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added diffuse texture alpha support to GLSL shader (dot3 and vertex still need updating)
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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 "       myhvec4 texturecolor = myhvec4(texture2D(Texture_Color, TexCoord));\n"
438 "       colorscale *= texturecolor.a;\n"
439 "       myhvec3 color = myhvec3(texturecolor);\n"
440 "#ifdef USECOLORMAPPING\n"
441 "       color += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
442 "#endif\n"
443 "       color *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
444 "#ifdef USESPECULAR\n"
445 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
446 "       color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
447 "#endif\n"
448 "\n"
449 "#ifdef USECUBEFILTER\n"
450 "       // apply light cubemap filter\n"
451 "       color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
452 "#endif\n"
453 "\n"
454 "       // calculate fragment color (apply light color and attenuation/fog scaling)\n"
455 "       gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
456 "}\n"
457 ;
458
459 void r_shadow_start(void)
460 {
461         int i;
462         // use half float math where available (speed gain on NVIDIA GFFX and GF6)
463         if (gl_support_half_float)
464                 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
465         // allocate vertex processing arrays
466         numcubemaps = 0;
467         r_shadow_attenuation2dtexture = NULL;
468         r_shadow_attenuation3dtexture = NULL;
469         r_shadow_texturepool = NULL;
470         r_shadow_filters_texturepool = NULL;
471         R_Shadow_ValidateCvars();
472         R_Shadow_MakeTextures();
473         maxshadowelements = 0;
474         shadowelements = NULL;
475         maxvertexupdate = 0;
476         vertexupdate = NULL;
477         vertexremap = NULL;
478         vertexupdatenum = 0;
479         maxshadowmark = 0;
480         numshadowmark = 0;
481         shadowmark = NULL;
482         shadowmarklist = NULL;
483         shadowmarkcount = 0;
484         r_shadow_buffer_numleafpvsbytes = 0;
485         r_shadow_buffer_leafpvs = NULL;
486         r_shadow_buffer_leaflist = NULL;
487         r_shadow_buffer_numsurfacepvsbytes = 0;
488         r_shadow_buffer_surfacepvs = NULL;
489         r_shadow_buffer_surfacelist = NULL;
490         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
491                 r_shadow_program_light[i] = 0;
492         if (gl_support_fragment_shader)
493         {
494                 char *vertstring, *fragstring;
495                 int vertstrings_count;
496                 int fragstrings_count;
497                 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
498                 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
499                 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false, NULL);
500                 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false, NULL);
501                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
502                 {
503                         char permutationname[256];
504                         vertstrings_count = 0;
505                         fragstrings_count = 0;
506                         permutationname[0] = 0;
507                         if (i & SHADERPERMUTATION_COLORMAPPING)
508                         {
509                                 vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n";
510                                 fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n";
511                                 strlcat(permutationname, " colormapping", sizeof(permutationname));
512                         }
513                         if (i & SHADERPERMUTATION_SPECULAR)
514                         {
515                                 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
516                                 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
517                                 strlcat(permutationname, " specular", sizeof(permutationname));
518                         }
519                         if (i & SHADERPERMUTATION_FOG)
520                         {
521                                 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
522                                 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
523                                 strlcat(permutationname, " fog", sizeof(permutationname));
524                         }
525                         if (i & SHADERPERMUTATION_CUBEFILTER)
526                         {
527                                 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
528                                 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
529                                 strlcat(permutationname, " cubefilter", sizeof(permutationname));
530                         }
531                         if (i & SHADERPERMUTATION_OFFSETMAPPING)
532                         {
533                                 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
534                                 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
535                                 strlcat(permutationname, " offsetmapping", sizeof(permutationname));
536                         }
537                         if (i & SHADERPERMUTATION_SURFACENORMALIZE)
538                         {
539                                 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
540                                 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
541                                 strlcat(permutationname, " surfacenormalize", sizeof(permutationname));
542                         }
543                         if (i & SHADERPERMUTATION_GEFORCEFX)
544                         {
545                                 // if the extension does not exist, don't try to compile it
546                                 if (!gl_support_half_float)
547                                         continue;
548                                 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
549                                 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
550                                 strlcat(permutationname, " halffloat", sizeof(permutationname));
551                         }
552                         vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
553                         fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
554                         r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
555                         if (!r_shadow_program_light[i])
556                         {
557                                 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/light");
558                                 continue;
559                         }
560                         qglUseProgramObjectARB(r_shadow_program_light[i]);
561                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
562                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
563                         if (i & SHADERPERMUTATION_SPECULAR)
564                         {
565                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
566                         }
567                         if (i & SHADERPERMUTATION_CUBEFILTER)
568                         {
569                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
570                         }
571                         if (i & SHADERPERMUTATION_FOG)
572                         {
573                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
574                         }
575                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Pants"), 5);CHECKGLERROR
576                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Shirt"), 6);CHECKGLERROR
577                 }
578                 qglUseProgramObjectARB(0);
579                 if (fragstring)
580                         Mem_Free(fragstring);
581                 if (vertstring)
582                         Mem_Free(vertstring);
583         }
584 }
585
586 void r_shadow_shutdown(void)
587 {
588         int i;
589         R_Shadow_UncompileWorldLights();
590         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
591         {
592                 if (r_shadow_program_light[i])
593                 {
594                         GL_Backend_FreeProgram(r_shadow_program_light[i]);
595                         r_shadow_program_light[i] = 0;
596                 }
597         }
598         numcubemaps = 0;
599         r_shadow_attenuation2dtexture = NULL;
600         r_shadow_attenuation3dtexture = NULL;
601         R_FreeTexturePool(&r_shadow_texturepool);
602         R_FreeTexturePool(&r_shadow_filters_texturepool);
603         maxshadowelements = 0;
604         if (shadowelements)
605                 Mem_Free(shadowelements);
606         shadowelements = NULL;
607         maxvertexupdate = 0;
608         if (vertexupdate)
609                 Mem_Free(vertexupdate);
610         vertexupdate = NULL;
611         if (vertexremap)
612                 Mem_Free(vertexremap);
613         vertexremap = NULL;
614         vertexupdatenum = 0;
615         maxshadowmark = 0;
616         numshadowmark = 0;
617         if (shadowmark)
618                 Mem_Free(shadowmark);
619         shadowmark = NULL;
620         if (shadowmarklist)
621                 Mem_Free(shadowmarklist);
622         shadowmarklist = NULL;
623         shadowmarkcount = 0;
624         r_shadow_buffer_numleafpvsbytes = 0;
625         if (r_shadow_buffer_leafpvs)
626                 Mem_Free(r_shadow_buffer_leafpvs);
627         r_shadow_buffer_leafpvs = NULL;
628         if (r_shadow_buffer_leaflist)
629                 Mem_Free(r_shadow_buffer_leaflist);
630         r_shadow_buffer_leaflist = NULL;
631         r_shadow_buffer_numsurfacepvsbytes = 0;
632         if (r_shadow_buffer_surfacepvs)
633                 Mem_Free(r_shadow_buffer_surfacepvs);
634         r_shadow_buffer_surfacepvs = NULL;
635         if (r_shadow_buffer_surfacelist)
636                 Mem_Free(r_shadow_buffer_surfacelist);
637         r_shadow_buffer_surfacelist = NULL;
638 }
639
640 void r_shadow_newmap(void)
641 {
642 }
643
644 void R_Shadow_Help_f(void)
645 {
646         Con_Printf(
647 "Documentation on r_shadow system:\n"
648 "Settings:\n"
649 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
650 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
651 "r_shadow_debuglight : render only this light number (-1 = all)\n"
652 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
653 "r_shadow_gloss2intensity : brightness of forced gloss\n"
654 "r_shadow_glossintensity : brightness of textured gloss\n"
655 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
656 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
657 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
658 "r_shadow_portallight : use portal visibility for static light precomputation\n"
659 "r_shadow_projectdistance : shadow volume projection distance\n"
660 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
661 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
662 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
663 "r_shadow_realtime_world : use high quality world lighting mode\n"
664 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
665 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
666 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
667 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
668 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
669 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
670 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
671 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
672 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
673 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
674 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
675 "r_shadow_scissor : use scissor optimization\n"
676 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
677 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
678 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
679 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
680 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
681 "Commands:\n"
682 "r_shadow_help : this help\n"
683         );
684 }
685
686 void R_Shadow_Init(void)
687 {
688         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
689         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
690         Cvar_RegisterVariable(&r_shadow_debuglight);
691         Cvar_RegisterVariable(&r_shadow_gloss);
692         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
693         Cvar_RegisterVariable(&r_shadow_glossintensity);
694         Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
695         Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
696         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
697         Cvar_RegisterVariable(&r_shadow_portallight);
698         Cvar_RegisterVariable(&r_shadow_projectdistance);
699         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
700         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
701         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
702         Cvar_RegisterVariable(&r_shadow_realtime_world);
703         Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
704         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
705         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
706         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
707         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
708         Cvar_RegisterVariable(&r_shadow_scissor);
709         Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
710         Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
711         Cvar_RegisterVariable(&r_shadow_texture3d);
712         Cvar_RegisterVariable(&r_shadow_visiblelighting);
713         Cvar_RegisterVariable(&r_shadow_visiblevolumes);
714         Cvar_RegisterVariable(&r_shadow_glsl);
715         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
716         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
717         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
718         Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
719         Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
720         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
721         if (gamemode == GAME_TENEBRAE)
722         {
723                 Cvar_SetValue("r_shadow_gloss", 2);
724                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
725         }
726         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
727         R_Shadow_EditLights_Init();
728         r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
729         r_shadow_worldlightchain = NULL;
730         maxshadowelements = 0;
731         shadowelements = NULL;
732         maxvertexupdate = 0;
733         vertexupdate = NULL;
734         vertexremap = NULL;
735         vertexupdatenum = 0;
736         maxshadowmark = 0;
737         numshadowmark = 0;
738         shadowmark = NULL;
739         shadowmarklist = NULL;
740         shadowmarkcount = 0;
741         r_shadow_buffer_numleafpvsbytes = 0;
742         r_shadow_buffer_leafpvs = NULL;
743         r_shadow_buffer_leaflist = NULL;
744         r_shadow_buffer_numsurfacepvsbytes = 0;
745         r_shadow_buffer_surfacepvs = NULL;
746         r_shadow_buffer_surfacelist = NULL;
747         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
748 }
749
750 matrix4x4_t matrix_attenuationxyz =
751 {
752         {
753                 {0.5, 0.0, 0.0, 0.5},
754                 {0.0, 0.5, 0.0, 0.5},
755                 {0.0, 0.0, 0.5, 0.5},
756                 {0.0, 0.0, 0.0, 1.0}
757         }
758 };
759
760 matrix4x4_t matrix_attenuationz =
761 {
762         {
763                 {0.0, 0.0, 0.5, 0.5},
764                 {0.0, 0.0, 0.0, 0.5},
765                 {0.0, 0.0, 0.0, 0.5},
766                 {0.0, 0.0, 0.0, 1.0}
767         }
768 };
769
770 int *R_Shadow_ResizeShadowElements(int numtris)
771 {
772         // make sure shadowelements is big enough for this volume
773         if (maxshadowelements < numtris * 24)
774         {
775                 maxshadowelements = numtris * 24;
776                 if (shadowelements)
777                         Mem_Free(shadowelements);
778                 shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
779         }
780         return shadowelements;
781 }
782
783 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
784 {
785         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
786         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
787         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
788         {
789                 if (r_shadow_buffer_leafpvs)
790                         Mem_Free(r_shadow_buffer_leafpvs);
791                 if (r_shadow_buffer_leaflist)
792                         Mem_Free(r_shadow_buffer_leaflist);
793                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
794                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
795                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
796         }
797         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
798         {
799                 if (r_shadow_buffer_surfacepvs)
800                         Mem_Free(r_shadow_buffer_surfacepvs);
801                 if (r_shadow_buffer_surfacelist)
802                         Mem_Free(r_shadow_buffer_surfacelist);
803                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
804                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
805                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
806         }
807 }
808
809 void R_Shadow_PrepareShadowMark(int numtris)
810 {
811         // make sure shadowmark is big enough for this volume
812         if (maxshadowmark < numtris)
813         {
814                 maxshadowmark = numtris;
815                 if (shadowmark)
816                         Mem_Free(shadowmark);
817                 if (shadowmarklist)
818                         Mem_Free(shadowmarklist);
819                 shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
820                 shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
821                 shadowmarkcount = 0;
822         }
823         shadowmarkcount++;
824         // if shadowmarkcount wrapped we clear the array and adjust accordingly
825         if (shadowmarkcount == 0)
826         {
827                 shadowmarkcount = 1;
828                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
829         }
830         numshadowmark = 0;
831 }
832
833 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)
834 {
835         int i, j;
836         int outtriangles = 0, outvertices = 0;
837         const int *element;
838         const float *vertex;
839
840         if (maxvertexupdate < innumvertices)
841         {
842                 maxvertexupdate = innumvertices;
843                 if (vertexupdate)
844                         Mem_Free(vertexupdate);
845                 if (vertexremap)
846                         Mem_Free(vertexremap);
847                 vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
848                 vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
849                 vertexupdatenum = 0;
850         }
851         vertexupdatenum++;
852         if (vertexupdatenum == 0)
853         {
854                 vertexupdatenum = 1;
855                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
856                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
857         }
858
859         for (i = 0;i < numshadowmarktris;i++)
860                 shadowmark[shadowmarktris[i]] = shadowmarkcount;
861
862         for (i = 0;i < numshadowmarktris;i++)
863         {
864                 element = inelement3i + shadowmarktris[i] * 3;
865                 // make sure the vertices are created
866                 for (j = 0;j < 3;j++)
867                 {
868                         if (vertexupdate[element[j]] != vertexupdatenum)
869                         {
870                                 float ratio, direction[3];
871                                 vertexupdate[element[j]] = vertexupdatenum;
872                                 vertexremap[element[j]] = outvertices;
873                                 vertex = invertex3f + element[j] * 3;
874                                 // project one copy of the vertex to the sphere radius of the light
875                                 // (FIXME: would projecting it to the light box be better?)
876                                 VectorSubtract(vertex, projectorigin, direction);
877                                 ratio = projectdistance / VectorLength(direction);
878                                 VectorCopy(vertex, outvertex3f);
879                                 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
880                                 outvertex3f += 6;
881                                 outvertices += 2;
882                         }
883                 }
884         }
885
886         for (i = 0;i < numshadowmarktris;i++)
887         {
888                 int remappedelement[3];
889                 int markindex;
890                 const int *neighbortriangle;
891
892                 markindex = shadowmarktris[i] * 3;
893                 element = inelement3i + markindex;
894                 neighbortriangle = inneighbor3i + markindex;
895                 // output the front and back triangles
896                 outelement3i[0] = vertexremap[element[0]];
897                 outelement3i[1] = vertexremap[element[1]];
898                 outelement3i[2] = vertexremap[element[2]];
899                 outelement3i[3] = vertexremap[element[2]] + 1;
900                 outelement3i[4] = vertexremap[element[1]] + 1;
901                 outelement3i[5] = vertexremap[element[0]] + 1;
902
903                 outelement3i += 6;
904                 outtriangles += 2;
905                 // output the sides (facing outward from this triangle)
906                 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
907                 {
908                         remappedelement[0] = vertexremap[element[0]];
909                         remappedelement[1] = vertexremap[element[1]];
910                         outelement3i[0] = remappedelement[1];
911                         outelement3i[1] = remappedelement[0];
912                         outelement3i[2] = remappedelement[0] + 1;
913                         outelement3i[3] = remappedelement[1];
914                         outelement3i[4] = remappedelement[0] + 1;
915                         outelement3i[5] = remappedelement[1] + 1;
916
917                         outelement3i += 6;
918                         outtriangles += 2;
919                 }
920                 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
921                 {
922                         remappedelement[1] = vertexremap[element[1]];
923                         remappedelement[2] = vertexremap[element[2]];
924                         outelement3i[0] = remappedelement[2];
925                         outelement3i[1] = remappedelement[1];
926                         outelement3i[2] = remappedelement[1] + 1;
927                         outelement3i[3] = remappedelement[2];
928                         outelement3i[4] = remappedelement[1] + 1;
929                         outelement3i[5] = remappedelement[2] + 1;
930
931                         outelement3i += 6;
932                         outtriangles += 2;
933                 }
934                 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
935                 {
936                         remappedelement[0] = vertexremap[element[0]];
937                         remappedelement[2] = vertexremap[element[2]];
938                         outelement3i[0] = remappedelement[0];
939                         outelement3i[1] = remappedelement[2];
940                         outelement3i[2] = remappedelement[2] + 1;
941                         outelement3i[3] = remappedelement[0];
942                         outelement3i[4] = remappedelement[2] + 1;
943                         outelement3i[5] = remappedelement[0] + 1;
944
945                         outelement3i += 6;
946                         outtriangles += 2;
947                 }
948         }
949         if (outnumvertices)
950                 *outnumvertices = outvertices;
951         return outtriangles;
952 }
953
954 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)
955 {
956         int tris, outverts;
957         if (projectdistance < 0.1)
958         {
959                 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
960                 return;
961         }
962         if (!numverts || !nummarktris)
963                 return;
964         // make sure shadowelements is big enough for this volume
965         if (maxshadowelements < nummarktris * 24)
966                 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
967         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
968         renderstats.lights_dynamicshadowtriangles += tris;
969         R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
970 }
971
972 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)
973 {
974         int t, tend;
975         const int *e;
976         const float *v[3];
977         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
978                 return;
979         tend = firsttriangle + numtris;
980         if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
981          && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
982          && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
983         {
984                 // surface box entirely inside light box, no box cull
985                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
986                         if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
987                                 shadowmarklist[numshadowmark++] = t;
988         }
989         else
990         {
991                 // surface box not entirely inside light box, cull each triangle
992                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
993                 {
994                         v[0] = invertex3f + e[0] * 3;
995                         v[1] = invertex3f + e[1] * 3;
996                         v[2] = invertex3f + e[2] * 3;
997                         if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
998                          && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
999                          && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
1000                          && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
1001                          && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
1002                          && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
1003                          && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1004                                 shadowmarklist[numshadowmark++] = t;
1005                 }
1006         }
1007 }
1008
1009 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
1010 {
1011         rmeshstate_t m;
1012         if (r_shadow_compilingrtlight)
1013         {
1014                 // if we're compiling an rtlight, capture the mesh
1015                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
1016                 return;
1017         }
1018         renderstats.lights_shadowtriangles += numtriangles;
1019         memset(&m, 0, sizeof(m));
1020         m.pointer_vertex = vertex3f;
1021         R_Mesh_State(&m);
1022         GL_LockArrays(0, numvertices);
1023         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
1024         {
1025                 // decrement stencil if backface is behind depthbuffer
1026                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
1027                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1028                 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1029                 // increment stencil if frontface is behind depthbuffer
1030                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1031                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1032         }
1033         R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1034         GL_LockArrays(0, 0);
1035 }
1036
1037 static void R_Shadow_MakeTextures(void)
1038 {
1039         int x, y, z, d;
1040         float v[3], intensity;
1041         unsigned char *data;
1042         R_FreeTexturePool(&r_shadow_texturepool);
1043         r_shadow_texturepool = R_AllocTexturePool();
1044         r_shadow_attenpower = r_shadow_lightattenuationpower.value;
1045         r_shadow_attenscale = r_shadow_lightattenuationscale.value;
1046 #define ATTEN2DSIZE 64
1047 #define ATTEN3DSIZE 32
1048         data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1049         for (y = 0;y < ATTEN2DSIZE;y++)
1050         {
1051                 for (x = 0;x < ATTEN2DSIZE;x++)
1052                 {
1053                         v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1054                         v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1055                         v[2] = 0;
1056                         intensity = 1.0f - sqrt(DotProduct(v, v));
1057                         if (intensity > 0)
1058                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1059                         d = bound(0, intensity, 255);
1060                         data[(y*ATTEN2DSIZE+x)*4+0] = d;
1061                         data[(y*ATTEN2DSIZE+x)*4+1] = d;
1062                         data[(y*ATTEN2DSIZE+x)*4+2] = d;
1063                         data[(y*ATTEN2DSIZE+x)*4+3] = d;
1064                 }
1065         }
1066         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1067         if (r_shadow_texture3d.integer)
1068         {
1069                 for (z = 0;z < ATTEN3DSIZE;z++)
1070                 {
1071                         for (y = 0;y < ATTEN3DSIZE;y++)
1072                         {
1073                                 for (x = 0;x < ATTEN3DSIZE;x++)
1074                                 {
1075                                         v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1076                                         v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1077                                         v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1078                                         intensity = 1.0f - sqrt(DotProduct(v, v));
1079                                         if (intensity > 0)
1080                                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1081                                         d = bound(0, intensity, 255);
1082                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1083                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1084                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1085                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1086                                 }
1087                         }
1088                 }
1089                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1090         }
1091         Mem_Free(data);
1092 }
1093
1094 void R_Shadow_ValidateCvars(void)
1095 {
1096         if (r_shadow_texture3d.integer && !gl_texture3d)
1097                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1098         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1099                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1100 }
1101
1102 // light currently being rendered
1103 rtlight_t *r_shadow_rtlight;
1104
1105 // this is the location of the eye in entity space
1106 vec3_t r_shadow_entityeyeorigin;
1107 // this is the location of the light in entity space
1108 vec3_t r_shadow_entitylightorigin;
1109 // this transforms entity coordinates to light filter cubemap coordinates
1110 // (also often used for other purposes)
1111 matrix4x4_t r_shadow_entitytolight;
1112 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1113 // of attenuation texturing in full 3D (Z result often ignored)
1114 matrix4x4_t r_shadow_entitytoattenuationxyz;
1115 // this transforms only the Z to S, and T is always 0.5
1116 matrix4x4_t r_shadow_entitytoattenuationz;
1117
1118 static int r_shadow_lightpermutation;
1119 static int r_shadow_lightprog;
1120
1121 void R_Shadow_RenderMode_Begin(void)
1122 {
1123         rmeshstate_t m;
1124
1125         R_Shadow_ValidateCvars();
1126
1127         if (!r_shadow_attenuation2dtexture
1128          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1129          || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1130          || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1131                 R_Shadow_MakeTextures();
1132
1133         memset(&m, 0, sizeof(m));
1134         R_Mesh_State(&m);
1135         GL_BlendFunc(GL_ONE, GL_ZERO);
1136         GL_DepthMask(false);
1137         GL_DepthTest(true);
1138         GL_Color(0, 0, 0, 1);
1139         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1140         qglEnable(GL_CULL_FACE);
1141         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1142
1143         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1144
1145         if (gl_ext_stenciltwoside.integer)
1146                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
1147         else
1148                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
1149
1150         if (r_shadow_glsl.integer && r_shadow_program_light[0])
1151                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1152         else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1153                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
1154         else
1155                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1156 }
1157
1158 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
1159 {
1160         r_shadow_rtlight = rtlight;
1161 }
1162
1163 void R_Shadow_RenderMode_Reset(void)
1164 {
1165         rmeshstate_t m;
1166         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1167         {
1168                 qglUseProgramObjectARB(0);
1169                 // HACK HACK HACK: work around for bug in NVIDIAI 6xxx drivers that causes GL_OUT_OF_MEMORY and/or software rendering
1170                 qglBegin(GL_TRIANGLES);
1171                 qglEnd();
1172                 CHECKGLERROR
1173         }
1174         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1175                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1176         memset(&m, 0, sizeof(m));
1177         R_Mesh_State(&m);
1178 }
1179
1180 void R_Shadow_RenderMode_StencilShadowVolumes(void)
1181 {
1182         R_Shadow_RenderMode_Reset();
1183         GL_Color(1, 1, 1, 1);
1184         GL_ColorMask(0, 0, 0, 0);
1185         GL_BlendFunc(GL_ONE, GL_ZERO);
1186         GL_DepthMask(false);
1187         GL_DepthTest(true);
1188         qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1189         //if (r_shadow_shadow_polygonoffset.value != 0)
1190         //{
1191         //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1192         //      qglEnable(GL_POLYGON_OFFSET_FILL);
1193         //}
1194         //else
1195         //      qglDisable(GL_POLYGON_OFFSET_FILL);
1196         qglDepthFunc(GL_LESS);
1197         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1198         qglEnable(GL_STENCIL_TEST);
1199         qglStencilFunc(GL_ALWAYS, 128, ~0);
1200         r_shadow_rendermode = r_shadow_shadowingrendermode;
1201         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1202         {
1203                 qglDisable(GL_CULL_FACE);
1204                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1205                 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1206                 qglStencilMask(~0);
1207                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1208                 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1209                 qglStencilMask(~0);
1210                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1211         }
1212         else
1213         {
1214                 qglEnable(GL_CULL_FACE);
1215                 qglStencilMask(~0);
1216                 // this is changed by every shadow render so its value here is unimportant
1217                 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1218         }
1219         GL_Clear(GL_STENCIL_BUFFER_BIT);
1220         renderstats.lights_clears++;
1221 }
1222
1223 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
1224 {
1225         R_Shadow_RenderMode_Reset();
1226         GL_BlendFunc(GL_ONE, GL_ONE);
1227         GL_DepthMask(false);
1228         GL_DepthTest(true);
1229         qglPolygonOffset(0, 0);
1230         //qglDisable(GL_POLYGON_OFFSET_FILL);
1231         GL_Color(1, 1, 1, 1);
1232         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1233         if (transparent)
1234                 qglDepthFunc(GL_LEQUAL);
1235         else
1236                 qglDepthFunc(GL_EQUAL);
1237         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1238         qglEnable(GL_CULL_FACE);
1239         if (stenciltest)
1240                 qglEnable(GL_STENCIL_TEST);
1241         else
1242                 qglDisable(GL_STENCIL_TEST);
1243         qglStencilMask(~0);
1244         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1245         // only draw light where this geometry was already rendered AND the
1246         // stencil is 128 (values other than this mean shadow)
1247         qglStencilFunc(GL_EQUAL, 128, ~0);
1248         r_shadow_rendermode = r_shadow_lightingrendermode;
1249         // do global setup needed for the chosen lighting mode
1250         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1251         {
1252                 R_Mesh_VertexPointer(varray_vertex3f);
1253                 R_Mesh_TexCoordPointer(0, 2, varray_texcoord2f[0]);
1254                 R_Mesh_TexCoordPointer(1, 3, varray_svector3f);
1255                 R_Mesh_TexCoordPointer(2, 3, varray_tvector3f);
1256                 R_Mesh_TexCoordPointer(3, 3, varray_normal3f);
1257                 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
1258                 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
1259                 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
1260                 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
1261                 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
1262                 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
1263                 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
1264                 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
1265                 GL_BlendFunc(GL_ONE, GL_ONE);
1266                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1267                 CHECKGLERROR
1268         }
1269 }
1270
1271 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1272 {
1273         R_Shadow_RenderMode_Reset();
1274         GL_BlendFunc(GL_ONE, GL_ONE);
1275         GL_DepthMask(false);
1276         GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1277         qglPolygonOffset(0, 0);
1278         GL_Color(0.0, 0.0125, 0.1, 1);
1279         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1280         qglDepthFunc(GL_GEQUAL);
1281         qglCullFace(GL_FRONT); // this culls back
1282         qglDisable(GL_CULL_FACE);
1283         qglDisable(GL_STENCIL_TEST);
1284         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1285 }
1286
1287 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1288 {
1289         R_Shadow_RenderMode_Reset();
1290         GL_BlendFunc(GL_ONE, GL_ONE);
1291         GL_DepthMask(false);
1292         GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1293         qglPolygonOffset(0, 0);
1294         GL_Color(0.1, 0.0125, 0, 1);
1295         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1296         if (transparent)
1297                 qglDepthFunc(GL_LEQUAL);
1298         else
1299                 qglDepthFunc(GL_EQUAL);
1300         qglCullFace(GL_FRONT); // this culls back
1301         qglEnable(GL_CULL_FACE);
1302         if (stenciltest)
1303                 qglEnable(GL_STENCIL_TEST);
1304         else
1305                 qglDisable(GL_STENCIL_TEST);
1306         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1307 }
1308
1309 void R_Shadow_RenderMode_End(void)
1310 {
1311         R_Shadow_RenderMode_Reset();
1312         R_Shadow_RenderMode_ActiveLight(NULL);
1313         GL_BlendFunc(GL_ONE, GL_ZERO);
1314         GL_DepthMask(true);
1315         GL_DepthTest(true);
1316         qglPolygonOffset(0, 0);
1317         //qglDisable(GL_POLYGON_OFFSET_FILL);
1318         GL_Color(1, 1, 1, 1);
1319         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1320         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1321         qglDepthFunc(GL_LEQUAL);
1322         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1323         qglEnable(GL_CULL_FACE);
1324         qglDisable(GL_STENCIL_TEST);
1325         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1326         if (gl_support_stenciltwoside)
1327                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1328         qglStencilMask(~0);
1329         qglStencilFunc(GL_ALWAYS, 128, ~0);
1330         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1331 }
1332
1333 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1334 {
1335         int i, ix1, iy1, ix2, iy2;
1336         float x1, y1, x2, y2;
1337         vec4_t v, v2;
1338         rmesh_t mesh;
1339         mplane_t planes[11];
1340         float vertex3f[256*3];
1341
1342         // if view is inside the light box, just say yes it's visible
1343         if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1344         {
1345                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1346                 return false;
1347         }
1348
1349         // create a temporary brush describing the area the light can affect in worldspace
1350         VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1351         VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1352         VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1353         VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1354         VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1355         VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
1356         VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
1357         VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
1358         VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
1359         VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
1360         VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
1361
1362         // turn the brush into a mesh
1363         memset(&mesh, 0, sizeof(rmesh_t));
1364         mesh.maxvertices = 256;
1365         mesh.vertex3f = vertex3f;
1366         mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1367         R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1368
1369         // if that mesh is empty, the light is not visible at all
1370         if (!mesh.numvertices)
1371                 return true;
1372
1373         if (!r_shadow_scissor.integer)
1374                 return false;
1375
1376         // if that mesh is not empty, check what area of the screen it covers
1377         x1 = y1 = x2 = y2 = 0;
1378         v[3] = 1.0f;
1379         for (i = 0;i < mesh.numvertices;i++)
1380         {
1381                 VectorCopy(mesh.vertex3f + i * 3, v);
1382                 GL_TransformToScreen(v, v2);
1383                 //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]);
1384                 if (i)
1385                 {
1386                         if (x1 > v2[0]) x1 = v2[0];
1387                         if (x2 < v2[0]) x2 = v2[0];
1388                         if (y1 > v2[1]) y1 = v2[1];
1389                         if (y2 < v2[1]) y2 = v2[1];
1390                 }
1391                 else
1392                 {
1393                         x1 = x2 = v2[0];
1394                         y1 = y2 = v2[1];
1395                 }
1396         }
1397
1398         // now convert the scissor rectangle to integer screen coordinates
1399         ix1 = x1 - 1.0f;
1400         iy1 = y1 - 1.0f;
1401         ix2 = x2 + 1.0f;
1402         iy2 = y2 + 1.0f;
1403         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1404
1405         // clamp it to the screen
1406         if (ix1 < r_view_x) ix1 = r_view_x;
1407         if (iy1 < r_view_y) iy1 = r_view_y;
1408         if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1409         if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1410
1411         // if it is inside out, it's not visible
1412         if (ix2 <= ix1 || iy2 <= iy1)
1413                 return true;
1414
1415         // the light area is visible, set up the scissor rectangle
1416         GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1417         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1418         //qglEnable(GL_SCISSOR_TEST);
1419         renderstats.lights_scissored++;
1420         return false;
1421 }
1422
1423 extern float *rsurface_vertex3f;
1424 extern float *rsurface_svector3f;
1425 extern float *rsurface_tvector3f;
1426 extern float *rsurface_normal3f;
1427 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1428
1429 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
1430 {
1431         int numverts = surface->num_vertices;
1432         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1433         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1434         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1435         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1436         if (r_textureunits.integer >= 3)
1437         {
1438                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1439                 {
1440                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1441                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1442                         if ((dot = DotProduct(n, v)) < 0)
1443                         {
1444                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1445                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
1446                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
1447                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
1448                                 if (fogenabled)
1449                                 {
1450                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1451                                         VectorScale(color4f, f, color4f);
1452                                 }
1453                         }
1454                         else
1455                                 VectorClear(color4f);
1456                         color4f[3] = 1;
1457                 }
1458         }
1459         else if (r_textureunits.integer >= 2)
1460         {
1461                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1462                 {
1463                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1464                         if ((dist = fabs(v[2])) < 1)
1465                         {
1466                                 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1467                                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1468                                 if ((dot = DotProduct(n, v)) < 0)
1469                                 {
1470                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1471                                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1472                                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1473                                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1474                                 }
1475                                 else
1476                                 {
1477                                         color4f[0] = ambientcolor[0] * distintensity;
1478                                         color4f[1] = ambientcolor[1] * distintensity;
1479                                         color4f[2] = ambientcolor[2] * distintensity;
1480                                 }
1481                                 if (fogenabled)
1482                                 {
1483                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1484                                         VectorScale(color4f, f, color4f);
1485                                 }
1486                         }
1487                         else
1488                                 VectorClear(color4f);
1489                         color4f[3] = 1;
1490                 }
1491         }
1492         else
1493         {
1494                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1495                 {
1496                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1497                         if ((dist = DotProduct(v, v)) < 1)
1498                         {
1499                                 dist = sqrt(dist);
1500                                 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1501                                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1502                                 if ((dot = DotProduct(n, v)) < 0)
1503                                 {
1504                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1505                                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1506                                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1507                                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1508                                 }
1509                                 else
1510                                 {
1511                                         color4f[0] = ambientcolor[0] * distintensity;
1512                                         color4f[1] = ambientcolor[1] * distintensity;
1513                                         color4f[2] = ambientcolor[2] * distintensity;
1514                                 }
1515                                 if (fogenabled)
1516                                 {
1517                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1518                                         VectorScale(color4f, f, color4f);
1519                                 }
1520                         }
1521                         else
1522                                 VectorClear(color4f);
1523                         color4f[3] = 1;
1524                 }
1525         }
1526 }
1527
1528 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1529 #define USETEXMATRIX
1530
1531 #ifndef USETEXMATRIX
1532 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1533 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1534 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1535 {
1536         do
1537         {
1538                 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1539                 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1540                 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1541                 vertex3f += 3;
1542                 tc3f += 3;
1543         }
1544         while (--numverts);
1545 }
1546
1547 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1548 {
1549         do
1550         {
1551                 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1552                 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1553                 vertex3f += 3;
1554                 tc2f += 2;
1555         }
1556         while (--numverts);
1557 }
1558 #endif
1559
1560 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)
1561 {
1562         int i;
1563         float lightdir[3];
1564         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1565         {
1566                 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1567                 // the cubemap normalizes this for us
1568                 out3f[0] = DotProduct(svector3f, lightdir);
1569                 out3f[1] = DotProduct(tvector3f, lightdir);
1570                 out3f[2] = DotProduct(normal3f, lightdir);
1571         }
1572 }
1573
1574 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)
1575 {
1576         int i;
1577         float lightdir[3], eyedir[3], halfdir[3];
1578         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1579         {
1580                 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1581                 VectorNormalize(lightdir);
1582                 VectorSubtract(relativeeyeorigin, vertex3f, eyedir);
1583                 VectorNormalize(eyedir);
1584                 VectorAdd(lightdir, eyedir, halfdir);
1585                 // the cubemap normalizes this for us
1586                 out3f[0] = DotProduct(svector3f, halfdir);
1587                 out3f[1] = DotProduct(tvector3f, halfdir);
1588                 out3f[2] = DotProduct(normal3f, halfdir);
1589         }
1590 }
1591
1592 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)
1593 {
1594         // used to display how many times a surface is lit for level design purposes
1595         int surfacelistindex;
1596         rmeshstate_t m;
1597         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1598         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1599         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1600         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1601         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1602         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1603         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1604         if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
1605                 return;
1606         GL_Color(0.1, 0.025, 0, 1);
1607         memset(&m, 0, sizeof(m));
1608         R_Mesh_State(&m);
1609         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1610         {
1611                 const msurface_t *surface = surfacelist[surfacelistindex];
1612                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1613                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1614                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1615                 GL_LockArrays(0, 0);
1616         }
1617 }
1618
1619 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)
1620 {
1621         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1622         int surfacelistindex;
1623         qboolean dobase = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1624         qboolean dopants = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1625         qboolean doshirt = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1626         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1627         if (!dobase && !dopants && !doshirt && !dospecular)
1628                 return;
1629         // select a permutation of the lighting shader appropriate to this
1630         // combination of texture, entity, light source, and fogging, only use the
1631         // minimum features necessary to avoid wasting rendering time in the
1632         // fragment shader on features that are not being used
1633         r_shadow_lightpermutation = 0;
1634         // only add a feature to the permutation if that permutation exists
1635         // (otherwise it might end up not using a shader at all, which looks
1636         // worse than using less features)
1637         if (fogenabled && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1638                 r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1639         if ((dopants || doshirt) && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_COLORMAPPING])
1640                 r_shadow_lightpermutation |= SHADERPERMUTATION_COLORMAPPING;
1641         if (specularscale > 0 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1642                 r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1643         if (r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1644                 r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1645         if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1646                 r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1647         if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1648                 r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1649         if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1650                 r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1651         r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1652         qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1653         R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1654         R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
1655         R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1656         R_Mesh_TexBind(1, R_GetTexture(basetexture));
1657         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
1658         if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1659         {
1660                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
1661         }
1662         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1663         if (r_shadow_lightpermutation & SHADERPERMUTATION_COLORMAPPING)
1664         {
1665                 R_Mesh_TexBind(5, R_GetTexture(pantstexture));
1666                 R_Mesh_TexBind(6, R_GetTexture(shirttexture));
1667                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Pants"), ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2]);CHECKGLERROR
1668                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Shirt"), ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2]);CHECKGLERROR
1669         }
1670         if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1671         {
1672                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
1673         }
1674         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1675         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1676         if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1677         {
1678                 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1679                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1680                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1681         }
1682         if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1683         {
1684                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1685                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1686         }
1687         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1688         {
1689                 const msurface_t *surface = surfacelist[surfacelistindex];
1690                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1691                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1692                 if (!rsurface_svector3f)
1693                 {
1694                         rsurface_svector3f = varray_svector3f;
1695                         rsurface_tvector3f = varray_tvector3f;
1696                         rsurface_normal3f = varray_normal3f;
1697                         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);
1698                 }
1699                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1700                 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1701                 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1702                 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1703                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1704                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1705                 GL_LockArrays(0, 0);
1706         }
1707 }
1708
1709 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1710 {
1711         int renders;
1712         float color2[3];
1713         rmeshstate_t m;
1714         const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1715         GL_Color(1,1,1,1);
1716         // colorscale accounts for how much we multiply the brightness
1717         // during combine.
1718         //
1719         // mult is how many times the final pass of the lighting will be
1720         // performed to get more brightness than otherwise possible.
1721         //
1722         // Limit mult to 64 for sanity sake.
1723         if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1724         {
1725                 // 3 3D combine path (Geforce3, Radeon 8500)
1726                 memset(&m, 0, sizeof(m));
1727                 m.pointer_vertex = rsurface_vertex3f;
1728                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1729 #ifdef USETEXMATRIX
1730                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1731                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1732 #else
1733                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1734                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1735 #endif
1736                 m.tex[1] = R_GetTexture(basetexture);
1737                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1738                 m.texmatrix[1] = texture->currenttexmatrix;
1739                 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1740 #ifdef USETEXMATRIX
1741                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1742                 m.texmatrix[2] = r_shadow_entitytolight;
1743 #else
1744                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1745                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1746 #endif
1747                 GL_BlendFunc(GL_ONE, GL_ONE);
1748         }
1749         else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1750         {
1751                 // 2 3D combine path (Geforce3, original Radeon)
1752                 memset(&m, 0, sizeof(m));
1753                 m.pointer_vertex = rsurface_vertex3f;
1754                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1755 #ifdef USETEXMATRIX
1756                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1757                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1758 #else
1759                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1760                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1761 #endif
1762                 m.tex[1] = R_GetTexture(basetexture);
1763                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1764                 m.texmatrix[1] = texture->currenttexmatrix;
1765                 GL_BlendFunc(GL_ONE, GL_ONE);
1766         }
1767         else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1768         {
1769                 // 4 2D combine path (Geforce3, Radeon 8500)
1770                 memset(&m, 0, sizeof(m));
1771                 m.pointer_vertex = rsurface_vertex3f;
1772                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1773 #ifdef USETEXMATRIX
1774                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1775                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1776 #else
1777                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1778                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1779 #endif
1780                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1781 #ifdef USETEXMATRIX
1782                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1783                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1784 #else
1785                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1786                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1787 #endif
1788                 m.tex[2] = R_GetTexture(basetexture);
1789                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1790                 m.texmatrix[2] = texture->currenttexmatrix;
1791                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1792                 {
1793                         m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1794 #ifdef USETEXMATRIX
1795                         m.pointer_texcoord3f[3] = rsurface_vertex3f;
1796                         m.texmatrix[3] = r_shadow_entitytolight;
1797 #else
1798                         m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1799                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1800 #endif
1801                 }
1802                 GL_BlendFunc(GL_ONE, GL_ONE);
1803         }
1804         else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1805         {
1806                 // 3 2D combine path (Geforce3, original Radeon)
1807                 memset(&m, 0, sizeof(m));
1808                 m.pointer_vertex = rsurface_vertex3f;
1809                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1810 #ifdef USETEXMATRIX
1811                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1812                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1813 #else
1814                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1815                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1816 #endif
1817                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1818 #ifdef USETEXMATRIX
1819                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1820                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1821 #else
1822                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1823                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1824 #endif
1825                 m.tex[2] = R_GetTexture(basetexture);
1826                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1827                 m.texmatrix[2] = texture->currenttexmatrix;
1828                 GL_BlendFunc(GL_ONE, GL_ONE);
1829         }
1830         else
1831         {
1832                 // 2/2/2 2D combine path (any dot3 card)
1833                 memset(&m, 0, sizeof(m));
1834                 m.pointer_vertex = rsurface_vertex3f;
1835                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1836 #ifdef USETEXMATRIX
1837                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1838                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1839 #else
1840                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1841                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1842 #endif
1843                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1844 #ifdef USETEXMATRIX
1845                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1846                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1847 #else
1848                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1849                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1850 #endif
1851                 R_Mesh_State(&m);
1852                 GL_ColorMask(0,0,0,1);
1853                 GL_BlendFunc(GL_ONE, GL_ZERO);
1854                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1855                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1856                 GL_LockArrays(0, 0);
1857
1858                 memset(&m, 0, sizeof(m));
1859                 m.pointer_vertex = rsurface_vertex3f;
1860                 m.tex[0] = R_GetTexture(basetexture);
1861                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1862                 m.texmatrix[0] = texture->currenttexmatrix;
1863                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1864                 {
1865                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1866 #ifdef USETEXMATRIX
1867                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1868                         m.texmatrix[1] = r_shadow_entitytolight;
1869 #else
1870                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1871                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1872 #endif
1873                 }
1874                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1875         }
1876         // this final code is shared
1877         R_Mesh_State(&m);
1878         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1879         VectorScale(lightcolorbase, colorscale, color2);
1880         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1881         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1882         {
1883                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1884                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1885         }
1886         GL_LockArrays(0, 0);
1887 }
1888
1889 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1890 {
1891         int renders;
1892         float color2[3];
1893         rmeshstate_t m;
1894         const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1895         GL_Color(1,1,1,1);
1896         // colorscale accounts for how much we multiply the brightness
1897         // during combine.
1898         //
1899         // mult is how many times the final pass of the lighting will be
1900         // performed to get more brightness than otherwise possible.
1901         //
1902         // Limit mult to 64 for sanity sake.
1903         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1904         {
1905                 // 3/2 3D combine path (Geforce3, Radeon 8500)
1906                 memset(&m, 0, sizeof(m));
1907                 m.pointer_vertex = rsurface_vertex3f;
1908                 m.tex[0] = R_GetTexture(normalmaptexture);
1909                 m.texcombinergb[0] = GL_REPLACE;
1910                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1911                 m.texmatrix[0] = texture->currenttexmatrix;
1912                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1913                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1914                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1915                 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);
1916                 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1917 #ifdef USETEXMATRIX
1918                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1919                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1920 #else
1921                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1922                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1923 #endif
1924                 R_Mesh_State(&m);
1925                 GL_ColorMask(0,0,0,1);
1926                 GL_BlendFunc(GL_ONE, GL_ZERO);
1927                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1928                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1929                 GL_LockArrays(0, 0);
1930
1931                 memset(&m, 0, sizeof(m));
1932                 m.pointer_vertex = rsurface_vertex3f;
1933                 m.tex[0] = R_GetTexture(basetexture);
1934                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1935                 m.texmatrix[0] = texture->currenttexmatrix;
1936                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1937                 {
1938                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1939 #ifdef USETEXMATRIX
1940                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1941                         m.texmatrix[1] = r_shadow_entitytolight;
1942 #else
1943                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1944                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1945 #endif
1946                 }
1947                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1948         }
1949         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1950         {
1951                 // 1/2/2 3D combine path (original Radeon)
1952                 memset(&m, 0, sizeof(m));
1953                 m.pointer_vertex = rsurface_vertex3f;
1954                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1955 #ifdef USETEXMATRIX
1956                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1957                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1958 #else
1959                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1960                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1961 #endif
1962                 R_Mesh_State(&m);
1963                 GL_ColorMask(0,0,0,1);
1964                 GL_BlendFunc(GL_ONE, GL_ZERO);
1965                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1966                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1967                 GL_LockArrays(0, 0);
1968
1969                 memset(&m, 0, sizeof(m));
1970                 m.pointer_vertex = rsurface_vertex3f;
1971                 m.tex[0] = R_GetTexture(normalmaptexture);
1972                 m.texcombinergb[0] = GL_REPLACE;
1973                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1974                 m.texmatrix[0] = texture->currenttexmatrix;
1975                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1976                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1977                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1978                 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);
1979                 R_Mesh_State(&m);
1980                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1981                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1982                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1983                 GL_LockArrays(0, 0);
1984
1985                 memset(&m, 0, sizeof(m));
1986                 m.pointer_vertex = rsurface_vertex3f;
1987                 m.tex[0] = R_GetTexture(basetexture);
1988                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1989                 m.texmatrix[0] = texture->currenttexmatrix;
1990                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1991                 {
1992                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1993 #ifdef USETEXMATRIX
1994                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1995                         m.texmatrix[1] = r_shadow_entitytolight;
1996 #else
1997                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1998                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1999 #endif
2000                 }
2001                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2002         }
2003         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
2004         {
2005                 // 2/2 3D combine path (original Radeon)
2006                 memset(&m, 0, sizeof(m));
2007                 m.pointer_vertex = rsurface_vertex3f;
2008                 m.tex[0] = R_GetTexture(normalmaptexture);
2009                 m.texcombinergb[0] = GL_REPLACE;
2010                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2011                 m.texmatrix[0] = texture->currenttexmatrix;
2012                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2013                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2014                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2015                 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);
2016                 R_Mesh_State(&m);
2017                 GL_ColorMask(0,0,0,1);
2018                 GL_BlendFunc(GL_ONE, GL_ZERO);
2019                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2020                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2021                 GL_LockArrays(0, 0);
2022
2023                 memset(&m, 0, sizeof(m));
2024                 m.pointer_vertex = rsurface_vertex3f;
2025                 m.tex[0] = R_GetTexture(basetexture);
2026                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2027                 m.texmatrix[0] = texture->currenttexmatrix;
2028                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2029 #ifdef USETEXMATRIX
2030                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2031                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2032 #else
2033                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2034                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2035 #endif
2036                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2037         }
2038         else if (r_textureunits.integer >= 4)
2039         {
2040                 // 4/2 2D combine path (Geforce3, Radeon 8500)
2041                 memset(&m, 0, sizeof(m));
2042                 m.pointer_vertex = rsurface_vertex3f;
2043                 m.tex[0] = R_GetTexture(normalmaptexture);
2044                 m.texcombinergb[0] = GL_REPLACE;
2045                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2046                 m.texmatrix[0] = texture->currenttexmatrix;
2047                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2048                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2049                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2050                 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);
2051                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2052 #ifdef USETEXMATRIX
2053                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2054                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2055 #else
2056                 m.pointer_texcoord[2] = varray_texcoord2f[2];
2057                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2058 #endif
2059                 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2060 #ifdef USETEXMATRIX
2061                 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2062                 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2063 #else
2064                 m.pointer_texcoord[3] = varray_texcoord2f[3];
2065                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2066 #endif
2067                 R_Mesh_State(&m);
2068                 GL_ColorMask(0,0,0,1);
2069                 GL_BlendFunc(GL_ONE, GL_ZERO);
2070                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2071                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2072                 GL_LockArrays(0, 0);
2073
2074                 memset(&m, 0, sizeof(m));
2075                 m.pointer_vertex = rsurface_vertex3f;
2076                 m.tex[0] = R_GetTexture(basetexture);
2077                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2078                 m.texmatrix[0] = texture->currenttexmatrix;
2079                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2080                 {
2081                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2082 #ifdef USETEXMATRIX
2083                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2084                         m.texmatrix[1] = r_shadow_entitytolight;
2085 #else
2086                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2087                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2088 #endif
2089                 }
2090                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2091         }
2092         else
2093         {
2094                 // 2/2/2 2D combine path (any dot3 card)
2095                 memset(&m, 0, sizeof(m));
2096                 m.pointer_vertex = rsurface_vertex3f;
2097                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2098 #ifdef USETEXMATRIX
2099                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2100                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2101 #else
2102                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2103                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2104 #endif
2105                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2106 #ifdef USETEXMATRIX
2107                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2108                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2109 #else
2110                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2111                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2112 #endif
2113                 R_Mesh_State(&m);
2114                 GL_ColorMask(0,0,0,1);
2115                 GL_BlendFunc(GL_ONE, GL_ZERO);
2116                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2117                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2118                 GL_LockArrays(0, 0);
2119
2120                 memset(&m, 0, sizeof(m));
2121                 m.pointer_vertex = rsurface_vertex3f;
2122                 m.tex[0] = R_GetTexture(normalmaptexture);
2123                 m.texcombinergb[0] = GL_REPLACE;
2124                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2125                 m.texmatrix[0] = texture->currenttexmatrix;
2126                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2127                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2128                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2129                 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);
2130                 R_Mesh_State(&m);
2131                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2132                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2133                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2134                 GL_LockArrays(0, 0);
2135
2136                 memset(&m, 0, sizeof(m));
2137                 m.pointer_vertex = rsurface_vertex3f;
2138                 m.tex[0] = R_GetTexture(basetexture);
2139                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2140                 m.texmatrix[0] = texture->currenttexmatrix;
2141                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2142                 {
2143                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2144 #ifdef USETEXMATRIX
2145                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2146                         m.texmatrix[1] = r_shadow_entitytolight;
2147 #else
2148                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2149                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2150 #endif
2151                 }
2152                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2153         }
2154         // this final code is shared
2155         R_Mesh_State(&m);
2156         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2157         VectorScale(lightcolorbase, colorscale, color2);
2158         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2159         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2160         {
2161                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2162                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2163         }
2164         GL_LockArrays(0, 0);
2165 }
2166
2167 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
2168 {
2169         int renders;
2170         float color2[3];
2171         rmeshstate_t m;
2172         const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2173         // FIXME: detect blendsquare!
2174         //if (!gl_support_blendsquare)
2175         //      return;
2176         GL_Color(1,1,1,1);
2177         if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2178         {
2179                 // 2/0/0/1/2 3D combine blendsquare path
2180                 memset(&m, 0, sizeof(m));
2181                 m.pointer_vertex = rsurface_vertex3f;
2182                 m.tex[0] = R_GetTexture(normalmaptexture);
2183                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2184                 m.texmatrix[0] = texture->currenttexmatrix;
2185                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2186                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2187                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2188                 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);
2189                 R_Mesh_State(&m);
2190                 GL_ColorMask(0,0,0,1);
2191                 // this squares the result
2192                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2193                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2194                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2195                 GL_LockArrays(0, 0);
2196
2197                 memset(&m, 0, sizeof(m));
2198                 m.pointer_vertex = rsurface_vertex3f;
2199                 R_Mesh_State(&m);
2200                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2201                 // square alpha in framebuffer a few times to make it shiny
2202                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2203                 // these comments are a test run through this math for intensity 0.5
2204                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2205                 // 0.25 * 0.25 = 0.0625 (this is another pass)
2206                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2207                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2208                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2209                 GL_LockArrays(0, 0);
2210
2211                 memset(&m, 0, sizeof(m));
2212                 m.pointer_vertex = rsurface_vertex3f;
2213                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2214 #ifdef USETEXMATRIX
2215                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2216                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2217 #else
2218                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2219                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2220 #endif
2221                 R_Mesh_State(&m);
2222                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2223                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2224                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2225                 GL_LockArrays(0, 0);
2226
2227                 memset(&m, 0, sizeof(m));
2228                 m.pointer_vertex = rsurface_vertex3f;
2229                 m.tex[0] = R_GetTexture(glosstexture);
2230                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2231                 m.texmatrix[0] = texture->currenttexmatrix;
2232                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2233                 {
2234                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2235 #ifdef USETEXMATRIX
2236                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2237                         m.texmatrix[1] = r_shadow_entitytolight;
2238 #else
2239                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2240                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2241 #endif
2242                 }
2243                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2244         }
2245         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2246         {
2247                 // 2/0/0/2 3D combine blendsquare path
2248                 memset(&m, 0, sizeof(m));
2249                 m.pointer_vertex = rsurface_vertex3f;
2250                 m.tex[0] = R_GetTexture(normalmaptexture);
2251                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2252                 m.texmatrix[0] = texture->currenttexmatrix;
2253                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2254                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2255                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2256                 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);
2257                 R_Mesh_State(&m);
2258                 GL_ColorMask(0,0,0,1);
2259                 // this squares the result
2260                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2261                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2262                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2263                 GL_LockArrays(0, 0);
2264
2265                 memset(&m, 0, sizeof(m));
2266                 m.pointer_vertex = rsurface_vertex3f;
2267                 R_Mesh_State(&m);
2268                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2269                 // square alpha in framebuffer a few times to make it shiny
2270                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2271                 // these comments are a test run through this math for intensity 0.5
2272                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2273                 // 0.25 * 0.25 = 0.0625 (this is another pass)
2274                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2275                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2276                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2277                 GL_LockArrays(0, 0);
2278
2279                 memset(&m, 0, sizeof(m));
2280                 m.pointer_vertex = rsurface_vertex3f;
2281                 m.tex[0] = R_GetTexture(glosstexture);
2282                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2283                 m.texmatrix[0] = texture->currenttexmatrix;
2284                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2285 #ifdef USETEXMATRIX
2286                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2287                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2288 #else
2289                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2290                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2291 #endif
2292                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2293         }
2294         else
2295         {
2296                 // 2/0/0/2/2 2D combine blendsquare path
2297                 memset(&m, 0, sizeof(m));
2298                 m.pointer_vertex = rsurface_vertex3f;
2299                 m.tex[0] = R_GetTexture(normalmaptexture);
2300                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2301                 m.texmatrix[0] = texture->currenttexmatrix;
2302                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2303                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2304                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2305                 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);
2306                 R_Mesh_State(&m);
2307                 GL_ColorMask(0,0,0,1);
2308                 // this squares the result
2309                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2310                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2311                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2312                 GL_LockArrays(0, 0);
2313
2314                 memset(&m, 0, sizeof(m));
2315                 m.pointer_vertex = rsurface_vertex3f;
2316                 R_Mesh_State(&m);
2317                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2318                 // square alpha in framebuffer a few times to make it shiny
2319                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2320                 // these comments are a test run through this math for intensity 0.5
2321                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2322                 // 0.25 * 0.25 = 0.0625 (this is another pass)
2323                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2324                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2325                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2326                 GL_LockArrays(0, 0);
2327
2328                 memset(&m, 0, sizeof(m));
2329                 m.pointer_vertex = rsurface_vertex3f;
2330                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2331 #ifdef USETEXMATRIX
2332                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2333                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2334 #else
2335                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2336                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2337 #endif
2338                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2339 #ifdef USETEXMATRIX
2340                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2341                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2342 #else
2343                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2344                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2345 #endif
2346                 R_Mesh_State(&m);
2347                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2348                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2349                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2350                 GL_LockArrays(0, 0);
2351
2352                 memset(&m, 0, sizeof(m));
2353                 m.pointer_vertex = rsurface_vertex3f;
2354                 m.tex[0] = R_GetTexture(glosstexture);
2355                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2356                 m.texmatrix[0] = texture->currenttexmatrix;
2357                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2358                 {
2359                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2360 #ifdef USETEXMATRIX
2361                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2362                         m.texmatrix[1] = r_shadow_entitytolight;
2363 #else
2364                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2365                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2366 #endif
2367                 }
2368                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2369         }
2370         R_Mesh_State(&m);
2371         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2372         VectorScale(lightcolorbase, colorscale, color2);
2373         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2374         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2375         {
2376                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2377                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2378         }
2379         GL_LockArrays(0, 0);
2380 }
2381
2382 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)
2383 {
2384         // ARB path (any Geforce, any Radeon)
2385         int surfacelistindex;
2386         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2387         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2388         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2389         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2390         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2391         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2392         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
2393         if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
2394                 return;
2395         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2396         {
2397                 const msurface_t *surface = surfacelist[surfacelistindex];
2398                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2399                 if (!rsurface_svector3f)
2400                 {
2401                         rsurface_svector3f = varray_svector3f;
2402                         rsurface_tvector3f = varray_tvector3f;
2403                         rsurface_normal3f = varray_normal3f;
2404                         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);
2405                 }
2406                 if (doambientbase)
2407                         R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
2408                 if (doambientpants)
2409                         R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
2410                 if (doambientshirt)
2411                         R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
2412                 if (dodiffusebase)
2413                         R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2414                 if (dodiffusepants)
2415                         R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2416                 if (dodiffuseshirt)
2417                         R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2418                 if (dospecular)
2419                         R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
2420         }
2421 }
2422
2423 void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2)
2424 {
2425         int renders;
2426         const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2427         R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
2428         for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2429         {
2430                 int i;
2431                 float *c;
2432 #if 1
2433                 // due to low fillrate on the cards this vertex lighting path is
2434                 // designed for, we manually cull all triangles that do not
2435                 // contain a lit vertex
2436                 int draw;
2437                 const int *e;
2438                 int newnumtriangles;
2439                 int *newe;
2440                 int newelements[3072];
2441                 draw = false;
2442                 newnumtriangles = 0;
2443                 newe = newelements;
2444                 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
2445                 {
2446                         if (newnumtriangles >= 1024)
2447                         {
2448                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2449                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2450                                 GL_LockArrays(0, 0);
2451                                 newnumtriangles = 0;
2452                                 newe = newelements;
2453                         }
2454                         if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
2455                         {
2456                                 newe[0] = e[0];
2457                                 newe[1] = e[1];
2458                                 newe[2] = e[2];
2459                                 newnumtriangles++;
2460                                 newe += 3;
2461                                 draw = true;
2462                         }
2463                 }
2464                 if (newnumtriangles >= 1)
2465                 {
2466                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2467                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2468                         GL_LockArrays(0, 0);
2469                         draw = true;
2470                 }
2471                 if (!draw)
2472                         break;
2473 #else
2474                 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2475                         if (VectorLength2(c))
2476                                 goto goodpass;
2477                 break;
2478 goodpass:
2479                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2480                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2481                 GL_LockArrays(0, 0);
2482 #endif
2483                 // now reduce the intensity for the next overbright pass
2484                 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2485                 {
2486                         c[0] = max(0, c[0] - 1);
2487                         c[1] = max(0, c[1] - 1);
2488                         c[2] = max(0, c[2] - 1);
2489                 }
2490         }
2491 }
2492
2493 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)
2494 {
2495         int surfacelistindex;
2496         float ambientcolorbase[3], diffusecolorbase[3];
2497         float ambientcolorpants[3], diffusecolorpants[3];
2498         float ambientcolorshirt[3], diffusecolorshirt[3];
2499         rmeshstate_t m;
2500         qboolean dobase  = basetexture != r_texture_black;
2501         qboolean dopants = pantstexture != r_texture_black;
2502         qboolean doshirt = shirttexture != r_texture_black;
2503         if (!dobase && !dopants && !doshirt)
2504                 return;
2505         if (dobase)
2506         {
2507                 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2, ambientcolorbase);
2508                 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2, diffusecolorbase);
2509         }
2510         if (dopants)
2511         {
2512                 VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2, ambientcolorpants);
2513                 VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2, diffusecolorpants);
2514         }
2515         if (doshirt)
2516         {
2517                 VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt);
2518                 VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt);
2519         }
2520         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2521         memset(&m, 0, sizeof(m));
2522         m.tex[0] = R_GetTexture(basetexture);
2523         if (r_textureunits.integer >= 2)
2524         {
2525                 // voodoo2
2526                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2527 #ifdef USETEXMATRIX
2528                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2529 #else
2530                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2531                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2532 #endif
2533                 if (r_textureunits.integer >= 3)
2534                 {
2535                         // Geforce3/Radeon class but not using dot3
2536                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2537 #ifdef USETEXMATRIX
2538                         m.texmatrix[2] = r_shadow_entitytoattenuationz;
2539 #else
2540                         m.pointer_texcoord[2] = varray_texcoord2f[2];
2541                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2542 #endif
2543                 }
2544         }
2545         m.pointer_color = varray_color4f;
2546         R_Mesh_State(&m);
2547         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2548         {
2549                 const msurface_t *surface = surfacelist[surfacelistindex];
2550                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2551                 if (!rsurface_svector3f)
2552                 {
2553                         rsurface_svector3f = varray_svector3f;
2554                         rsurface_tvector3f = varray_tvector3f;
2555                         rsurface_normal3f = varray_normal3f;
2556                         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);
2557                 }
2558                 // OpenGL 1.1 path (anything)
2559                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2560                 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2561                 if (r_textureunits.integer >= 2)
2562                 {
2563                         // voodoo2 or TNT
2564 #ifdef USETEXMATRIX
2565                         R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2566 #else
2567                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2568 #endif
2569                         if (r_textureunits.integer >= 3)
2570                         {
2571                                 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2572 #ifdef USETEXMATRIX
2573                                 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2574 #else
2575                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2576 #endif
2577                         }
2578                 }
2579                 if (dobase)
2580                 {
2581                         R_Mesh_TexBind(0, R_GetTexture(basetexture));
2582                         R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorbase, ambientcolorbase);
2583                 }
2584                 if (dopants)
2585                 {
2586                         R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2587                         R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorpants, ambientcolorpants);
2588                 }
2589                 if (doshirt)
2590                 {
2591                         R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2592                         R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorshirt, ambientcolorshirt);
2593                 }
2594         }
2595 }
2596
2597 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist)
2598 {
2599         // FIXME: support MATERIALFLAG_NODEPTHTEST
2600         vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2601         rtexture_t *basetexture;
2602         rtexture_t *glosstexture;
2603         float specularscale;
2604         glosstexture = r_texture_black;
2605         specularscale = 0;
2606         if (r_shadow_gloss.integer > 0)
2607         {
2608                 if (texture->skin.gloss)
2609                 {
2610                         if (r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2611                         {
2612                                 glosstexture = texture->skin.gloss;
2613                                 specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
2614                         }
2615                 }
2616                 else
2617                 {
2618                         if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2619                         {
2620                                 glosstexture = r_texture_white;
2621                                 specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
2622                         }
2623                 }
2624         }
2625         // calculate colors to render this texture with
2626         lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha;
2627         lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha;
2628         lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha;
2629         if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2630                 return;
2631         if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
2632                 qglDisable(GL_CULL_FACE);
2633         else
2634                 qglEnable(GL_CULL_FACE);
2635         if ((VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor)) >= (1.0f / 1048576.0f))
2636         {
2637                 lightcolorpants[0] = r_shadow_rtlight->currentcolor[0] * ent->colormap_pantscolor[0] * texture->currentalpha;
2638                 lightcolorpants[1] = r_shadow_rtlight->currentcolor[1] * ent->colormap_pantscolor[1] * texture->currentalpha;
2639                 lightcolorpants[2] = r_shadow_rtlight->currentcolor[2] * ent->colormap_pantscolor[2] * texture->currentalpha;
2640                 lightcolorshirt[0] = r_shadow_rtlight->currentcolor[0] * ent->colormap_shirtcolor[0] * texture->currentalpha;
2641                 lightcolorshirt[1] = r_shadow_rtlight->currentcolor[1] * ent->colormap_shirtcolor[1] * texture->currentalpha;
2642                 lightcolorshirt[2] = r_shadow_rtlight->currentcolor[2] * ent->colormap_shirtcolor[2] * texture->currentalpha;
2643                 basetexture = texture->skin.base;
2644                 switch (r_shadow_rendermode)
2645                 {
2646                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2647                         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);
2648                         break;
2649                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2650                         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);
2651                         break;
2652                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2653                         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);
2654                         break;
2655                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2656                         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);
2657                         break;
2658                 default:
2659                         Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2660                         break;
2661                 }
2662         }
2663         else
2664         {
2665                 basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
2666                 switch (r_shadow_rendermode)
2667                 {
2668                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2669                         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);
2670                         break;
2671                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2672                         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);
2673                         break;
2674                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2675                         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);
2676                         break;
2677                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2678                         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);
2679                         break;
2680                 default:
2681                         Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2682                         break;
2683                 }
2684         }
2685 }
2686
2687 void R_RTLight_Update(dlight_t *light, int isstatic)
2688 {
2689         int j, k;
2690         float scale;
2691         rtlight_t *rtlight = &light->rtlight;
2692         R_RTLight_Uncompile(rtlight);
2693         memset(rtlight, 0, sizeof(*rtlight));
2694
2695         VectorCopy(light->origin, rtlight->shadoworigin);
2696         VectorCopy(light->color, rtlight->color);
2697         rtlight->radius = light->radius;
2698         //rtlight->cullradius = rtlight->radius;
2699         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2700         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2701         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2702         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2703         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2704         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2705         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2706         rtlight->cubemapname[0] = 0;
2707         if (light->cubemapname[0])
2708                 strcpy(rtlight->cubemapname, light->cubemapname);
2709         else if (light->cubemapnum > 0)
2710                 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2711         rtlight->shadow = light->shadow;
2712         rtlight->corona = light->corona;
2713         rtlight->style = light->style;
2714         rtlight->isstatic = isstatic;
2715         rtlight->coronasizescale = light->coronasizescale;
2716         rtlight->ambientscale = light->ambientscale;
2717         rtlight->diffusescale = light->diffusescale;
2718         rtlight->specularscale = light->specularscale;
2719         rtlight->flags = light->flags;
2720         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2721         // ConcatScale won't work here because this needs to scale rotate and
2722         // translate, not just rotate
2723         scale = 1.0f / rtlight->radius;
2724         for (k = 0;k < 3;k++)
2725                 for (j = 0;j < 4;j++)
2726                         rtlight->matrix_worldtolight.m[k][j] *= scale;
2727
2728         rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2729         rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2730         VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2731         rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2732 }
2733
2734 // compiles rtlight geometry
2735 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2736 void R_RTLight_Compile(rtlight_t *rtlight)
2737 {
2738         int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2739         entity_render_t *ent = r_refdef.worldentity;
2740         model_t *model = r_refdef.worldmodel;
2741         unsigned char *data;
2742
2743         // compile the light
2744         rtlight->compiled = true;
2745         rtlight->static_numleafs = 0;
2746         rtlight->static_numleafpvsbytes = 0;
2747         rtlight->static_leaflist = NULL;
2748         rtlight->static_leafpvs = NULL;
2749         rtlight->static_numsurfaces = 0;
2750         rtlight->static_surfacelist = NULL;
2751         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2752         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2753         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2754         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2755         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2756         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2757
2758         if (model && model->GetLightInfo)
2759         {
2760                 // this variable must be set for the CompileShadowVolume code
2761                 r_shadow_compilingrtlight = rtlight;
2762                 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2763                 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);
2764                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2765                 data = (unsigned char *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2766                 rtlight->static_numleafs = numleafs;
2767                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2768                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2769                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2770                 rtlight->static_numsurfaces = numsurfaces;
2771                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2772                 if (numleafs)
2773                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2774                 if (numleafpvsbytes)
2775                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2776                 if (numsurfaces)
2777                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2778                 if (model->CompileShadowVolume && rtlight->shadow)
2779                         model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2780                 // now we're done compiling the rtlight
2781                 r_shadow_compilingrtlight = NULL;
2782         }
2783
2784
2785         // use smallest available cullradius - box radius or light radius
2786         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2787         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2788
2789         shadowmeshes = 0;
2790         shadowtris = 0;
2791         if (rtlight->static_meshchain_shadow)
2792         {
2793                 shadowmesh_t *mesh;
2794                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2795                 {
2796                         shadowmeshes++;
2797                         shadowtris += mesh->numtriangles;
2798                 }
2799         }
2800
2801         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);
2802 }
2803
2804 void R_RTLight_Uncompile(rtlight_t *rtlight)
2805 {
2806         if (rtlight->compiled)
2807         {
2808                 if (rtlight->static_meshchain_shadow)
2809                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2810                 rtlight->static_meshchain_shadow = NULL;
2811                 // these allocations are grouped
2812                 if (rtlight->static_leaflist)
2813                         Mem_Free(rtlight->static_leaflist);
2814                 rtlight->static_numleafs = 0;
2815                 rtlight->static_numleafpvsbytes = 0;
2816                 rtlight->static_leaflist = NULL;
2817                 rtlight->static_leafpvs = NULL;
2818                 rtlight->static_numsurfaces = 0;
2819                 rtlight->static_surfacelist = NULL;
2820                 rtlight->compiled = false;
2821         }
2822 }
2823
2824 void R_Shadow_UncompileWorldLights(void)
2825 {
2826         dlight_t *light;
2827         for (light = r_shadow_worldlightchain;light;light = light->next)
2828                 R_RTLight_Uncompile(&light->rtlight);
2829 }
2830
2831 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2832 {
2833         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2834         vec_t relativeshadowradius;
2835         if (ent == r_refdef.worldentity)
2836         {
2837                 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2838                 {
2839                         shadowmesh_t *mesh;
2840                         R_Mesh_Matrix(&ent->matrix);
2841                         for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2842                         {
2843                                 renderstats.lights_shadowtriangles += mesh->numtriangles;
2844                                 R_Mesh_VertexPointer(mesh->vertex3f);
2845                                 GL_LockArrays(0, mesh->numverts);
2846                                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2847                                 {
2848                                         // decrement stencil if backface is behind depthbuffer
2849                                         qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2850                                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2851                                         R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2852                                         // increment stencil if frontface is behind depthbuffer
2853                                         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2854                                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2855                                 }
2856                                 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2857                                 GL_LockArrays(0, 0);
2858                         }
2859                 }
2860                 else if (numsurfaces)
2861                 {
2862                         R_Mesh_Matrix(&ent->matrix);
2863                         ent->model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
2864                 }
2865         }
2866         else
2867         {
2868                 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2869                 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2870                 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2871                 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2872                 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2873                 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2874                 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2875                 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2876                 R_Mesh_Matrix(&ent->matrix);
2877                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2878         }
2879 }
2880
2881 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2882 {
2883         // set up properties for rendering light onto this entity
2884         Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2885         Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2886         Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2887         Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2888         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2889         R_Mesh_Matrix(&ent->matrix);
2890 }
2891
2892 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2893 {
2894         R_Shadow_SetupEntityLight(ent);
2895         if (ent == r_refdef.worldentity)
2896                 ent->model->DrawLight(ent, numsurfaces, surfacelist);
2897         else
2898                 ent->model->DrawLight(ent, ent->model->nummodelsurfaces, ent->model->surfacelist);
2899 }
2900
2901 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2902 {
2903         int i, usestencil;
2904         float f;
2905         int numleafs, numsurfaces;
2906         int *leaflist, *surfacelist;
2907         unsigned char *leafpvs;
2908         int numlightentities;
2909         int numshadowentities;
2910         entity_render_t *lightentities[MAX_EDICTS];
2911         entity_render_t *shadowentities[MAX_EDICTS];
2912
2913         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2914         // skip lights that are basically invisible (color 0 0 0)
2915         if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2916                 return;
2917
2918         // loading is done before visibility checks because loading should happen
2919         // all at once at the start of a level, not when it stalls gameplay.
2920         // (especially important to benchmarks)
2921         // compile light
2922         if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2923                 R_RTLight_Compile(rtlight);
2924         // load cubemap
2925         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2926
2927         // look up the light style value at this time
2928         f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2929         VectorScale(rtlight->color, f, rtlight->currentcolor);
2930         /*
2931         if (rtlight->selected)
2932         {
2933                 f = 2 + sin(realtime * M_PI * 4.0);
2934                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2935         }
2936         */
2937
2938         // if lightstyle is currently off, don't draw the light
2939         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2940                 return;
2941
2942         // if the light box is offscreen, skip it
2943         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2944                 return;
2945
2946         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2947         {
2948                 // compiled light, world available and can receive realtime lighting
2949                 // retrieve leaf information
2950                 numleafs = rtlight->static_numleafs;
2951                 leaflist = rtlight->static_leaflist;
2952                 leafpvs = rtlight->static_leafpvs;
2953                 numsurfaces = rtlight->static_numsurfaces;
2954                 surfacelist = rtlight->static_surfacelist;
2955         }
2956         else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2957         {
2958                 // dynamic light, world available and can receive realtime lighting
2959                 // calculate lit surfaces and leafs
2960                 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2961                 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);
2962                 leaflist = r_shadow_buffer_leaflist;
2963                 leafpvs = r_shadow_buffer_leafpvs;
2964                 surfacelist = r_shadow_buffer_surfacelist;
2965                 // if the reduced leaf bounds are offscreen, skip it
2966                 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2967                         return;
2968         }
2969         else
2970         {
2971                 // no world
2972                 numleafs = 0;
2973                 leaflist = NULL;
2974                 leafpvs = NULL;
2975                 numsurfaces = 0;
2976                 surfacelist = NULL;
2977         }
2978         // check if light is illuminating any visible leafs
2979         if (numleafs)
2980         {
2981                 for (i = 0;i < numleafs;i++)
2982                         if (r_worldleafvisible[leaflist[i]])
2983                                 break;
2984                 if (i == numleafs)
2985                         return;
2986         }
2987         // set up a scissor rectangle for this light
2988         if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2989                 return;
2990
2991         // make a list of lit entities and shadow casting entities
2992         numlightentities = 0;
2993         numshadowentities = 0;
2994         // don't count the world unless some surfaces are actually lit
2995         if (numsurfaces)
2996         {
2997                 lightentities[numlightentities++] = r_refdef.worldentity;
2998                 shadowentities[numshadowentities++] = r_refdef.worldentity;
2999         }
3000         // add dynamic entities that are lit by the light
3001         if (r_drawentities.integer)
3002         {
3003                 for (i = 0;i < r_refdef.numentities;i++)
3004                 {
3005                         entity_render_t *ent = r_refdef.entities[i];
3006                         if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
3007                          && ent->model
3008                          && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
3009                         {
3010                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3011                                 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
3012                                         shadowentities[numshadowentities++] = ent;
3013                                 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
3014                                         lightentities[numlightentities++] = ent;
3015                         }
3016                 }
3017         }
3018
3019         // return if there's nothing at all to light
3020         if (!numlightentities)
3021                 return;
3022
3023         // make this the active rtlight for rendering purposes
3024         R_Shadow_RenderMode_ActiveLight(rtlight);
3025         // count this light in the r_speeds
3026         renderstats.lights++;
3027
3028         // draw stencil shadow volumes to mask off pixels that are in shadow
3029         // so that they won't receive lighting
3030         usestencil = false;
3031         if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
3032         {
3033                 usestencil = true;
3034                 R_Shadow_RenderMode_StencilShadowVolumes();
3035                 for (i = 0;i < numshadowentities;i++)
3036                         R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3037         }
3038
3039         // draw lighting in the unmasked areas
3040         if (numlightentities && !visible)
3041         {
3042                 R_Shadow_RenderMode_Lighting(usestencil, false);
3043                 for (i = 0;i < numlightentities;i++)
3044                         R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3045         }
3046
3047         // optionally draw visible shape of the shadow volumes
3048         // for performance analysis by level designers
3049         if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
3050         {
3051                 R_Shadow_RenderMode_VisibleShadowVolumes();
3052                 for (i = 0;i < numshadowentities;i++)
3053                         R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3054         }
3055
3056         // optionally draw the illuminated areas
3057         // for performance analysis by level designers
3058         if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
3059         {
3060                 R_Shadow_RenderMode_VisibleLighting(usestencil, false);
3061                 for (i = 0;i < numlightentities;i++)
3062                         R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3063         }
3064 }
3065
3066 void R_ShadowVolumeLighting(qboolean visible)
3067 {
3068         int lnum, flag;
3069         dlight_t *light;
3070
3071         if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
3072                 R_Shadow_EditLights_Reload_f();
3073
3074         R_Shadow_RenderMode_Begin();
3075
3076         flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3077         if (r_shadow_debuglight.integer >= 0)
3078         {
3079                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3080                         if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
3081                                 R_DrawRTLight(&light->rtlight, visible);
3082         }
3083         else
3084                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3085                         if (light->flags & flag)
3086                                 R_DrawRTLight(&light->rtlight, visible);
3087         if (r_rtdlight)
3088                 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
3089                         R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
3090
3091         R_Shadow_RenderMode_End();
3092 }
3093
3094 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3095 typedef struct suffixinfo_s
3096 {
3097         char *suffix;
3098         qboolean flipx, flipy, flipdiagonal;
3099 }
3100 suffixinfo_t;
3101 static suffixinfo_t suffix[3][6] =
3102 {
3103         {
3104                 {"px",   false, false, false},
3105                 {"nx",   false, false, false},
3106                 {"py",   false, false, false},
3107                 {"ny",   false, false, false},
3108                 {"pz",   false, false, false},
3109                 {"nz",   false, false, false}
3110         },
3111         {
3112                 {"posx", false, false, false},
3113                 {"negx", false, false, false},
3114                 {"posy", false, false, false},
3115                 {"negy", false, false, false},
3116                 {"posz", false, false, false},
3117                 {"negz", false, false, false}
3118         },
3119         {
3120                 {"rt",    true, false,  true},
3121                 {"lf",   false,  true,  true},
3122                 {"ft",    true,  true, false},
3123                 {"bk",   false, false, false},
3124                 {"up",    true, false,  true},
3125                 {"dn",    true, false,  true}
3126         }
3127 };
3128
3129 static int componentorder[4] = {0, 1, 2, 3};
3130
3131 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
3132 {
3133         int i, j, cubemapsize;
3134         unsigned char *cubemappixels, *image_rgba;
3135         rtexture_t *cubemaptexture;
3136         char name[256];
3137         // must start 0 so the first loadimagepixels has no requested width/height
3138         cubemapsize = 0;
3139         cubemappixels = NULL;
3140         cubemaptexture = NULL;
3141         // keep trying different suffix groups (posx, px, rt) until one loads
3142         for (j = 0;j < 3 && !cubemappixels;j++)
3143         {
3144                 // load the 6 images in the suffix group
3145                 for (i = 0;i < 6;i++)
3146                 {
3147                         // generate an image name based on the base and and suffix
3148                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3149                         // load it
3150                         if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
3151                         {
3152                                 // an image loaded, make sure width and height are equal
3153                                 if (image_width == image_height)
3154                                 {
3155                                         // if this is the first image to load successfully, allocate the cubemap memory
3156                                         if (!cubemappixels && image_width >= 1)
3157                                         {
3158                                                 cubemapsize = image_width;
3159                                                 // note this clears to black, so unavailable sides are black
3160                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3161                                         }
3162                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3163                                         if (cubemappixels)
3164                                                 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);
3165                                 }
3166                                 else
3167                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3168                                 // free the image
3169                                 Mem_Free(image_rgba);
3170                         }
3171                 }
3172         }
3173         // if a cubemap loaded, upload it
3174         if (cubemappixels)
3175         {
3176                 if (!r_shadow_filters_texturepool)
3177                         r_shadow_filters_texturepool = R_AllocTexturePool();
3178                 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
3179                 Mem_Free(cubemappixels);
3180         }
3181         else
3182         {
3183                 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
3184                 for (j = 0;j < 3;j++)
3185                         for (i = 0;i < 6;i++)
3186                                 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3187                 Con_Print(" and was unable to find any of them.\n");
3188         }
3189         return cubemaptexture;
3190 }
3191
3192 rtexture_t *R_Shadow_Cubemap(const char *basename)
3193 {
3194         int i;
3195         for (i = 0;i < numcubemaps;i++)
3196                 if (!strcasecmp(cubemaps[i].basename, basename))
3197                         return cubemaps[i].texture;
3198         if (i >= MAX_CUBEMAPS)
3199                 return r_texture_whitecube;
3200         numcubemaps++;
3201         strcpy(cubemaps[i].basename, basename);
3202         cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3203         if (!cubemaps[i].texture)
3204                 cubemaps[i].texture = r_texture_whitecube;
3205         return cubemaps[i].texture;
3206 }
3207
3208 void R_Shadow_FreeCubemaps(void)
3209 {
3210         numcubemaps = 0;
3211         R_FreeTexturePool(&r_shadow_filters_texturepool);
3212 }
3213
3214 dlight_t *R_Shadow_NewWorldLight(void)
3215 {
3216         dlight_t *light;
3217         light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3218         light->next = r_shadow_worldlightchain;
3219         r_shadow_worldlightchain = light;
3220         return light;
3221 }
3222
3223 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)
3224 {
3225         VectorCopy(origin, light->origin);
3226         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3227         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3228         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3229         light->color[0] = max(color[0], 0);
3230         light->color[1] = max(color[1], 0);
3231         light->color[2] = max(color[2], 0);
3232         light->radius = max(radius, 0);
3233         light->style = style;
3234         if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3235         {
3236                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3237                 light->style = 0;
3238         }
3239         light->shadow = shadowenable;
3240         light->corona = corona;
3241         if (!cubemapname)
3242                 cubemapname = "";
3243         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3244         light->coronasizescale = coronasizescale;
3245         light->ambientscale = ambientscale;
3246         light->diffusescale = diffusescale;
3247         light->specularscale = specularscale;
3248         light->flags = flags;
3249         Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3250
3251         R_RTLight_Update(light, true);
3252 }
3253
3254 void R_Shadow_FreeWorldLight(dlight_t *light)
3255 {
3256         dlight_t **lightpointer;
3257         R_RTLight_Uncompile(&light->rtlight);
3258         for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3259         if (*lightpointer != light)
3260                 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
3261         *lightpointer = light->next;
3262         Mem_Free(light);
3263 }
3264
3265 void R_Shadow_ClearWorldLights(void)
3266 {
3267         while (r_shadow_worldlightchain)
3268                 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3269         r_shadow_selectedlight = NULL;
3270         R_Shadow_FreeCubemaps();
3271 }
3272
3273 void R_Shadow_SelectLight(dlight_t *light)
3274 {
3275         if (r_shadow_selectedlight)
3276                 r_shadow_selectedlight->selected = false;
3277         r_shadow_selectedlight = light;
3278         if (r_shadow_selectedlight)
3279                 r_shadow_selectedlight->selected = true;
3280 }
3281
3282 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3283 {
3284         float scale = r_editlights_cursorgrid.value * 0.5f;
3285         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);
3286 }
3287
3288 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3289 {
3290         float intensity;
3291         const dlight_t *light = (dlight_t *)ent;
3292         intensity = 0.5;
3293         if (light->selected)
3294                 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3295         if (!light->shadow)
3296                 intensity *= 0.5f;
3297         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);
3298 }
3299
3300 void R_Shadow_DrawLightSprites(void)
3301 {
3302         int i;
3303         cachepic_t *pic;
3304         dlight_t *light;
3305
3306         for (i = 0;i < 5;i++)
3307         {
3308                 lighttextures[i] = NULL;
3309                 if ((pic = Draw_CachePic(va("gfx/crosshair%i", i + 1), true)))
3310                         lighttextures[i] = pic->tex;
3311         }
3312
3313         for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3314                 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, i % 5, &light->rtlight);
3315         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
3316 }
3317
3318 void R_Shadow_SelectLightInView(void)
3319 {
3320         float bestrating, rating, temp[3];
3321         dlight_t *best, *light;
3322         best = NULL;
3323         bestrating = 0;
3324         for (light = r_shadow_worldlightchain;light;light = light->next)
3325         {
3326                 VectorSubtract(light->origin, r_vieworigin, temp);
3327                 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3328                 if (rating >= 0.95)
3329                 {
3330                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3331                         if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3332                         {
3333                                 bestrating = rating;
3334                                 best = light;
3335                         }
3336                 }
3337         }
3338         R_Shadow_SelectLight(best);
3339 }
3340
3341 void R_Shadow_LoadWorldLights(void)
3342 {
3343         int n, a, style, shadow, flags;
3344         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3345         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3346         if (r_refdef.worldmodel == NULL)
3347         {
3348                 Con_Print("No map loaded.\n");
3349                 return;
3350         }
3351         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3352         strlcat (name, ".rtlights", sizeof (name));
3353         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3354         if (lightsstring)
3355         {
3356                 s = lightsstring;
3357                 n = 0;
3358                 while (*s)
3359                 {
3360                         t = s;
3361                         /*
3362                         shadow = true;
3363                         for (;COM_Parse(t, true) && strcmp(
3364                         if (COM_Parse(t, true))
3365                         {
3366                                 if (com_token[0] == '!')
3367                                 {
3368                                         shadow = false;
3369                                         origin[0] = atof(com_token+1);
3370                                 }
3371                                 else
3372                                         origin[0] = atof(com_token);
3373                                 if (Com_Parse(t
3374                         }
3375                         */
3376                         t = s;
3377                         while (*s && *s != '\n' && *s != '\r')
3378                                 s++;
3379                         if (!*s)
3380                                 break;
3381                         tempchar = *s;
3382                         shadow = true;
3383                         // check for modifier flags
3384                         if (*t == '!')
3385                         {
3386                                 shadow = false;
3387                                 t++;
3388                         }
3389                         *s = 0;
3390                         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);
3391                         *s = tempchar;
3392                         if (a < 18)
3393                                 flags = LIGHTFLAG_REALTIMEMODE;
3394                         if (a < 17)
3395                                 specularscale = 1;
3396                         if (a < 16)
3397                                 diffusescale = 1;
3398                         if (a < 15)
3399                                 ambientscale = 0;
3400                         if (a < 14)
3401                                 coronasizescale = 0.25f;
3402                         if (a < 13)
3403                                 VectorClear(angles);
3404                         if (a < 10)
3405                                 corona = 0;
3406                         if (a < 9 || !strcmp(cubemapname, "\"\""))
3407                                 cubemapname[0] = 0;
3408                         // remove quotes on cubemapname
3409                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3410                         {
3411                                 cubemapname[strlen(cubemapname)-1] = 0;
3412                                 strcpy(cubemapname, cubemapname + 1);
3413                         }
3414                         if (a < 8)
3415                         {
3416                                 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);
3417                                 break;
3418                         }
3419                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3420                         if (*s == '\r')
3421                                 s++;
3422                         if (*s == '\n')
3423                                 s++;
3424                         n++;
3425                 }
3426                 if (*s)
3427                         Con_Printf("invalid rtlights file \"%s\"\n", name);
3428                 Mem_Free(lightsstring);
3429         }
3430 }
3431
3432 void R_Shadow_SaveWorldLights(void)
3433 {
3434         dlight_t *light;
3435         size_t bufchars, bufmaxchars;
3436         char *buf, *oldbuf;
3437         char name[MAX_QPATH];
3438         char line[MAX_INPUTLINE];
3439         if (!r_shadow_worldlightchain)
3440                 return;
3441         if (r_refdef.worldmodel == NULL)
3442         {
3443                 Con_Print("No map loaded.\n");
3444                 return;
3445         }
3446         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3447         strlcat (name, ".rtlights", sizeof (name));
3448         bufchars = bufmaxchars = 0;
3449         buf = NULL;
3450         for (light = r_shadow_worldlightchain;light;light = light->next)
3451         {
3452                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3453                         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);
3454                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3455                         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]);
3456                 else
3457                         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);
3458                 if (bufchars + strlen(line) > bufmaxchars)
3459                 {
3460                         bufmaxchars = bufchars + strlen(line) + 2048;
3461                         oldbuf = buf;
3462                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3463                         if (oldbuf)
3464                         {
3465                                 if (bufchars)
3466                                         memcpy(buf, oldbuf, bufchars);
3467                                 Mem_Free(oldbuf);
3468                         }
3469                 }
3470                 if (strlen(line))
3471                 {
3472                         memcpy(buf + bufchars, line, strlen(line));
3473                         bufchars += strlen(line);
3474                 }
3475         }
3476         if (bufchars)
3477                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3478         if (buf)
3479                 Mem_Free(buf);
3480 }
3481
3482 void R_Shadow_LoadLightsFile(void)
3483 {
3484         int n, a, style;
3485         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3486         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3487         if (r_refdef.worldmodel == NULL)
3488         {
3489                 Con_Print("No map loaded.\n");
3490                 return;
3491         }
3492         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3493         strlcat (name, ".lights", sizeof (name));
3494         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3495         if (lightsstring)
3496         {
3497                 s = lightsstring;
3498                 n = 0;
3499                 while (*s)
3500                 {
3501                         t = s;
3502                         while (*s && *s != '\n' && *s != '\r')
3503                                 s++;
3504                         if (!*s)
3505                                 break;
3506                         tempchar = *s;
3507                         *s = 0;
3508                         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);
3509                         *s = tempchar;
3510                         if (a < 14)
3511                         {
3512                                 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);
3513                                 break;
3514                         }
3515                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3516                         radius = bound(15, radius, 4096);
3517                         VectorScale(color, (2.0f / (8388608.0f)), color);
3518                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3519                         if (*s == '\r')
3520                                 s++;
3521                         if (*s == '\n')
3522                                 s++;
3523                         n++;
3524                 }
3525                 if (*s)
3526                         Con_Printf("invalid lights file \"%s\"\n", name);
3527                 Mem_Free(lightsstring);
3528         }
3529 }
3530
3531 // tyrlite/hmap2 light types in the delay field
3532 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3533
3534 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3535 {
3536         int entnum, style, islight, skin, pflags, effects, type, n;
3537         char *entfiledata;
3538         const char *data;
3539         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3540         char key[256], value[MAX_INPUTLINE];
3541
3542         if (r_refdef.worldmodel == NULL)
3543         {
3544                 Con_Print("No map loaded.\n");
3545                 return;
3546         }
3547         // try to load a .ent file first
3548         FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3549         strlcat (key, ".ent", sizeof (key));
3550         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
3551         // and if that is not found, fall back to the bsp file entity string
3552         if (!data)
3553                 data = r_refdef.worldmodel->brush.entities;
3554         if (!data)
3555                 return;
3556         for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3557         {
3558                 type = LIGHTTYPE_MINUSX;
3559                 origin[0] = origin[1] = origin[2] = 0;
3560                 originhack[0] = originhack[1] = originhack[2] = 0;
3561                 angles[0] = angles[1] = angles[2] = 0;
3562                 color[0] = color[1] = color[2] = 1;
3563                 light[0] = light[1] = light[2] = 1;light[3] = 300;
3564                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3565                 fadescale = 1;
3566                 lightscale = 1;
3567                 style = 0;
3568                 skin = 0;
3569                 pflags = 0;
3570                 effects = 0;
3571                 islight = false;
3572                 while (1)
3573                 {
3574                         if (!COM_ParseToken(&data, false))
3575                                 break; // error
3576                         if (com_token[0] == '}')
3577                                 break; // end of entity
3578                         if (com_token[0] == '_')
3579                                 strcpy(key, com_token + 1);
3580                         else
3581                                 strcpy(key, com_token);
3582                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
3583                                 key[strlen(key)-1] = 0;
3584                         if (!COM_ParseToken(&data, false))
3585                                 break; // error
3586                         strcpy(value, com_token);
3587
3588                         // now that we have the key pair worked out...
3589                         if (!strcmp("light", key))
3590                         {
3591                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3592                                 if (n == 1)
3593                                 {
3594                                         // quake
3595                                         light[0] = vec[0] * (1.0f / 256.0f);
3596                                         light[1] = vec[0] * (1.0f / 256.0f);
3597                                         light[2] = vec[0] * (1.0f / 256.0f);
3598                                         light[3] = vec[0];
3599                                 }
3600                                 else if (n == 4)
3601                                 {
3602                                         // halflife
3603                                         light[0] = vec[0] * (1.0f / 255.0f);
3604                                         light[1] = vec[1] * (1.0f / 255.0f);
3605                                         light[2] = vec[2] * (1.0f / 255.0f);
3606                                         light[3] = vec[3];
3607                                 }
3608                         }
3609                         else if (!strcmp("delay", key))
3610                                 type = atoi(value);
3611                         else if (!strcmp("origin", key))
3612                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3613                         else if (!strcmp("angle", key))
3614                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3615                         else if (!strcmp("angles", key))
3616                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3617                         else if (!strcmp("color", key))
3618                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3619                         else if (!strcmp("wait", key))
3620                                 fadescale = atof(value);
3621                         else if (!strcmp("classname", key))
3622                         {
3623                                 if (!strncmp(value, "light", 5))
3624                                 {
3625                                         islight = true;
3626                                         if (!strcmp(value, "light_fluoro"))
3627                                         {
3628                                                 originhack[0] = 0;
3629                                                 originhack[1] = 0;
3630                                                 originhack[2] = 0;
3631                                                 overridecolor[0] = 1;
3632                                                 overridecolor[1] = 1;
3633                                                 overridecolor[2] = 1;
3634                                         }
3635                                         if (!strcmp(value, "light_fluorospark"))
3636                                         {
3637                                                 originhack[0] = 0;
3638                                                 originhack[1] = 0;
3639                                                 originhack[2] = 0;
3640                                                 overridecolor[0] = 1;
3641                                                 overridecolor[1] = 1;
3642                                                 overridecolor[2] = 1;
3643                                         }
3644                                         if (!strcmp(value, "light_globe"))
3645                                         {
3646                                                 originhack[0] = 0;
3647                                                 originhack[1] = 0;
3648                                                 originhack[2] = 0;
3649                                                 overridecolor[0] = 1;
3650                                                 overridecolor[1] = 0.8;
3651                                                 overridecolor[2] = 0.4;
3652                                         }
3653                                         if (!strcmp(value, "light_flame_large_yellow"))
3654                                         {
3655                                                 originhack[0] = 0;
3656                                                 originhack[1] = 0;
3657                                                 originhack[2] = 0;
3658                                                 overridecolor[0] = 1;
3659                                                 overridecolor[1] = 0.5;
3660                                                 overridecolor[2] = 0.1;
3661                                         }
3662                                         if (!strcmp(value, "light_flame_small_yellow"))
3663                                         {
3664                                                 originhack[0] = 0;
3665                                                 originhack[1] = 0;
3666                                                 originhack[2] = 0;
3667                                                 overridecolor[0] = 1;
3668                                                 overridecolor[1] = 0.5;
3669                                                 overridecolor[2] = 0.1;
3670                                         }
3671                                         if (!strcmp(value, "light_torch_small_white"))
3672                                         {
3673                                                 originhack[0] = 0;
3674                                                 originhack[1] = 0;
3675                                                 originhack[2] = 0;
3676                                                 overridecolor[0] = 1;
3677                                                 overridecolor[1] = 0.5;
3678                                                 overridecolor[2] = 0.1;
3679                                         }
3680                                         if (!strcmp(value, "light_torch_small_walltorch"))
3681                                         {
3682                                                 originhack[0] = 0;
3683                                                 originhack[1] = 0;
3684                                                 originhack[2] = 0;
3685                                                 overridecolor[0] = 1;
3686                                                 overridecolor[1] = 0.5;
3687                                                 overridecolor[2] = 0.1;
3688                                         }
3689                                 }
3690                         }
3691                         else if (!strcmp("style", key))
3692                                 style = atoi(value);
3693                         else if (!strcmp("skin", key))
3694                                 skin = (int)atof(value);
3695                         else if (!strcmp("pflags", key))
3696                                 pflags = (int)atof(value);
3697                         else if (!strcmp("effects", key))
3698                                 effects = (int)atof(value);
3699                         else if (r_refdef.worldmodel->type == mod_brushq3)
3700                         {
3701                                 if (!strcmp("scale", key))
3702                                         lightscale = atof(value);
3703                                 if (!strcmp("fade", key))
3704                                         fadescale = atof(value);
3705                         }
3706                 }
3707                 if (!islight)
3708                         continue;
3709                 if (lightscale <= 0)
3710                         lightscale = 1;
3711                 if (fadescale <= 0)
3712                         fadescale = 1;
3713                 if (color[0] == color[1] && color[0] == color[2])
3714                 {
3715                         color[0] *= overridecolor[0];
3716                         color[1] *= overridecolor[1];
3717                         color[2] *= overridecolor[2];
3718                 }
3719                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3720                 color[0] = color[0] * light[0];
3721                 color[1] = color[1] * light[1];
3722                 color[2] = color[2] * light[2];
3723                 switch (type)
3724                 {
3725                 case LIGHTTYPE_MINUSX:
3726                         break;
3727                 case LIGHTTYPE_RECIPX:
3728                         radius *= 2;
3729                         VectorScale(color, (1.0f / 16.0f), color);
3730                         break;
3731                 case LIGHTTYPE_RECIPXX:
3732                         radius *= 2;
3733                         VectorScale(color, (1.0f / 16.0f), color);
3734                         break;
3735                 default:
3736                 case LIGHTTYPE_NONE:
3737                         break;
3738                 case LIGHTTYPE_SUN:
3739                         break;
3740                 case LIGHTTYPE_MINUSXX:
3741                         break;
3742                 }
3743                 VectorAdd(origin, originhack, origin);
3744                 if (radius >= 1)
3745                         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);
3746         }
3747         if (entfiledata)
3748                 Mem_Free(entfiledata);
3749 }
3750
3751
3752 void R_Shadow_SetCursorLocationForView(void)
3753 {
3754         vec_t dist, push;
3755         vec3_t dest, endpos;
3756         trace_t trace;
3757         VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3758         trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3759         if (trace.fraction < 1)
3760         {
3761                 dist = trace.fraction * r_editlights_cursordistance.value;
3762                 push = r_editlights_cursorpushback.value;
3763                 if (push > dist)
3764                         push = dist;
3765                 push = -push;
3766                 VectorMA(trace.endpos, push, r_viewforward, endpos);
3767                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3768         }
3769         else
3770         {
3771                 VectorClear( endpos );
3772         }
3773         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3774         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3775         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3776 }
3777
3778 void R_Shadow_UpdateWorldLightSelection(void)
3779 {
3780         if (r_editlights.integer)
3781         {
3782                 R_Shadow_SetCursorLocationForView();
3783                 R_Shadow_SelectLightInView();
3784                 R_Shadow_DrawLightSprites();
3785         }
3786         else
3787                 R_Shadow_SelectLight(NULL);
3788 }
3789
3790 void R_Shadow_EditLights_Clear_f(void)
3791 {
3792         R_Shadow_ClearWorldLights();
3793 }
3794
3795 void R_Shadow_EditLights_Reload_f(void)
3796 {
3797         if (!r_refdef.worldmodel)
3798                 return;
3799         strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3800         R_Shadow_ClearWorldLights();
3801         R_Shadow_LoadWorldLights();
3802         if (r_shadow_worldlightchain == NULL)
3803         {
3804                 R_Shadow_LoadLightsFile();
3805                 if (r_shadow_worldlightchain == NULL)
3806                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3807         }
3808 }
3809
3810 void R_Shadow_EditLights_Save_f(void)
3811 {
3812         if (!r_refdef.worldmodel)
3813                 return;
3814         R_Shadow_SaveWorldLights();
3815 }
3816
3817 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3818 {
3819         R_Shadow_ClearWorldLights();
3820         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3821 }
3822
3823 void R_Shadow_EditLights_ImportLightsFile_f(void)
3824 {
3825         R_Shadow_ClearWorldLights();
3826         R_Shadow_LoadLightsFile();
3827 }
3828
3829 void R_Shadow_EditLights_Spawn_f(void)
3830 {
3831         vec3_t color;
3832         if (!r_editlights.integer)
3833         {
3834                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3835                 return;
3836         }
3837         if (Cmd_Argc() != 1)
3838         {
3839                 Con_Print("r_editlights_spawn does not take parameters\n");
3840                 return;
3841         }
3842         color[0] = color[1] = color[2] = 1;
3843         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3844 }
3845
3846 void R_Shadow_EditLights_Edit_f(void)
3847 {
3848         vec3_t origin, angles, color;
3849         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3850         int style, shadows, flags, normalmode, realtimemode;
3851         char cubemapname[MAX_INPUTLINE];
3852         if (!r_editlights.integer)
3853         {
3854                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3855                 return;
3856         }
3857         if (!r_shadow_selectedlight)
3858         {
3859                 Con_Print("No selected light.\n");
3860                 return;
3861         }
3862         VectorCopy(r_shadow_selectedlight->origin, origin);
3863         VectorCopy(r_shadow_selectedlight->angles, angles);
3864         VectorCopy(r_shadow_selectedlight->color, color);
3865         radius = r_shadow_selectedlight->radius;
3866         style = r_shadow_selectedlight->style;
3867         if (r_shadow_selectedlight->cubemapname)
3868                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3869         else
3870                 cubemapname[0] = 0;
3871         shadows = r_shadow_selectedlight->shadow;
3872         corona = r_shadow_selectedlight->corona;
3873         coronasizescale = r_shadow_selectedlight->coronasizescale;
3874         ambientscale = r_shadow_selectedlight->ambientscale;
3875         diffusescale = r_shadow_selectedlight->diffusescale;
3876         specularscale = r_shadow_selectedlight->specularscale;
3877         flags = r_shadow_selectedlight->flags;
3878         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3879         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3880         if (!strcmp(Cmd_Argv(1), "origin"))
3881         {
3882                 if (Cmd_Argc() != 5)
3883                 {
3884                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3885                         return;
3886                 }
3887                 origin[0] = atof(Cmd_Argv(2));
3888                 origin[1] = atof(Cmd_Argv(3));
3889                 origin[2] = atof(Cmd_Argv(4));
3890         }
3891         else if (!strcmp(Cmd_Argv(1), "originx"))
3892         {
3893                 if (Cmd_Argc() != 3)
3894                 {
3895                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3896                         return;
3897                 }
3898                 origin[0] = atof(Cmd_Argv(2));
3899         }
3900         else if (!strcmp(Cmd_Argv(1), "originy"))
3901         {
3902                 if (Cmd_Argc() != 3)
3903                 {
3904                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3905                         return;
3906                 }
3907                 origin[1] = atof(Cmd_Argv(2));
3908         }
3909         else if (!strcmp(Cmd_Argv(1), "originz"))
3910         {
3911                 if (Cmd_Argc() != 3)
3912                 {
3913                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3914                         return;
3915                 }
3916                 origin[2] = atof(Cmd_Argv(2));
3917         }
3918         else if (!strcmp(Cmd_Argv(1), "move"))
3919         {
3920                 if (Cmd_Argc() != 5)
3921                 {
3922                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3923                         return;
3924                 }
3925                 origin[0] += atof(Cmd_Argv(2));
3926                 origin[1] += atof(Cmd_Argv(3));
3927                 origin[2] += atof(Cmd_Argv(4));
3928         }
3929         else if (!strcmp(Cmd_Argv(1), "movex"))
3930         {
3931                 if (Cmd_Argc() != 3)
3932                 {
3933                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3934                         return;
3935                 }
3936                 origin[0] += atof(Cmd_Argv(2));
3937         }
3938         else if (!strcmp(Cmd_Argv(1), "movey"))
3939         {
3940                 if (Cmd_Argc() != 3)
3941                 {
3942                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3943                         return;
3944                 }
3945                 origin[1] += atof(Cmd_Argv(2));
3946         }
3947         else if (!strcmp(Cmd_Argv(1), "movez"))
3948         {
3949                 if (Cmd_Argc() != 3)
3950                 {
3951                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3952                         return;
3953                 }
3954                 origin[2] += atof(Cmd_Argv(2));
3955         }
3956         else if (!strcmp(Cmd_Argv(1), "angles"))
3957         {
3958                 if (Cmd_Argc() != 5)
3959                 {
3960                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3961                         return;
3962                 }
3963                 angles[0] = atof(Cmd_Argv(2));
3964                 angles[1] = atof(Cmd_Argv(3));
3965                 angles[2] = atof(Cmd_Argv(4));
3966         }
3967         else if (!strcmp(Cmd_Argv(1), "anglesx"))
3968         {
3969                 if (Cmd_Argc() != 3)
3970                 {
3971                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3972                         return;
3973                 }
3974                 angles[0] = atof(Cmd_Argv(2));
3975         }
3976         else if (!strcmp(Cmd_Argv(1), "anglesy"))
3977         {
3978                 if (Cmd_Argc() != 3)
3979                 {
3980                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3981                         return;
3982                 }
3983                 angles[1] = atof(Cmd_Argv(2));
3984         }
3985         else if (!strcmp(Cmd_Argv(1), "anglesz"))
3986         {
3987                 if (Cmd_Argc() != 3)
3988                 {
3989                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3990                         return;
3991                 }
3992                 angles[2] = atof(Cmd_Argv(2));
3993         }
3994         else if (!strcmp(Cmd_Argv(1), "color"))
3995         {
3996                 if (Cmd_Argc() != 5)
3997                 {
3998                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3999                         return;
4000                 }
4001                 color[0] = atof(Cmd_Argv(2));
4002                 color[1] = atof(Cmd_Argv(3));
4003                 color[2] = atof(Cmd_Argv(4));
4004         }
4005         else if (!strcmp(Cmd_Argv(1), "radius"))
4006         {
4007                 if (Cmd_Argc() != 3)
4008                 {
4009                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4010                         return;
4011                 }
4012                 radius = atof(Cmd_Argv(2));
4013         }
4014         else if (!strcmp(Cmd_Argv(1), "colorscale"))
4015         {
4016                 if (Cmd_Argc() == 3)
4017                 {
4018                         double scale = atof(Cmd_Argv(2));
4019                         color[0] *= scale;
4020                         color[1] *= scale;
4021                         color[2] *= scale;
4022                 }
4023                 else
4024                 {
4025                         if (Cmd_Argc() != 5)
4026                         {
4027                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
4028                                 return;
4029                         }
4030                         color[0] *= atof(Cmd_Argv(2));
4031                         color[1] *= atof(Cmd_Argv(3));
4032                         color[2] *= atof(Cmd_Argv(4));
4033                 }
4034         }
4035         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
4036         {
4037                 if (Cmd_Argc() != 3)
4038                 {
4039                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4040                         return;
4041                 }
4042                 radius *= atof(Cmd_Argv(2));
4043         }
4044         else if (!strcmp(Cmd_Argv(1), "style"))
4045         {
4046                 if (Cmd_Argc() != 3)
4047                 {
4048                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4049                         return;
4050                 }
4051                 style = atoi(Cmd_Argv(2));
4052         }
4053         else if (!strcmp(Cmd_Argv(1), "cubemap"))
4054         {
4055                 if (Cmd_Argc() > 3)
4056                 {
4057                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4058                         return;
4059                 }
4060                 if (Cmd_Argc() == 3)
4061                         strcpy(cubemapname, Cmd_Argv(2));
4062                 else
4063                         cubemapname[0] = 0;
4064         }
4065         else if (!strcmp(Cmd_Argv(1), "shadows"))
4066         {
4067                 if (Cmd_Argc() != 3)
4068                 {
4069                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4070                         return;
4071                 }
4072                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4073         }
4074         else if (!strcmp(Cmd_Argv(1), "corona"))
4075         {
4076                 if (Cmd_Argc() != 3)
4077                 {
4078                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4079                         return;
4080                 }
4081                 corona = atof(Cmd_Argv(2));
4082         }
4083         else if (!strcmp(Cmd_Argv(1), "coronasize"))
4084         {
4085                 if (Cmd_Argc() != 3)
4086                 {
4087                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4088                         return;
4089                 }
4090                 coronasizescale = atof(Cmd_Argv(2));
4091         }
4092         else if (!strcmp(Cmd_Argv(1), "ambient"))
4093         {
4094                 if (Cmd_Argc() != 3)
4095                 {
4096                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4097                         return;
4098                 }
4099                 ambientscale = atof(Cmd_Argv(2));
4100         }
4101         else if (!strcmp(Cmd_Argv(1), "diffuse"))
4102         {
4103                 if (Cmd_Argc() != 3)
4104                 {
4105                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4106                         return;
4107                 }
4108                 diffusescale = atof(Cmd_Argv(2));
4109         }
4110         else if (!strcmp(Cmd_Argv(1), "specular"))
4111         {
4112                 if (Cmd_Argc() != 3)
4113                 {
4114                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4115                         return;
4116                 }
4117                 specularscale = atof(Cmd_Argv(2));
4118         }
4119         else if (!strcmp(Cmd_Argv(1), "normalmode"))
4120         {
4121                 if (Cmd_Argc() != 3)
4122                 {
4123                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4124                         return;
4125                 }
4126                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4127         }
4128         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
4129         {
4130                 if (Cmd_Argc() != 3)
4131                 {
4132                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4133                         return;
4134                 }
4135                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4136         }
4137         else
4138         {
4139                 Con_Print("usage: r_editlights_edit [property] [value]\n");
4140                 Con_Print("Selected light's properties:\n");
4141                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
4142                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
4143                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
4144                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
4145                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
4146                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
4147                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
4148                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
4149                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
4150                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
4151                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
4152                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
4153                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
4154                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
4155                 return;
4156         }
4157         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
4158         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4159 }
4160
4161 void R_Shadow_EditLights_EditAll_f(void)
4162 {
4163         dlight_t *light;
4164
4165         if (!r_editlights.integer)
4166         {
4167                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
4168                 return;
4169         }
4170
4171         for (light = r_shadow_worldlightchain;light;light = light->next)
4172         {
4173                 R_Shadow_SelectLight(light);
4174                 R_Shadow_EditLights_Edit_f();
4175         }
4176 }
4177
4178 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4179 {
4180         int lightnumber, lightcount;
4181         dlight_t *light;
4182         float x, y;
4183         char temp[256];
4184         if (!r_editlights.integer)
4185                 return;
4186         x = 0;
4187         y = con_vislines;
4188         lightnumber = -1;
4189         lightcount = 0;
4190         for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
4191                 if (light == r_shadow_selectedlight)
4192                         lightnumber = lightcount;
4193         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;
4194         if (r_shadow_selectedlight == NULL)
4195                 return;
4196         sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4197         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;
4198         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;
4199         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;
4200         sprintf(temp, "Radius       : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4201         sprintf(temp, "Corona       : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4202         sprintf(temp, "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4203         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;
4204         sprintf(temp, "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4205         sprintf(temp, "CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4206         sprintf(temp, "Ambient      : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4207         sprintf(temp, "Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4208         sprintf(temp, "Specular     : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4209         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;
4210         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;
4211 }
4212
4213 void R_Shadow_EditLights_ToggleShadow_f(void)
4214 {
4215         if (!r_editlights.integer)
4216         {
4217                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4218                 return;
4219         }
4220         if (!r_shadow_selectedlight)
4221         {
4222                 Con_Print("No selected light.\n");
4223                 return;
4224         }
4225         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);
4226 }
4227
4228 void R_Shadow_EditLights_ToggleCorona_f(void)
4229 {
4230         if (!r_editlights.integer)
4231         {
4232                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4233                 return;
4234         }
4235         if (!r_shadow_selectedlight)
4236         {
4237                 Con_Print("No selected light.\n");
4238                 return;
4239         }
4240         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);
4241 }
4242
4243 void R_Shadow_EditLights_Remove_f(void)
4244 {
4245         if (!r_editlights.integer)
4246         {
4247                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
4248                 return;
4249         }
4250         if (!r_shadow_selectedlight)
4251         {
4252                 Con_Print("No selected light.\n");
4253                 return;
4254         }
4255         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4256         r_shadow_selectedlight = NULL;
4257 }
4258
4259 void R_Shadow_EditLights_Help_f(void)
4260 {
4261         Con_Print(
4262 "Documentation on r_editlights system:\n"
4263 "Settings:\n"
4264 "r_editlights : enable/disable editing mode\n"
4265 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4266 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4267 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4268 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4269 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4270 "Commands:\n"
4271 "r_editlights_help : this help\n"
4272 "r_editlights_clear : remove all lights\n"
4273 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4274 "r_editlights_save : save to .rtlights file\n"
4275 "r_editlights_spawn : create a light with default settings\n"
4276 "r_editlights_edit command : edit selected light - more documentation below\n"
4277 "r_editlights_remove : remove selected light\n"
4278 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4279 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4280 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4281 "Edit commands:\n"
4282 "origin x y z : set light location\n"
4283 "originx x: set x component of light location\n"
4284 "originy y: set y component of light location\n"
4285 "originz z: set z component of light location\n"
4286 "move x y z : adjust light location\n"
4287 "movex x: adjust x component of light location\n"
4288 "movey y: adjust y component of light location\n"
4289 "movez z: adjust z component of light location\n"
4290 "angles x y z : set light angles\n"
4291 "anglesx x: set x component of light angles\n"
4292 "anglesy y: set y component of light angles\n"
4293 "anglesz z: set z component of light angles\n"
4294 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4295 "radius radius : set radius (size) of light\n"
4296 "colorscale grey : multiply color of light (1 does nothing)\n"
4297 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4298 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4299 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4300 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4301 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4302 "shadows 1/0 : turn on/off shadows\n"
4303 "corona n : set corona intensity\n"
4304 "coronasize n : set corona size (0-1)\n"
4305 "ambient n : set ambient intensity (0-1)\n"
4306 "diffuse n : set diffuse intensity (0-1)\n"
4307 "specular n : set specular intensity (0-1)\n"
4308 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4309 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4310 "<nothing> : print light properties to console\n"
4311         );
4312 }
4313
4314 void R_Shadow_EditLights_CopyInfo_f(void)
4315 {
4316         if (!r_editlights.integer)
4317         {
4318                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
4319                 return;
4320         }
4321         if (!r_shadow_selectedlight)
4322         {
4323                 Con_Print("No selected light.\n");
4324                 return;
4325         }
4326         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4327         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4328         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4329         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4330         if (r_shadow_selectedlight->cubemapname)
4331                 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4332         else
4333                 r_shadow_bufferlight.cubemapname[0] = 0;
4334         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4335         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4336         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4337         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4338         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4339         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4340         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4341 }
4342
4343 void R_Shadow_EditLights_PasteInfo_f(void)
4344 {
4345         if (!r_editlights.integer)
4346         {
4347                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
4348                 return;
4349         }
4350         if (!r_shadow_selectedlight)
4351         {
4352                 Con_Print("No selected light.\n");
4353                 return;
4354         }
4355         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);
4356 }
4357
4358 void R_Shadow_EditLights_Init(void)
4359 {
4360         Cvar_RegisterVariable(&r_editlights);
4361         Cvar_RegisterVariable(&r_editlights_cursordistance);
4362         Cvar_RegisterVariable(&r_editlights_cursorpushback);
4363         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4364         Cvar_RegisterVariable(&r_editlights_cursorgrid);
4365         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4366         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
4367         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
4368         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)");
4369         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
4370         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
4371         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
4372         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)");
4373         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
4374         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
4375         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
4376         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
4377         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
4378         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
4379         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)");
4380 }
4381