_Shadow_ClearWorldLights(void)
3226 {
3227         while (r_shadow_worldlightchain)
3228                 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3229         r_shadow_selectedlight = NULL;
3230         R_Shadow_FreeCubemaps();
3231 }
3232
3233 void R_Shadow_SelectLight(dlight_t *light)
3234 {
3235         if (r_shadow_selectedlight)
3236                 r_shadow_selectedlight->selected = false;
3237         r_shadow_selectedlight = light;
3238         if (r_shadow_selectedlight)
3239                 r_shadow_selectedlight->selected = true;
3240 }
3241
3242 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3243 {
3244         float scale = r_editlights_cursorgrid.value * 0.5f;
3245         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3246 }
3247
3248 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3249 {
3250         float intensity;
3251         const dlight_t *light = (dlight_t *)ent;
3252         intensity = 0.5;
3253         if (light->selected)
3254                 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3255         if (!light->shadow)
3256                 intensity *= 0.5f;
3257         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[surfacenumber], NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3258 }
3259
3260 void R_Shadow_DrawLightSprites(void)
3261 {
3262         int i;
3263         cachepic_t *pic;
3264         dlight_t *light;
3265
3266         for (i = 0;i < 5;i++)
3267         {
3268                 lighttextures[i] = NULL;
3269                 if ((pic = Draw_CachePic(va("gfx/crosshair%i", i + 1), true)))
3270                         lighttextures[i] = pic->tex;
3271         }
3272
3273         for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3274                 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, i % 5, &light->rtlight);
3275         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
3276 }
3277
3278 void R_Shadow_SelectLightInView(void)
3279 {
3280         float bestrating, rating, temp[3];
3281         dlight_t *best, *light;
3282         best = NULL;
3283         bestrating = 0;
3284         for (light = r_shadow_worldlightchain;light;light = light->next)
3285         {
3286                 VectorSubtract(light->origin, r_vieworigin, temp);
3287                 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3288                 if (rating >= 0.95)
3289                 {
3290                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3291                         if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3292                         {
3293                                 bestrating = rating;
3294                                 best = light;
3295                         }
3296                 }
3297         }
3298         R_Shadow_SelectLight(best);
3299 }
3300
3301 void R_Shadow_LoadWorldLights(void)
3302 {
3303         int n, a, style, shadow, flags;
3304         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3305         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3306         if (r_refdef.worldmodel == NULL)
3307         {
3308                 Con_Print("No map loaded.\n");
3309                 return;
3310         }
3311         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3312         strlcat (name, ".rtlights", sizeof (name));
3313         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3314         if (lightsstring)
3315         {
3316                 s = lightsstring;
3317                 n = 0;
3318                 while (*s)
3319                 {
3320                         t = s;
3321                         /*
3322                         shadow = true;
3323                         for (;COM_Parse(t, true) && strcmp(
3324                         if (COM_Parse(t, true))
3325                         {
3326                                 if (com_token[0] == '!')
3327                                 {
3328                                         shadow = false;
3329                                         origin[0] = atof(com_token+1);
3330                                 }
3331                                 else
3332                                         origin[0] = atof(com_token);
3333                                 if (Com_Parse(t
3334                         }
3335                         */
3336                         t = s;
3337                         while (*s && *s != '\n' && *s != '\r')
3338                                 s++;
3339                         if (!*s)
3340                                 break;
3341                         tempchar = *s;
3342                         shadow = true;
3343                         // check for modifier flags
3344                         if (*t == '!')
3345                         {
3346                                 shadow = false;
3347                                 t++;
3348                         }
3349                         *s = 0;
3350                         a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
3351                         *s = tempchar;
3352                         if (a < 18)
3353                                 flags = LIGHTFLAG_REALTIMEMODE;
3354                         if (a < 17)
3355                                 specularscale = 1;
3356                         if (a < 16)
3357                                 diffusescale = 1;
3358                         if (a < 15)
3359                                 ambientscale = 0;
3360                         if (a < 14)
3361                                 coronasizescale = 0.25f;
3362                         if (a < 13)
3363                                 VectorClear(angles);
3364                         if (a < 10)
3365                                 corona = 0;
3366                         if (a < 9 || !strcmp(cubemapname, "\"\""))
3367                                 cubemapname[0] = 0;
3368                         // remove quotes on cubemapname
3369                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3370                         {
3371                                 cubemapname[strlen(cubemapname)-1] = 0;
3372                                 strcpy(cubemapname, cubemapname + 1);
3373                         }
3374                         if (a < 8)
3375                         {
3376                                 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);
3377                                 break;
3378                         }
3379                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3380                         if (*s == '\r')
3381                                 s++;
3382                         if (*s == '\n')
3383                                 s++;
3384                         n++;
3385                 }
3386                 if (*s)
3387                         Con_Printf("invalid rtlights file \"%s\"\n", name);
3388                 Mem_Free(lightsstring);
3389         }
3390 }
3391
3392 void R_Shadow_SaveWorldLights(void)
3393 {
3394         dlight_t *light;
3395         size_t bufchars, bufmaxchars;
3396         char *buf, *oldbuf;
3397         char name[MAX_QPATH];
3398         char line[MAX_INPUTLINE];
3399         if (!r_shadow_worldlightchain)
3400                 return;
3401         if (r_refdef.worldmodel == NULL)
3402         {
3403                 Con_Print("No map loaded.\n");
3404                 return;
3405         }
3406         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3407         strlcat (name, ".rtlights", sizeof (name));
3408         bufchars = bufmaxchars = 0;
3409         buf = NULL;
3410         for (light = r_shadow_worldlightchain;light;light = light->next)
3411         {
3412                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3413                         sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
3414                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3415                         sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
3416                 else
3417                         sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
3418                 if (bufchars + strlen(line) > bufmaxchars)
3419                 {
3420                         bufmaxchars = bufchars + strlen(line) + 2048;
3421                         oldbuf = buf;
3422                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3423                         if (oldbuf)
3424                         {
3425                                 if (bufchars)
3426                                         memcpy(buf, oldbuf, bufchars);
3427                                 Mem_Free(oldbuf);
3428                         }
3429                 }
3430                 if (strlen(line))
3431                 {
3432                         memcpy(buf + bufchars, line, strlen(line));
3433                         bufchars += strlen(line);
3434                 }
3435         }
3436         if (bufchars)
3437                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3438         if (buf)
3439                 Mem_Free(buf);
3440 }
3441
3442 void R_Shadow_LoadLightsFile(void)
3443 {
3444         int n, a, style;
3445         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3446         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3447         if (r_refdef.worldmodel == NULL)
3448         {
3449                 Con_Print("No map loaded.\n");
3450                 return;
3451         }
3452         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3453         strlcat (name, ".lights", sizeof (name));
3454         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3455         if (lightsstring)
3456         {
3457                 s = lightsstring;
3458                 n = 0;
3459                 while (*s)
3460                 {
3461                         t = s;
3462                         while (*s && *s != '\n' && *s != '\r')
3463                                 s++;
3464                         if (!*s)
3465                                 break;
3466                         tempchar = *s;
3467                         *s = 0;
3468                         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);
3469                         *s = tempchar;
3470                         if (a < 14)
3471                         {
3472                                 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);
3473                                 break;
3474                         }
3475                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3476                         radius = bound(15, radius, 4096);
3477                         VectorScale(color, (2.0f / (8388608.0f)), color);
3478                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3479                         if (*s == '\r')
3480                                 s++;
3481                         if (*s == '\n')
3482                                 s++;
3483                         n++;
3484                 }
3485                 if (*s)
3486                         Con_Printf("invalid lights file \"%s\"\n", name);
3487                 Mem_Free(lightsstring);
3488         }
3489 }
3490
3491 // tyrlite/hmap2 light types in the delay field
3492 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3493
3494 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3495 {
3496         int entnum, style, islight, skin, pflags, effects, type, n;
3497         char *entfiledata;
3498         const char *data;
3499         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3500         char key[256], value[MAX_INPUTLINE];
3501
3502         if (r_refdef.worldmodel == NULL)
3503         {
3504                 Con_Print("No map loaded.\n");
3505                 return;
3506         }
3507         // try to load a .ent file first
3508         FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3509         strlcat (key, ".ent", sizeof (key));
3510         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
3511         // and if that is not found, fall back to the bsp file entity string
3512         if (!data)
3513                 data = r_refdef.worldmodel->brush.entities;
3514         if (!data)
3515                 return;
3516         for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3517         {
3518                 type = LIGHTTYPE_MINUSX;
3519                 origin[0] = origin[1] = origin[2] = 0;
3520                 originhack[0] = originhack[1] = originhack[2] = 0;
3521                 angles[0] = angles[1] = angles[2] = 0;
3522                 color[0] = color[1] = color[2] = 1;
3523                 light[0] = light[1] = light[2] = 1;light[3] = 300;
3524                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3525                 fadescale = 1;
3526                 lightscale = 1;
3527                 style = 0;
3528                 skin = 0;
3529                 pflags = 0;
3530                 effects = 0;
3531                 islight = false;
3532                 while (1)
3533                 {
3534                         if (!COM_ParseToken(&data, false))
3535                                 break; // error
3536                         if (com_token[0] == '}')
3537                                 break; // end of entity
3538                         if (com_token[0] == '_')
3539                                 strcpy(key, com_token + 1);
3540                         else
3541                                 strcpy(key, com_token);
3542                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
3543                                 key[strlen(key)-1] = 0;
3544                         if (!COM_ParseToken(&data, false))
3545                                 break; // error
3546                         strcpy(value, com_token);
3547
3548                         // now that we have the key pair worked out...
3549                         if (!strcmp("light", key))
3550                         {
3551                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3552                                 if (n == 1)
3553                                 {
3554                                         // quake
3555                                         light[0] = vec[0] * (1.0f / 256.0f);
3556                                         light[1] = vec[0] * (1.0f / 256.0f);
3557                                         light[2] = vec[0] * (1.0f / 256.0f);
3558                                         light[3] = vec[0];
3559                                 }
3560                                 else if (n == 4)
3561                                 {
3562                                         // halflife
3563                                         light[0] = vec[0] * (1.0f / 255.0f);
3564                                         light[1] = vec[1] * (1.0f / 255.0f);
3565                                         light[2] = vec[2] * (1.0f / 255.0f);
3566                                         light[3] = vec[3];
3567                                 }
3568                         }
3569                         else if (!strcmp("delay", key))
3570                                 type = atoi(value);
3571                         else if (!strcmp("origin", key))
3572                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3573                         else if (!strcmp("angle", key))
3574                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3575                         else if (!strcmp("angles", key))
3576                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3577                         else if (!strcmp("color", key))
3578                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3579                         else if (!strcmp("wait", key))
3580                                 fadescale = atof(value);
3581                         else if (!strcmp("classname", key))
3582                         {
3583                                 if (!strncmp(value, "light", 5))
3584                                 {
3585                                         islight = true;
3586                                         if (!strcmp(value, "light_fluoro"))
3587                                         {
3588                                                 originhack[0] = 0;
3589                                                 originhack[1] = 0;
3590                                                 originhack[2] = 0;
3591                                                 overridecolor[0] = 1;
3592                                                 overridecolor[1] = 1;
3593                                                 overridecolor[2] = 1;
3594                                         }
3595                                         if (!strcmp(value, "light_fluorospark"))
3596                                         {
3597                                                 originhack[0] = 0;
3598                                                 originhack[1] = 0;
3599                                                 originhack[2] = 0;
3600                                                 overridecolor[0] = 1;
3601                                                 overridecolor[1] = 1;
3602                                                 overridecolor[2] = 1;
3603                                         }
3604                                         if (!strcmp(value, "light_globe"))
3605                                         {
3606                                                 originhack[0] = 0;
3607                                                 originhack[1] = 0;
3608                                                 originhack[2] = 0;
3609                                                 overridecolor[0] = 1;
3610                                                 overridecolor[1] = 0.8;
3611                                                 overridecolor[2] = 0.4;
3612                                         }
3613                                         if (!strcmp(value, "light_flame_large_yellow"))
3614                                         {
3615                                                 originhack[0] = 0;
3616                                                 originhack[1] = 0;
3617                                                 originhack[2] = 0;
3618                                                 overridecolor[0] = 1;
3619                                                 overridecolor[1] = 0.5;
3620                                                 overridecolor[2] = 0.1;
3621                                         }
3622                                         if (!strcmp(value, "light_flame_small_yellow"))
3623                                         {
3624                                                 originhack[0] = 0;
3625                                                 originhack[1] = 0;
3626                                                 originhack[2] = 0;
3627                                                 overridecolor[0] = 1;
3628                                                 overridecolor[1] = 0.5;
3629                                                 overridecolor[2] = 0.1;
3630                                         }
3631                                         if (!strcmp(value, "light_torch_small_white"))
3632                                         {
3633                                                 originhack[0] = 0;
3634                                                 originhack[1] = 0;
3635                                                 originhack[2] = 0;
3636                                                 overridecolor[0] = 1;
3637                                                 overridecolor[1] = 0.5;
3638                                                 overridecolor[2] = 0.1;
3639                                         }
3640                                         if (!strcmp(value, "light_torch_small_walltorch"))
3641                                         {
3642                                                 originhack[0] = 0;
3643                                                 originhack[1] = 0;
3644                                                 originhack[2] = 0;
3645                                                 overridecolor[0] = 1;
3646                                                 overridecolor[1] = 0.5;
3647                                                 overridecolor[2] = 0.1;
3648                                         }
3649                                 }
3650                         }
3651                         else if (!strcmp("style", key))
3652                                 style = atoi(value);
3653                         else if (!strcmp("skin", key))
3654                                 skin = (int)atof(value);
3655                         else if (!strcmp("pflags", key))
3656                                 pflags = (int)atof(value);
3657                         else if (!strcmp("effects", key))
3658                                 effects = (int)atof(value);
3659                         else if (r_refdef.worldmodel->type == mod_brushq3)
3660                         {
3661                                 if (!strcmp("scale", key))
3662                                         lightscale = atof(value);
3663                                 if (!strcmp("fade", key))
3664                                         fadescale = atof(value);
3665                         }
3666                 }
3667                 if (!islight)
3668                         continue;
3669                 if (lightscale <= 0)
3670                         lightscale = 1;
3671                 if (fadescale <= 0)
3672                         fadescale = 1;
3673                 if (color[0] == color[1] && color[0] == color[2])
3674                 {
3675                         color[0] *= overridecolor[0];
3676                         color[1] *= overridecolor[1];
3677                         color[2] *= overridecolor[2];
3678                 }
3679                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3680                 color[0] = color[0] * light[0];
3681                 color[1] = color[1] * light[1];
3682                 color[2] = color[2] * light[2];
3683                 switch (type)
3684                 {
3685                 case LIGHTTYPE_MINUSX:
3686                         break;
3687                 case LIGHTTYPE_RECIPX:
3688                         radius *= 2;
3689                         VectorScale(color, (1.0f / 16.0f), color);
3690                         break;
3691                 case LIGHTTYPE_RECIPXX:
3692                         radius *= 2;
3693                         VectorScale(color, (1.0f / 16.0f), color);
3694                         break;
3695                 default:
3696                 case LIGHTTYPE_NONE:
3697                         break;
3698                 case LIGHTTYPE_SUN:
3699                         break;
3700                 case LIGHTTYPE_MINUSXX:
3701                         break;
3702                 }
3703                 VectorAdd(origin, originhack, origin);
3704                 if (radius >= 1)
3705                         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);
3706         }
3707         if (entfiledata)
3708                 Mem_Free(entfiledata);
3709 }
3710
3711
3712 void R_Shadow_SetCursorLocationForView(void)
3713 {
3714         vec_t dist, push;
3715         vec3_t dest, endpos;
3716         trace_t trace;
3717         VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3718         trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3719         if (trace.fraction < 1)
3720         {
3721                 dist = trace.fraction * r_editlights_cursordistance.value;
3722                 push = r_editlights_cursorpushback.value;
3723                 if (push > dist)
3724                         push = dist;
3725                 push = -push;
3726                 VectorMA(trace.endpos, push, r_viewforward, endpos);
3727                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3728         }
3729         else
3730         {
3731                 VectorClear( endpos );
3732         }
3733         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3734         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3735         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3736 }
3737
3738 void R_Shadow_UpdateWorldLightSelection(void)
3739 {
3740         if (r_editlights.integer)
3741         {
3742                 R_Shadow_SetCursorLocationForView();
3743                 R_Shadow_SelectLightInView();
3744                 R_Shadow_DrawLightSprites();
3745         }
3746         else
3747                 R_Shadow_SelectLight(NULL);
3748 }
3749
3750 void R_Shadow_EditLights_Clear_f(void)
3751 {
3752         R_Shadow_ClearWorldLights();
3753 }
3754
3755 void R_Shadow_EditLights_Reload_f(void)
3756 {
3757         if (!r_refdef.worldmodel)
3758                 return;
3759         strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3760         R_Shadow_ClearWorldLights();
3761         R_Shadow_LoadWorldLights();
3762         if (r_shadow_worldlightchain == NULL)
3763         {
3764                 R_Shadow_LoadLightsFile();
3765                 if (r_shadow_worldlightchain == NULL)
3766                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3767         }
3768 }
3769
3770 void R_Shadow_EditLights_Save_f(void)
3771 {
3772         if (!r_refdef.worldmodel)
3773                 return;
3774         R_Shadow_SaveWorldLights();
3775 }
3776
3777 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3778 {
3779         R_Shadow_ClearWorldLights();
3780         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3781 }
3782
3783 void R_Shadow_EditLights_ImportLightsFile_f(void)
3784 {
3785         R_Shadow_ClearWorldLights();
3786         R_Shadow_LoadLightsFile();
3787 }
3788
3789 void R_Shadow_EditLights_Spawn_f(void)
3790 {
3791         vec3_t color;
3792         if (!r_editlights.integer)
3793         {
3794                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3795                 return;
3796         }
3797         if (Cmd_Argc() != 1)
3798         {
3799                 Con_Print("r_editlights_spawn does not take parameters\n");
3800                 return;
3801         }
3802         color[0] = color[1] = color[2] = 1;
3803         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3804 }
3805
3806 void R_Shadow_EditLights_Edit_f(void)
3807 {
3808         vec3_t origin, angles, color;
3809         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3810         int style, shadows, flags, normalmode, realtimemode;
3811         char cubemapname[MAX_INPUTLINE];
3812         if (!r_editlights.integer)
3813         {
3814                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3815                 return;
3816         }
3817         if (!r_shadow_selectedlight)
3818         {
3819                 Con_Print("No selected light.\n");
3820                 return;
3821         }
3822         VectorCopy(r_shadow_selectedlight->origin, origin);
3823         VectorCopy(r_shadow_selectedlight->angles, angles);
3824         VectorCopy(r_shadow_selectedlight->color, color);
3825         radius = r_shadow_selectedlight->radius;
3826         style = r_shadow_selectedlight->style;
3827         if (r_shadow_selectedlight->cubemapname)
3828                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3829         else
3830                 cubemapname[0] = 0;
3831         shadows = r_shadow_selectedlight->shadow;
3832         corona = r_shadow_selectedlight->corona;
3833         coronasizescale = r_shadow_selectedlight->coronasizescale;
3834         ambientscale = r_shadow_selectedlight->ambientscale;
3835         diffusescale = r_shadow_selectedlight->diffusescale;
3836         specularscale = r_shadow_selectedlight->specularscale;
3837         flags = r_shadow_selectedlight->flags;
3838         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3839         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3840         if (!strcmp(Cmd_Argv(1), "origin"))
3841         {
3842                 if (Cmd_Argc() != 5)
3843                 {
3844                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3845                         return;
3846                 }
3847                 origin[0] = atof(Cmd_Argv(2));
3848                 origin[1] = atof(Cmd_Argv(3));
3849                 origin[2] = atof(Cmd_Argv(4));
3850         }
3851         else if (!strcmp(Cmd_Argv(1), "originx"))
3852         {
3853                 if (Cmd_Argc() != 3)
3854                 {
3855                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3856                         return;
3857                 }
3858                 origin[0] = atof(Cmd_Argv(2));
3859         }
3860         else if (!strcmp(Cmd_Argv(1), "originy"))
3861         {
3862                 if (Cmd_Argc() != 3)
3863                 {
3864                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3865                         return;
3866                 }
3867                 origin[1] = atof(Cmd_Argv(2));
3868         }
3869         else if (!strcmp(Cmd_Argv(1), "originz"))
3870         {
3871                 if (Cmd_Argc() != 3)
3872                 {
3873                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3874                         return;
3875                 }
3876                 origin[2] = atof(Cmd_Argv(2));
3877         }
3878         else if (!strcmp(Cmd_Argv(1), "move"))
3879         {
3880                 if (Cmd_Argc() != 5)
3881                 {
3882                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3883                         return;
3884                 }
3885                 origin[0] += atof(Cmd_Argv(2));
3886                 origin[1] += atof(Cmd_Argv(3));
3887                 origin[2] += atof(Cmd_Argv(4));
3888         }
3889         else if (!strcmp(Cmd_Argv(1), "movex"))
3890         {
3891                 if (Cmd_Argc() != 3)
3892                 {
3893                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3894                         return;
3895                 }
3896                 origin[0] += atof(Cmd_Argv(2));
3897         }
3898         else if (!strcmp(Cmd_Argv(1), "movey"))
3899         {
3900                 if (Cmd_Argc() != 3)
3901                 {
3902                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3903                         return;
3904                 }
3905                 origin[1] += atof(Cmd_Argv(2));
3906         }
3907         else if (!strcmp(Cmd_Argv(1), "movez"))
3908         {
3909                 if (Cmd_Argc() != 3)
3910                 {
3911                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3912                         return;
3913                 }
3914                 origin[2] += atof(Cmd_Argv(2));
3915         }
3916         else if (!strcmp(Cmd_Argv(1), "angles"))
3917         {
3918                 if (Cmd_Argc() != 5)
3919                 {
3920                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3921                         return;
3922                 }
3923                 angles[0] = atof(Cmd_Argv(2));
3924                 angles[1] = atof(Cmd_Argv(3));
3925                 angles[2] = atof(Cmd_Argv(4));
3926         }
3927         else if (!strcmp(Cmd_Argv(1), "anglesx"))
3928         {
3929                 if (Cmd_Argc() != 3)
3930                 {
3931                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3932                         return;
3933                 }
3934                 angles[0] = atof(Cmd_Argv(2));
3935         }
3936         else if (!strcmp(Cmd_Argv(1), "anglesy"))
3937         {
3938                 if (Cmd_Argc() != 3)
3939                 {
3940                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3941                         return;
3942                 }
3943                 angles[1] = atof(Cmd_Argv(2));
3944         }
3945         else if (!strcmp(Cmd_Argv(1), "anglesz"))
3946         {
3947                 if (Cmd_Argc() != 3)
3948                 {
3949                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3950                         return;
3951                 }
3952                 angles[2] = atof(Cmd_Argv(2));
3953         }
3954         else if (!strcmp(Cmd_Argv(1), "color"))
3955         {
3956                 if (Cmd_Argc() != 5)
3957                 {
3958                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3959                         return;
3960                 }
3961                 color[0] = atof(Cmd_Argv(2));
3962                 color[1] = atof(Cmd_Argv(3));
3963                 color[2] = atof(Cmd_Argv(4));
3964         }
3965         else if (!strcmp(Cmd_Argv(1), "radius"))
3966         {
3967                 if (Cmd_Argc() != 3)
3968                 {
3969                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3970                         return;
3971                 }
3972                 radius = atof(Cmd_Argv(2));
3973         }
3974         else if (!strcmp(Cmd_Argv(1), "colorscale"))
3975         {
3976                 if (Cmd_Argc() == 3)
3977                 {
3978                         double scale = atof(Cmd_Argv(2));
3979                         color[0] *= scale;
3980                         color[1] *= scale;
3981                         color[2] *= scale;
3982                 }
3983                 else
3984                 {
3985                         if (Cmd_Argc() != 5)
3986                         {
3987                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
3988                                 return;
3989                         }
3990                         color[0] *= atof(Cmd_Argv(2));
3991                         color[1] *= atof(Cmd_Argv(3));
3992                         color[2] *= atof(Cmd_Argv(4));
3993                 }
3994         }
3995         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3996         {
3997                 if (Cmd_Argc() != 3)
3998                 {
3999                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4000                         return;
4001                 }
4002                 radius *= atof(Cmd_Argv(2));
4003         }
4004         else if (!strcmp(Cmd_Argv(1), "style"))
4005         {
4006                 if (Cmd_Argc() != 3)
4007                 {
4008                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4009                         return;
4010                 }
4011                 style = atoi(Cmd_Argv(2));
4012         }
4013         else if (!strcmp(Cmd_Argv(1), "cubemap"))
4014         {
4015                 if (Cmd_Argc() > 3)
4016                 {
4017                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4018                         return;
4019                 }
4020                 if (Cmd_Argc() == 3)
4021                         strcpy(cubemapname, Cmd_Argv(2));
4022                 else
4023                         cubemapname[0] = 0;
4024         }
4025         else if (!strcmp(Cmd_Argv(1), "shadows"))
4026         {
4027                 if (Cmd_Argc() != 3)
4028                 {
4029                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4030                         return;
4031                 }
4032                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4033         }
4034         else if (!strcmp(Cmd_Argv(1), "corona"))
4035         {
4036                 if (Cmd_Argc() != 3)
4037                 {
4038                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4039                         return;
4040                 }
4041                 corona = atof(Cmd_Argv(2));
4042         }
4043         else if (!strcmp(Cmd_Argv(1), "coronasize"))
4044         {
4045                 if (Cmd_Argc() != 3)
4046                 {
4047                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4048                         return;
4049                 }
4050                 coronasizescale = atof(Cmd_Argv(2));
4051         }
4052         else if (!strcmp(Cmd_Argv(1), "ambient"))
4053         {
4054                 if (Cmd_Argc() != 3)
4055                 {
4056                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4057                         return;
4058                 }
4059                 ambientscale = atof(Cmd_Argv(2));
4060         }
4061         else if (!strcmp(Cmd_Argv(1), "diffuse"))
4062         {
4063                 if (Cmd_Argc() != 3)
4064                 {
4065                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4066                         return;
4067                 }
4068                 diffusescale = atof(Cmd_Argv(2));
4069         }
4070         else if (!strcmp(Cmd_Argv(1), "specular"))
4071         {
4072                 if (Cmd_Argc() != 3)
4073                 {
4074                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4075                         return;
4076                 }
4077                 specularscale = atof(Cmd_Argv(2));
4078         }
4079         else if (!strcmp(Cmd_Argv(1), "normalmode"))
4080         {
4081                 if (Cmd_Argc() != 3)
4082                 {
4083                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4084                         return;
4085                 }
4086                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4087         }
4088         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
4089         {
4090                 if (Cmd_Argc() != 3)
4091                 {
4092                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4093                         return;
4094                 }
4095                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4096         }
4097         else
4098         {
4099                 Con_Print("usage: r_editlights_edit [property] [value]\n");
4100                 Con_Print("Selected light's properties:\n");
4101                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
4102                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
4103                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
4104                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
4105                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
4106                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
4107                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
4108                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
4109                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
4110                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
4111                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
4112                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
4113                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
4114                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
4115                 return;
4116         }
4117         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
4118         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4119 }
4120
4121 void R_Shadow_EditLights_EditAll_f(void)
4122 {
4123         dlight_t *light;
4124
4125         if (!r_editlights.integer)
4126         {
4127                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
4128                 return;
4129         }
4130
4131         for (light = r_shadow_worldlightchain;light;light = light->next)
4132         {
4133                 R_Shadow_SelectLight(light);
4134                 R_Shadow_EditLights_Edit_f();
4135         }
4136 }
4137
4138 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4139 {
4140         int lightnumber, lightcount;
4141         dlight_t *light;
4142         float x, y;
4143         char temp[256];
4144         if (!r_editlights.integer)
4145                 return;
4146         x = 0;
4147         y = con_vislines;
4148         lightnumber = -1;
4149         lightcount = 0;
4150         for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
4151                 if (light == r_shadow_selectedlight)
4152                         lightnumber = lightcount;
4153         sprintf(temp, "Cursor  %f %f %f  Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4154         if (r_shadow_selectedlight == NULL)
4155                 return;
4156         sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4157         sprintf(temp, "Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4158         sprintf(temp, "Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4159         sprintf(temp, "Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4160         sprintf(temp, "Radius       : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4161         sprintf(temp, "Corona       : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4162         sprintf(temp, "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4163         sprintf(temp, "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4164         sprintf(temp, "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4165         sprintf(temp, "CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4166         sprintf(temp, "Ambient      : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4167         sprintf(temp, "Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4168         sprintf(temp, "Specular     : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4169         sprintf(temp, "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4170         sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4171 }
4172
4173 void R_Shadow_EditLights_ToggleShadow_f(void)
4174 {
4175         if (!r_editlights.integer)
4176         {
4177                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4178                 return;
4179         }
4180         if (!r_shadow_selectedlight)
4181         {
4182                 Con_Print("No selected light.\n");
4183                 return;
4184         }
4185         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);
4186 }
4187
4188 void R_Shadow_EditLights_ToggleCorona_f(void)
4189 {
4190         if (!r_editlights.integer)
4191         {
4192                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4193                 return;
4194         }
4195         if (!r_shadow_selectedlight)
4196         {
4197                 Con_Print("No selected light.\n");
4198                 return;
4199         }
4200         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);
4201 }
4202
4203 void R_Shadow_EditLights_Remove_f(void)
4204 {
4205         if (!r_editlights.integer)
4206         {
4207                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
4208                 return;
4209         }
4210         if (!r_shadow_selectedlight)
4211         {
4212                 Con_Print("No selected light.\n");
4213                 return;
4214         }
4215         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4216         r_shadow_selectedlight = NULL;
4217 }
4218
4219 void R_Shadow_EditLights_Help_f(void)
4220 {
4221         Con_Print(
4222 "Documentation on r_editlights system:\n"
4223 "Settings:\n"
4224 "r_editlights : enable/disable editing mode\n"
4225 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4226 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4227 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4228 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4229 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4230 "Commands:\n"
4231 "r_editlights_help : this help\n"
4232 "r_editlights_clear : remove all lights\n"
4233 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4234 "r_editlights_save : save to .rtlights file\n"
4235 "r_editlights_spawn : create a light with default settings\n"
4236 "r_editlights_edit command : edit selected light - more documentation below\n"
4237 "r_editlights_remove : remove selected light\n"
4238 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4239 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4240 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4241 "Edit commands:\n"
4242 "origin x y z : set light location\n"
4243 "originx x: set x component of light location\n"
4244 "originy y: set y component of light location\n"
4245 "originz z: set z component of light location\n"
4246 "move x y z : adjust light location\n"
4247 "movex x: adjust x component of light location\n"
4248 "movey y: adjust y component of light location\n"
4249 "movez z: adjust z component of light location\n"
4250 "angles x y z : set light angles\n"
4251 "anglesx x: set x component of light angles\n"
4252 "anglesy y: set y component of light angles\n"
4253 "anglesz z: set z component of light angles\n"
4254 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4255 "radius radius : set radius (size) of light\n"
4256 "colorscale grey : multiply color of light (1 does nothing)\n"
4257 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4258 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4259 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4260 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4261 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4262 "shadows 1/0 : turn on/off shadows\n"
4263 "corona n : set corona intensity\n"
4264 "coronasize n : set corona size (0-1)\n"
4265 "ambient n : set ambient intensity (0-1)\n"
4266 "diffuse n : set diffuse intensity (0-1)\n"
4267 "specular n : set specular intensity (0-1)\n"
4268 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4269 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4270 "<nothing> : print light properties to console\n"
4271         );
4272 }
4273
4274 void R_Shadow_EditLights_CopyInfo_f(void)
4275 {
4276         if (!r_editlights.integer)
4277         {
4278                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
4279                 return;
4280         }
4281         if (!r_shadow_selectedlight)
4282         {
4283                 Con_Print("No selected light.\n");
4284                 return;
4285         }
4286         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4287         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4288         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4289         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4290         if (r_shadow_selectedlight->cubemapname)
4291                 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4292         else
4293                 r_shadow_bufferlight.cubemapname[0] = 0;
4294         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4295         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4296         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4297         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4298         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4299         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4300         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4301 }
4302
4303 void R_Shadow_EditLights_PasteInfo_f(void)
4304 {
4305         if (!r_editlights.integer)
4306         {
4307                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
4308                 return;
4309         }
4310         if (!r_shadow_selectedlight)
4311         {
4312                 Con_Print("No selected light.\n");
4313                 return;
4314         }
4315         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);
4316 }
4317
4318 void R_Shadow_EditLights_Init(void)
4319 {
4320         Cvar_RegisterVariable(&r_editlights);
4321         Cvar_RegisterVariable(&r_editlights_cursordistance);
4322         Cvar_RegisterVariable(&r_editlights_cursorpushback);
4323         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4324         Cvar_RegisterVariable(&r_editlights_cursorgrid);
4325         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4326         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
4327         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
4328         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)");
4329         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
4330         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
4331         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
4332         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)");
4333         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
4334         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
4335         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
4336         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
4337         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
4338         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
4339         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)");
4340 }
4341