]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - plugins/entity/light.cpp
reformat code! now the code is only ugly on the *inside*
[xonotic/netradiant.git] / plugins / entity / light.cpp
index 9d8b92472c5f3165f546dc4c62beb109da1246e7..5b1a4055592b74dc25ef08dc3c4c5bdfbcbc13dd 100644 (file)
 #include "rotation.h"
 
 #include "entity.h"
+
 extern bool g_newLightDraw;
 
 
-void sphere_draw_fill( const Vector3& origin, float radius, int sides ){
-       if ( radius <= 0 ) {
-               return;
-       }
+void sphere_draw_fill(const Vector3 &origin, float radius, int sides)
+{
+    if (radius <= 0) {
+        return;
+    }
+
+    const double dt = c_2pi / static_cast<double>( sides );
+    const double dp = c_pi / static_cast<double>( sides );
+
+    glBegin(GL_TRIANGLES);
+    for (int i = 0; i <= sides - 1; ++i) {
+        for (int j = 0; j <= sides - 2; ++j) {
+            const double t = i * dt;
+            const double p = (j * dp) - (c_pi / 2.0);
+
+            {
+                Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), radius)));
+                glVertex3fv(vector3_to_array(v));
+            }
+
+            {
+                Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p + dp), radius)));
+                glVertex3fv(vector3_to_array(v));
+            }
+
+            {
+                Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p + dp), radius)));
+                glVertex3fv(vector3_to_array(v));
+            }
+
+            {
+                Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), radius)));
+                glVertex3fv(vector3_to_array(v));
+            }
+
+            {
+                Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p + dp), radius)));
+                glVertex3fv(vector3_to_array(v));
+            }
+
+            {
+                Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p), radius)));
+                glVertex3fv(vector3_to_array(v));
+            }
+        }
+    }
+
+    {
+        const double p = (sides - 1) * dp - (c_pi / 2.0);
+        for (int i = 0; i <= sides - 1; ++i) {
+            const double t = i * dt;
+
+            {
+                Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), radius)));
+                glVertex3fv(vector3_to_array(v));
+            }
+
+            {
+                Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p + dp), radius)));
+                glVertex3fv(vector3_to_array(v));
+            }
+
+            {
+                Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p), radius)));
+                glVertex3fv(vector3_to_array(v));
+            }
+        }
+    }
+    glEnd();
+}
+
+void sphere_draw_wire(const Vector3 &origin, float radius, int sides)
+{
+    {
+        glBegin(GL_LINE_LOOP);
 
-       const double dt = c_2pi / static_cast<double>( sides );
-       const double dp = c_pi / static_cast<double>( sides );
+        for (int i = 0; i <= sides; i++) {
+            double ds = sin((i * 2 * c_pi) / sides);
+            double dc = cos((i * 2 * c_pi) / sides);
 
-       glBegin( GL_TRIANGLES );
-       for ( int i = 0; i <= sides - 1; ++i )
-       {
-               for ( int j = 0; j <= sides - 2; ++j )
-               {
-                       const double t = i * dt;
-                       const double p = ( j * dp ) - ( c_pi / 2.0 );
-
-                       {
-                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t, p ), radius ) ) );
-                               glVertex3fv( vector3_to_array( v ) );
-                       }
-
-                       {
-                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t, p + dp ), radius ) ) );
-                               glVertex3fv( vector3_to_array( v ) );
-                       }
-
-                       {
-                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t + dt, p + dp ), radius ) ) );
-                               glVertex3fv( vector3_to_array( v ) );
-                       }
-
-                       {
-                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t, p ), radius ) ) );
-                               glVertex3fv( vector3_to_array( v ) );
-                       }
-
-                       {
-                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t + dt, p + dp ), radius ) ) );
-                               glVertex3fv( vector3_to_array( v ) );
-                       }
-
-                       {
-                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t + dt, p ), radius ) ) );
-                               glVertex3fv( vector3_to_array( v ) );
-                       }
-               }
-       }
+            glVertex3f(
+                    static_cast<float>( origin[0] + radius * dc ),
+                    static_cast<float>( origin[1] + radius * ds ),
+                    origin[2]
+            );
+        }
 
-       {
-               const double p = ( sides - 1 ) * dp - ( c_pi / 2.0 );
-               for ( int i = 0; i <= sides - 1; ++i )
-               {
-                       const double t = i * dt;
-
-                       {
-                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t, p ), radius ) ) );
-                               glVertex3fv( vector3_to_array( v ) );
-                       }
-
-                       {
-                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t + dt, p + dp ), radius ) ) );
-                               glVertex3fv( vector3_to_array( v ) );
-                       }
-
-                       {
-                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t + dt, p ), radius ) ) );
-                               glVertex3fv( vector3_to_array( v ) );
-                       }
-               }
-       }
-       glEnd();
-}
+        glEnd();
+    }
 
-void sphere_draw_wire( const Vector3& origin, float radius, int sides ){
-       {
-               glBegin( GL_LINE_LOOP );
+    {
+        glBegin(GL_LINE_LOOP);
 
-               for ( int i = 0; i <= sides; i++ )
-               {
-                       double ds = sin( ( i * 2 * c_pi ) / sides );
-                       double dc = cos( ( i * 2 * c_pi ) / sides );
-
-                       glVertex3f(
-                               static_cast<float>( origin[0] + radius * dc ),
-                               static_cast<float>( origin[1] + radius * ds ),
-                               origin[2]
-                               );
-               }
+        for (int i = 0; i <= sides; i++) {
+            double ds = sin((i * 2 * c_pi) / sides);
+            double dc = cos((i * 2 * c_pi) / sides);
 
-               glEnd();
-       }
+            glVertex3f(
+                    static_cast<float>( origin[0] + radius * dc ),
+                    origin[1],
+                    static_cast<float>( origin[2] + radius * ds )
+            );
+        }
 
-       {
-               glBegin( GL_LINE_LOOP );
+        glEnd();
+    }
 
-               for ( int i = 0; i <= sides; i++ )
-               {
-                       double ds = sin( ( i * 2 * c_pi ) / sides );
-                       double dc = cos( ( i * 2 * c_pi ) / sides );
-
-                       glVertex3f(
-                               static_cast<float>( origin[0] + radius * dc ),
-                               origin[1],
-                               static_cast<float>( origin[2] + radius * ds )
-                               );
-               }
+    {
+        glBegin(GL_LINE_LOOP);
 
-               glEnd();
-       }
+        for (int i = 0; i <= sides; i++) {
+            double ds = sin((i * 2 * c_pi) / sides);
+            double dc = cos((i * 2 * c_pi) / sides);
 
-       {
-               glBegin( GL_LINE_LOOP );
+            glVertex3f(
+                    origin[0],
+                    static_cast<float>( origin[1] + radius * dc ),
+                    static_cast<float>( origin[2] + radius * ds )
+            );
+        }
 
-               for ( int i = 0; i <= sides; i++ )
-               {
-                       double ds = sin( ( i * 2 * c_pi ) / sides );
-                       double dc = cos( ( i * 2 * c_pi ) / sides );
-
-                       glVertex3f(
-                               origin[0],
-                               static_cast<float>( origin[1] + radius * dc ),
-                               static_cast<float>( origin[2] + radius * ds )
-                               );
-               }
-
-               glEnd();
-       }
+        glEnd();
+    }
 }
 
-void light_draw_box_lines( const Vector3& origin, const Vector3 points[8] ){
-       //draw lines from the center of the bbox to the corners
-       glBegin( GL_LINES );
-
-       glVertex3fv( vector3_to_array( origin ) );
-       glVertex3fv( vector3_to_array( points[1] ) );
+void light_draw_box_lines(const Vector3 &origin, const Vector3 points[8])
+{
+    //draw lines from the center of the bbox to the corners
+    glBegin(GL_LINES);
 
-       glVertex3fv( vector3_to_array( origin ) );
-       glVertex3fv( vector3_to_array( points[5] ) );
+    glVertex3fv(vector3_to_array(origin));
+    glVertex3fv(vector3_to_array(points[1]));
 
-       glVertex3fv( vector3_to_array( origin ) );
-       glVertex3fv( vector3_to_array( points[2] ) );
+    glVertex3fv(vector3_to_array(origin));
+    glVertex3fv(vector3_to_array(points[5]));
 
-       glVertex3fv( vector3_to_array( origin ) );
-       glVertex3fv( vector3_to_array( points[6] ) );
+    glVertex3fv(vector3_to_array(origin));
+    glVertex3fv(vector3_to_array(points[2]));
 
-       glVertex3fv( vector3_to_array( origin ) );
-       glVertex3fv( vector3_to_array( points[0] ) );
+    glVertex3fv(vector3_to_array(origin));
+    glVertex3fv(vector3_to_array(points[6]));
 
-       glVertex3fv( vector3_to_array( origin ) );
-       glVertex3fv( vector3_to_array( points[4] ) );
+    glVertex3fv(vector3_to_array(origin));
+    glVertex3fv(vector3_to_array(points[0]));
 
-       glVertex3fv( vector3_to_array( origin ) );
-       glVertex3fv( vector3_to_array( points[3] ) );
+    glVertex3fv(vector3_to_array(origin));
+    glVertex3fv(vector3_to_array(points[4]));
 
-       glVertex3fv( vector3_to_array( origin ) );
-       glVertex3fv( vector3_to_array( points[7] ) );
+    glVertex3fv(vector3_to_array(origin));
+    glVertex3fv(vector3_to_array(points[3]));
 
-       glEnd();
-}
+    glVertex3fv(vector3_to_array(origin));
+    glVertex3fv(vector3_to_array(points[7]));
 
-void light_draw_radius_wire( const Vector3& origin, const float envelope[3] ){
-       if ( envelope[0] > 0 ) {
-               sphere_draw_wire( origin, envelope[0], 24 );
-       }
-       if ( envelope[1] > 0 ) {
-               sphere_draw_wire( origin, envelope[1], 24 );
-       }
-       if ( envelope[2] > 0 ) {
-               sphere_draw_wire( origin, envelope[2], 24 );
-       }
+    glEnd();
 }
 
-void light_draw_radius_fill( const Vector3& origin, const float envelope[3] ){
-       if ( envelope[0] > 0 ) {
-               sphere_draw_fill( origin, envelope[0], 16 );
-       }
-       if ( envelope[1] > 0 ) {
-               sphere_draw_fill( origin, envelope[1], 16 );
-       }
-       if ( envelope[2] > 0 ) {
-               sphere_draw_fill( origin, envelope[2], 16 );
-       }
-}
+void light_draw_radius_wire(const Vector3 &origin, const float envelope[3])
+{
+    if (envelope[0] > 0) {
+        sphere_draw_wire(origin, envelope[0], 24);
+    }
+    if (envelope[1] > 0) {
+        sphere_draw_wire(origin, envelope[1], 24);
+    }
+    if (envelope[2] > 0) {
+        sphere_draw_wire(origin, envelope[2], 24);
+    }
+}
+
+void light_draw_radius_fill(const Vector3 &origin, const float envelope[3])
+{
+    if (envelope[0] > 0) {
+        sphere_draw_fill(origin, envelope[0], 16);
+    }
+    if (envelope[1] > 0) {
+        sphere_draw_fill(origin, envelope[1], 16);
+    }
+    if (envelope[2] > 0) {
+        sphere_draw_fill(origin, envelope[2], 16);
+    }
+}
+
+void light_vertices(const AABB &aabb_light, Vector3 points[6])
+{
+    Vector3 max(vector3_added(aabb_light.origin, aabb_light.extents));
+    Vector3 min(vector3_subtracted(aabb_light.origin, aabb_light.extents));
+    Vector3 mid(aabb_light.origin);
 
-void light_vertices( const AABB& aabb_light, Vector3 points[6] ){
-       Vector3 max( vector3_added( aabb_light.origin, aabb_light.extents ) );
-       Vector3 min( vector3_subtracted( aabb_light.origin, aabb_light.extents ) );
-       Vector3 mid( aabb_light.origin );
-
-       // top, bottom, middle-up, middle-right, middle-down, middle-left
-       points[0] = Vector3( mid[0], mid[1], max[2] );
-       points[1] = Vector3( mid[0], mid[1], min[2] );
-       points[2] = Vector3( mid[0], max[1], mid[2] );
-       points[3] = Vector3( max[0], mid[1], mid[2] );
-       points[4] = Vector3( mid[0], min[1], mid[2] );
-       points[5] = Vector3( min[0], mid[1], mid[2] );
+    // top, bottom, middle-up, middle-right, middle-down, middle-left
+    points[0] = Vector3(mid[0], mid[1], max[2]);
+    points[1] = Vector3(mid[0], mid[1], min[2]);
+    points[2] = Vector3(mid[0], max[1], mid[2]);
+    points[3] = Vector3(max[0], mid[1], mid[2]);
+    points[4] = Vector3(mid[0], min[1], mid[2]);
+    points[5] = Vector3(min[0], mid[1], mid[2]);
 }
 
-void light_draw( const AABB& aabb_light, RenderStateFlags state ){
-       Vector3 points[6];
-       light_vertices( aabb_light, points );
-
-       if ( state & RENDER_LIGHTING ) {
-               const float f = 0.70710678f;
-               // North, East, South, West
-               const Vector3 normals[8] = {
-                       Vector3( 0, f, f ),
-                       Vector3( f, 0, f ),
-                       Vector3( 0,-f, f ),
-                       Vector3( -f, 0, f ),
-                       Vector3( 0, f,-f ),
-                       Vector3( f, 0,-f ),
-                       Vector3( 0,-f,-f ),
-                       Vector3( -f, 0,-f ),
-               };
+void light_draw(const AABB &aabb_light, RenderStateFlags state)
+{
+    Vector3 points[6];
+    light_vertices(aabb_light, points);
+
+    if (state & RENDER_LIGHTING) {
+        const float f = 0.70710678f;
+        // North, East, South, West
+        const Vector3 normals[8] = {
+                Vector3(0, f, f),
+                Vector3(f, 0, f),
+                Vector3(0, -f, f),
+                Vector3(-f, 0, f),
+                Vector3(0, f, -f),
+                Vector3(f, 0, -f),
+                Vector3(0, -f, -f),
+                Vector3(-f, 0, -f),
+        };
 
 #if !defined( USE_TRIANGLE_FAN )
-               glBegin( GL_TRIANGLES );
+        glBegin(GL_TRIANGLES);
 #else
-               glBegin( GL_TRIANGLE_FAN );
+        glBegin( GL_TRIANGLE_FAN );
 #endif
-               glVertex3fv( vector3_to_array( points[0] ) );
-               glVertex3fv( vector3_to_array( points[2] ) );
-               glNormal3fv( vector3_to_array( normals[0] ) );
-               glVertex3fv( vector3_to_array( points[3] ) );
+        glVertex3fv(vector3_to_array(points[0]));
+        glVertex3fv(vector3_to_array(points[2]));
+        glNormal3fv(vector3_to_array(normals[0]));
+        glVertex3fv(vector3_to_array(points[3]));
 
 #if !defined( USE_TRIANGLE_FAN )
-               glVertex3fv( vector3_to_array( points[0] ) );
-               glVertex3fv( vector3_to_array( points[3] ) );
+        glVertex3fv(vector3_to_array(points[0]));
+        glVertex3fv(vector3_to_array(points[3]));
 #endif
-               glNormal3fv( vector3_to_array( normals[1] ) );
-               glVertex3fv( vector3_to_array( points[4] ) );
+        glNormal3fv(vector3_to_array(normals[1]));
+        glVertex3fv(vector3_to_array(points[4]));
 
 #if !defined( USE_TRIANGLE_FAN )
-               glVertex3fv( vector3_to_array( points[0] ) );
-               glVertex3fv( vector3_to_array( points[4] ) );
+        glVertex3fv(vector3_to_array(points[0]));
+        glVertex3fv(vector3_to_array(points[4]));
 #endif
-               glNormal3fv( vector3_to_array( normals[2] ) );
-               glVertex3fv( vector3_to_array( points[5] ) );
+        glNormal3fv(vector3_to_array(normals[2]));
+        glVertex3fv(vector3_to_array(points[5]));
 #if !defined( USE_TRIANGLE_FAN )
-               glVertex3fv( vector3_to_array( points[0] ) );
-               glVertex3fv( vector3_to_array( points[5] ) );
+        glVertex3fv(vector3_to_array(points[0]));
+        glVertex3fv(vector3_to_array(points[5]));
 #endif
-               glNormal3fv( vector3_to_array( normals[3] ) );
-               glVertex3fv( vector3_to_array( points[2] ) );
+        glNormal3fv(vector3_to_array(normals[3]));
+        glVertex3fv(vector3_to_array(points[2]));
 #if defined( USE_TRIANGLE_FAN )
-               glEnd();
+                                                                                                                                glEnd();
                glBegin( GL_TRIANGLE_FAN );
 #endif
 
-               glVertex3fv( vector3_to_array( points[1] ) );
-               glVertex3fv( vector3_to_array( points[2] ) );
-               glNormal3fv( vector3_to_array( normals[7] ) );
-               glVertex3fv( vector3_to_array( points[5] ) );
+        glVertex3fv(vector3_to_array(points[1]));
+        glVertex3fv(vector3_to_array(points[2]));
+        glNormal3fv(vector3_to_array(normals[7]));
+        glVertex3fv(vector3_to_array(points[5]));
 
 #if !defined( USE_TRIANGLE_FAN )
-               glVertex3fv( vector3_to_array( points[1] ) );
-               glVertex3fv( vector3_to_array( points[5] ) );
+        glVertex3fv(vector3_to_array(points[1]));
+        glVertex3fv(vector3_to_array(points[5]));
 #endif
-               glNormal3fv( vector3_to_array( normals[6] ) );
-               glVertex3fv( vector3_to_array( points[4] ) );
+        glNormal3fv(vector3_to_array(normals[6]));
+        glVertex3fv(vector3_to_array(points[4]));
 
 #if !defined( USE_TRIANGLE_FAN )
-               glVertex3fv( vector3_to_array( points[1] ) );
-               glVertex3fv( vector3_to_array( points[4] ) );
+        glVertex3fv(vector3_to_array(points[1]));
+        glVertex3fv(vector3_to_array(points[4]));
 #endif
-               glNormal3fv( vector3_to_array( normals[5] ) );
-               glVertex3fv( vector3_to_array( points[3] ) );
+        glNormal3fv(vector3_to_array(normals[5]));
+        glVertex3fv(vector3_to_array(points[3]));
 
 #if !defined( USE_TRIANGLE_FAN )
-               glVertex3fv( vector3_to_array( points[1] ) );
-               glVertex3fv( vector3_to_array( points[3] ) );
+        glVertex3fv(vector3_to_array(points[1]));
+        glVertex3fv(vector3_to_array(points[3]));
 #endif
-               glNormal3fv( vector3_to_array( normals[4] ) );
-               glVertex3fv( vector3_to_array( points[2] ) );
-
-               glEnd();
-       }
-       else
-       {
-               typedef unsigned int index_t;
-               const index_t indices[24] = {
-                       0, 2, 3,
-                       0, 3, 4,
-                       0, 4, 5,
-                       0, 5, 2,
-                       1, 2, 5,
-                       1, 5, 4,
-                       1, 4, 3,
-                       1, 3, 2
-               };
+        glNormal3fv(vector3_to_array(normals[4]));
+        glVertex3fv(vector3_to_array(points[2]));
+
+        glEnd();
+    } else {
+        typedef unsigned int index_t;
+        const index_t indices[24] = {
+                0, 2, 3,
+                0, 3, 4,
+                0, 4, 5,
+                0, 5, 2,
+                1, 2, 5,
+                1, 5, 4,
+                1, 4, 3,
+                1, 3, 2
+        };
 #if 1
-               glVertexPointer( 3, GL_FLOAT, 0, points );
-               glDrawElements( GL_TRIANGLES, sizeof( indices ) / sizeof( index_t ), RenderIndexTypeID, indices );
+        glVertexPointer(3, GL_FLOAT, 0, points);
+        glDrawElements(GL_TRIANGLES, sizeof(indices) / sizeof(index_t), RenderIndexTypeID, indices);
 #else
-               glBegin( GL_TRIANGLES );
+                                                                                                                                glBegin( GL_TRIANGLES );
                for ( unsigned int i = 0; i < sizeof( indices ) / sizeof( index_t ); ++i )
                {
                        glVertex3fv( points[indices[i]] );
                }
                glEnd();
 #endif
-       }
+    }
 
 
-       // NOTE: prolly not relevant until some time..
-       // check for DOOM lights
+    // NOTE: prolly not relevant until some time..
+    // check for DOOM lights
 #if 0
-       if ( strlen( ValueForKey( e, "light_right" ) ) > 0 ) {
+                                                                                                                            if ( strlen( ValueForKey( e, "light_right" ) ) > 0 ) {
                vec3_t vRight, vUp, vTarget, vTemp;
                GetVectorForKey( e, "light_right", vRight );
                GetVectorForKey( e, "light_up", vUp );
@@ -415,894 +415,1024 @@ void light_draw( const AABB& aabb_light, RenderStateFlags state ){
 float fPointScale = 7500.f;
 float fLinearScale = 1.f / 8000.f;
 
-float light_radius_linear( float fIntensity, float fFalloffTolerance ){
-       return ( ( fIntensity * fPointScale * fLinearScale ) - fFalloffTolerance );
+float light_radius_linear(float fIntensity, float fFalloffTolerance)
+{
+    return ((fIntensity * fPointScale * fLinearScale) - fFalloffTolerance);
 }
 
-float light_radius( float fIntensity, float fFalloffTolerance ){
-       return sqrt( fIntensity * fPointScale / fFalloffTolerance );
+float light_radius(float fIntensity, float fFalloffTolerance)
+{
+    return sqrt(fIntensity * fPointScale / fFalloffTolerance);
 }
 
 
 LightType g_lightType = LIGHTTYPE_DEFAULT;
 
 
-bool spawnflags_linear( int flags ){
-       if ( g_lightType == LIGHTTYPE_RTCW ) {
-               // Spawnflags :
-               // 1: nonlinear
-               // 2: angle
+bool spawnflags_linear(int flags)
+{
+    if (g_lightType == LIGHTTYPE_RTCW) {
+        // Spawnflags :
+        // 1: nonlinear
+        // 2: angle
 
-               return !( flags & 1 );
-       }
-       else
-       {
-               // Spawnflags :
-               // 1: linear
-               // 2: no angle
+        return !(flags & 1);
+    } else {
+        // Spawnflags :
+        // 1: linear
+        // 2: no angle
 
-               return ( flags & 1 );
-       }
+        return (flags & 1);
+    }
 }
 
-class LightRadii
-{
+class LightRadii {
 public:
-float m_radii[3];
+    float m_radii[3];
 
 private:
-float m_primaryIntensity;
-float m_secondaryIntensity;
-int m_flags;
-float m_fade;
-float m_scale;
-
-void calculateRadii(){
-       float intensity = 300.0f;
-
-       if ( m_primaryIntensity != 0.0f ) {
-               intensity = m_primaryIntensity;
-       }
-       else if ( m_secondaryIntensity != 0.0f ) {
-               intensity = m_secondaryIntensity;
-       }
-
-       intensity *= m_scale;
-
-       if ( spawnflags_linear( m_flags ) ) {
-               m_radii[0] = light_radius_linear( intensity, 1.0f ) / m_fade;
-               m_radii[1] = light_radius_linear( intensity, 48.0f ) / m_fade;
-               m_radii[2] = light_radius_linear( intensity, 255.0f ) / m_fade;
-       }
-       else
-       {
-               m_radii[0] = light_radius( intensity, 1.0f );
-               m_radii[1] = light_radius( intensity, 48.0f );
-               m_radii[2] = light_radius( intensity, 255.0f );
-       }
-}
+    float m_primaryIntensity;
+    float m_secondaryIntensity;
+    int m_flags;
+    float m_fade;
+    float m_scale;
+
+    void calculateRadii()
+    {
+        float intensity = 300.0f;
+
+        if (m_primaryIntensity != 0.0f) {
+            intensity = m_primaryIntensity;
+        } else if (m_secondaryIntensity != 0.0f) {
+            intensity = m_secondaryIntensity;
+        }
+
+        intensity *= m_scale;
+
+        if (spawnflags_linear(m_flags)) {
+            m_radii[0] = light_radius_linear(intensity, 1.0f) / m_fade;
+            m_radii[1] = light_radius_linear(intensity, 48.0f) / m_fade;
+            m_radii[2] = light_radius_linear(intensity, 255.0f) / m_fade;
+        } else {
+            m_radii[0] = light_radius(intensity, 1.0f);
+            m_radii[1] = light_radius(intensity, 48.0f);
+            m_radii[2] = light_radius(intensity, 255.0f);
+        }
+    }
 
 public:
-LightRadii() : m_primaryIntensity( 0 ), m_secondaryIntensity( 0 ), m_flags( 0 ), m_fade( 1 ), m_scale( 1 ){
-}
-
-
-void primaryIntensityChanged( const char* value ){
-       m_primaryIntensity = string_read_float( value );
-       calculateRadii();
-}
-typedef MemberCaller<LightRadii, void(const char*), &LightRadii::primaryIntensityChanged> PrimaryIntensityChangedCaller;
-void secondaryIntensityChanged( const char* value ){
-       m_secondaryIntensity = string_read_float( value );
-       calculateRadii();
-}
-typedef MemberCaller<LightRadii, void(const char*), &LightRadii::secondaryIntensityChanged> SecondaryIntensityChangedCaller;
-void scaleChanged( const char* value ){
-       m_scale = string_read_float( value );
-       if ( m_scale <= 0.0f ) {
-               m_scale = 1.0f;
-       }
-       calculateRadii();
-}
-typedef MemberCaller<LightRadii, void(const char*), &LightRadii::scaleChanged> ScaleChangedCaller;
-void fadeChanged( const char* value ){
-       m_fade = string_read_float( value );
-       if ( m_fade <= 0.0f ) {
-               m_fade = 1.0f;
-       }
-       calculateRadii();
-}
-typedef MemberCaller<LightRadii, void(const char*), &LightRadii::fadeChanged> FadeChangedCaller;
-void flagsChanged( const char* value ){
-       m_flags = string_read_int( value );
-       calculateRadii();
-}
-typedef MemberCaller<LightRadii, void(const char*), &LightRadii::flagsChanged> FlagsChangedCaller;
+    LightRadii() : m_primaryIntensity(0), m_secondaryIntensity(0), m_flags(0), m_fade(1), m_scale(1)
+    {
+    }
+
+
+    void primaryIntensityChanged(const char *value)
+    {
+        m_primaryIntensity = string_read_float(value);
+        calculateRadii();
+    }
+
+    typedef MemberCaller<LightRadii, void(
+            const char *), &LightRadii::primaryIntensityChanged> PrimaryIntensityChangedCaller;
+
+    void secondaryIntensityChanged(const char *value)
+    {
+        m_secondaryIntensity = string_read_float(value);
+        calculateRadii();
+    }
+
+    typedef MemberCaller<LightRadii, void(
+            const char *), &LightRadii::secondaryIntensityChanged> SecondaryIntensityChangedCaller;
+
+    void scaleChanged(const char *value)
+    {
+        m_scale = string_read_float(value);
+        if (m_scale <= 0.0f) {
+            m_scale = 1.0f;
+        }
+        calculateRadii();
+    }
+
+    typedef MemberCaller<LightRadii, void(const char *), &LightRadii::scaleChanged> ScaleChangedCaller;
+
+    void fadeChanged(const char *value)
+    {
+        m_fade = string_read_float(value);
+        if (m_fade <= 0.0f) {
+            m_fade = 1.0f;
+        }
+        calculateRadii();
+    }
+
+    typedef MemberCaller<LightRadii, void(const char *), &LightRadii::fadeChanged> FadeChangedCaller;
+
+    void flagsChanged(const char *value)
+    {
+        m_flags = string_read_int(value);
+        calculateRadii();
+    }
+
+    typedef MemberCaller<LightRadii, void(const char *), &LightRadii::flagsChanged> FlagsChangedCaller;
 };
 
-class Doom3LightRadius
-{
+class Doom3LightRadius {
 public:
-Vector3 m_defaultRadius;
-Vector3 m_radius;
-Vector3 m_radiusTransformed;
-Vector3 m_center;
-Callback<void()> m_changed;
-bool m_useCenterKey;
-
-Doom3LightRadius( const char* defaultRadius ) : m_defaultRadius( 300, 300, 300 ), m_center( 0, 0, 0 ), m_useCenterKey( false ){
-       if ( !string_parse_vector3( defaultRadius, m_defaultRadius ) ) {
-               globalErrorStream() << "Doom3LightRadius: failed to parse default light radius\n";
-       }
-       m_radius = m_defaultRadius;
-}
-
-void lightRadiusChanged( const char* value ){
-       if ( !string_parse_vector3( value, m_radius ) ) {
-               m_radius = m_defaultRadius;
-       }
-       m_radiusTransformed = m_radius;
-       m_changed();
-       SceneChangeNotify();
-}
-typedef MemberCaller<Doom3LightRadius, void(const char*), &Doom3LightRadius::lightRadiusChanged> LightRadiusChangedCaller;
-
-void lightCenterChanged( const char* value ){
-       m_useCenterKey = string_parse_vector3( value, m_center );
-       if ( !m_useCenterKey ) {
-               m_center = Vector3( 0, 0, 0 );
-       }
-       SceneChangeNotify();
-}
-typedef MemberCaller<Doom3LightRadius, void(const char*), &Doom3LightRadius::lightCenterChanged> LightCenterChangedCaller;
+    Vector3 m_defaultRadius;
+    Vector3 m_radius;
+    Vector3 m_radiusTransformed;
+    Vector3 m_center;
+    Callback<void()> m_changed;
+    bool m_useCenterKey;
+
+    Doom3LightRadius(const char *defaultRadius) : m_defaultRadius(300, 300, 300), m_center(0, 0, 0),
+                                                  m_useCenterKey(false)
+    {
+        if (!string_parse_vector3(defaultRadius, m_defaultRadius)) {
+            globalErrorStream() << "Doom3LightRadius: failed to parse default light radius\n";
+        }
+        m_radius = m_defaultRadius;
+    }
+
+    void lightRadiusChanged(const char *value)
+    {
+        if (!string_parse_vector3(value, m_radius)) {
+            m_radius = m_defaultRadius;
+        }
+        m_radiusTransformed = m_radius;
+        m_changed();
+        SceneChangeNotify();
+    }
+
+    typedef MemberCaller<Doom3LightRadius, void(
+            const char *), &Doom3LightRadius::lightRadiusChanged> LightRadiusChangedCaller;
+
+    void lightCenterChanged(const char *value)
+    {
+        m_useCenterKey = string_parse_vector3(value, m_center);
+        if (!m_useCenterKey) {
+            m_center = Vector3(0, 0, 0);
+        }
+        SceneChangeNotify();
+    }
+
+    typedef MemberCaller<Doom3LightRadius, void(
+            const char *), &Doom3LightRadius::lightCenterChanged> LightCenterChangedCaller;
 };
 
-class RenderLightRadiiWire : public OpenGLRenderable
-{
-LightRadii& m_radii;
-const Vector3& m_origin;
+class RenderLightRadiiWire : public OpenGLRenderable {
+    LightRadii &m_radii;
+    const Vector3 &m_origin;
 public:
-RenderLightRadiiWire( LightRadii& radii, const Vector3& origin ) : m_radii( radii ), m_origin( origin ){
-}
-void render( RenderStateFlags state ) const {
-       light_draw_radius_wire( m_origin, m_radii.m_radii );
-}
+    RenderLightRadiiWire(LightRadii &radii, const Vector3 &origin) : m_radii(radii), m_origin(origin)
+    {
+    }
+
+    void render(RenderStateFlags state) const
+    {
+        light_draw_radius_wire(m_origin, m_radii.m_radii);
+    }
 };
 
-class RenderLightRadiiFill : public OpenGLRenderable
-{
-LightRadii& m_radii;
-const Vector3& m_origin;
+class RenderLightRadiiFill : public OpenGLRenderable {
+    LightRadii &m_radii;
+    const Vector3 &m_origin;
 public:
-static Shader* m_state;
+    static Shader *m_state;
 
-RenderLightRadiiFill( LightRadii& radii, const Vector3& origin ) : m_radii( radii ), m_origin( origin ){
-}
-void render( RenderStateFlags state ) const {
-       light_draw_radius_fill( m_origin, m_radii.m_radii );
-}
+    RenderLightRadiiFill(LightRadii &radii, const Vector3 &origin) : m_radii(radii), m_origin(origin)
+    {
+    }
+
+    void render(RenderStateFlags state) const
+    {
+        light_draw_radius_fill(m_origin, m_radii.m_radii);
+    }
 };
 
-class RenderLightRadiiBox : public OpenGLRenderable
-{
-const Vector3& m_origin;
+class RenderLightRadiiBox : public OpenGLRenderable {
+    const Vector3 &m_origin;
 public:
-mutable Vector3 m_points[8];
-static Shader* m_state;
-
-RenderLightRadiiBox( const Vector3& origin ) : m_origin( origin ){
-}
-void render( RenderStateFlags state ) const {
-       //draw the bounding box of light based on light_radius key
-       if ( ( state & RENDER_FILL ) != 0 ) {
-               aabb_draw_flatshade( m_points );
-       }
-       else
-       {
-               aabb_draw_wire( m_points );
-       }
-
-  #if 1    //disable if you dont want lines going from the center of the light bbox to the corners
-       light_draw_box_lines( m_origin, m_points );
-  #endif
-}
+    mutable Vector3 m_points[8];
+    static Shader *m_state;
+
+    RenderLightRadiiBox(const Vector3 &origin) : m_origin(origin)
+    {
+    }
+
+    void render(RenderStateFlags state) const
+    {
+        //draw the bounding box of light based on light_radius key
+        if ((state & RENDER_FILL) != 0) {
+            aabb_draw_flatshade(m_points);
+        } else {
+            aabb_draw_wire(m_points);
+        }
+
+#if 1    //disable if you dont want lines going from the center of the light bbox to the corners
+        light_draw_box_lines(m_origin, m_points);
+#endif
+    }
 };
 
-ShaderRenderLightRadiiFill::m_state = 0;
+Shader *RenderLightRadiiFill::m_state = 0;
 
-class RenderLightCenter : public OpenGLRenderable
-{
-const Vector3& m_center;
-EntityClass& m_eclass;
+class RenderLightCenter : public OpenGLRenderable {
+    const Vector3 &m_center;
+    EntityClass &m_eclass;
 public:
-static Shader* m_state;
-
-RenderLightCenter( const Vector3& center, EntityClass& eclass ) : m_center( center ), m_eclass( eclass ){
-}
-void render( RenderStateFlags state ) const {
-       glBegin( GL_POINTS );
-       glColor3fv( vector3_to_array( m_eclass.color ) );
-       glVertex3fv( vector3_to_array( m_center ) );
-       glEnd();
-}
+    static Shader *m_state;
+
+    RenderLightCenter(const Vector3 &center, EntityClass &eclass) : m_center(center), m_eclass(eclass)
+    {
+    }
+
+    void render(RenderStateFlags state) const
+    {
+        glBegin(GL_POINTS);
+        glColor3fv(vector3_to_array(m_eclass.color));
+        glVertex3fv(vector3_to_array(m_center));
+        glEnd();
+    }
 };
 
-ShaderRenderLightCenter::m_state = 0;
+Shader *RenderLightCenter::m_state = 0;
 
-class RenderLightProjection : public OpenGLRenderable
-{
-const Matrix4& m_projection;
+class RenderLightProjection : public OpenGLRenderable {
+    const Matrix4 &m_projection;
 public:
 
-RenderLightProjection( const Matrix4& projection ) : m_projection( projection ){
-}
-void render( RenderStateFlags state ) const {
-       Matrix4 unproject( matrix4_full_inverse( m_projection ) );
-       Vector3 points[8];
-       aabb_corners( AABB( Vector3( 0.5f, 0.5f, 0.5f ), Vector3( 0.5f, 0.5f, 0.5f ) ), points );
-       points[0] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[0], 1 ) ) );
-       points[1] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[1], 1 ) ) );
-       points[2] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[2], 1 ) ) );
-       points[3] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[3], 1 ) ) );
-       points[4] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[4], 1 ) ) );
-       points[5] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[5], 1 ) ) );
-       points[6] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[6], 1 ) ) );
-       points[7] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[7], 1 ) ) );
+    RenderLightProjection(const Matrix4 &projection) : m_projection(projection)
+    {
+    }
+
+    void render(RenderStateFlags state) const
+    {
+        Matrix4 unproject(matrix4_full_inverse(m_projection));
+        Vector3 points[8];
+        aabb_corners(AABB(Vector3(0.5f, 0.5f, 0.5f), Vector3(0.5f, 0.5f, 0.5f)), points);
+        points[0] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[0], 1)));
+        points[1] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[1], 1)));
+        points[2] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[2], 1)));
+        points[3] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[3], 1)));
+        points[4] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[4], 1)));
+        points[5] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[5], 1)));
+        points[6] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[6], 1)));
+        points[7] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[7], 1)));
 //     Vector4 test1 = matrix4_transformed_vector4( unproject, Vector4( 0.5f, 0.5f, 0.5f, 1 ) );
 //     Vector3 test2 = vector4_projected( test1 );
-       aabb_draw_wire( points );
-}
+        aabb_draw_wire(points);
+    }
 };
 
-inline void default_extents( Vector3& extents ){
-       extents = Vector3( 8, 8, 8 );
-}
-
-class ShaderRef
+inline void default_extents(Vector3 &extents)
 {
-CopiedString m_name;
-Shader* m_shader;
-void capture(){
-       m_shader = GlobalShaderCache().capture( m_name.c_str() );
-}
-void release(){
-       GlobalShaderCache().release( m_name.c_str() );
+    extents = Vector3(8, 8, 8);
 }
+
+class ShaderRef {
+    CopiedString m_name;
+    Shader *m_shader;
+
+    void capture()
+    {
+        m_shader = GlobalShaderCache().capture(m_name.c_str());
+    }
+
+    void release()
+    {
+        GlobalShaderCache().release(m_name.c_str());
+    }
+
 public:
-ShaderRef(){
-       capture();
-}
-~ShaderRef(){
-       release();
-}
-void setName( const char* name ){
-       release();
-       m_name = name;
-       capture();
-}
-Shader* get() const {
-       return m_shader;
-}
+    ShaderRef()
+    {
+        capture();
+    }
+
+    ~ShaderRef()
+    {
+        release();
+    }
+
+    void setName(const char *name)
+    {
+        release();
+        m_name = name;
+        capture();
+    }
+
+    Shader *get() const
+    {
+        return m_shader;
+    }
 };
 
-class LightShader
-{
-ShaderRef m_shader;
-void setDefault(){
-       m_shader.setName( m_defaultShader );
-}
-public:
-static const char* m_defaultShader;
+class LightShader {
+    ShaderRef m_shader;
 
-LightShader(){
-       setDefault();
-}
-void valueChanged( const char* value ){
-       if ( string_empty( value ) ) {
-               setDefault();
-       }
-       else
-       {
-               m_shader.setName( value );
-       }
-       SceneChangeNotify();
-}
-typedef MemberCaller<LightShader, void(const char*), &LightShader::valueChanged> ValueChangedCaller;
+    void setDefault()
+    {
+        m_shader.setName(m_defaultShader);
+    }
 
-Shader* get() const {
-       return m_shader.get();
-}
+public:
+    static const char *m_defaultShader;
+
+    LightShader()
+    {
+        setDefault();
+    }
+
+    void valueChanged(const char *value)
+    {
+        if (string_empty(value)) {
+            setDefault();
+        } else {
+            m_shader.setName(value);
+        }
+        SceneChangeNotify();
+    }
+
+    typedef MemberCaller<LightShader, void(const char *), &LightShader::valueChanged> ValueChangedCaller;
+
+    Shader *get() const
+    {
+        return m_shader.get();
+    }
 };
 
-const charLightShader::m_defaultShader = "";
+const char *LightShader::m_defaultShader = "";
 
-inline const BasicVector4<double>& plane3_to_vector4( const Plane3& self ){
-       return reinterpret_cast<const BasicVector4<double>&>( self );
+inline const BasicVector4<double> &plane3_to_vector4(const Plane3 &self)
+{
+    return reinterpret_cast<const BasicVector4<double> &>( self );
 }
 
-inline BasicVector4<double>& plane3_to_vector4( Plane3& self ){
-       return reinterpret_cast<BasicVector4<double>&>( self );
+inline BasicVector4<double> &plane3_to_vector4(Plane3 &self)
+{
+    return reinterpret_cast<BasicVector4<double> &>( self );
 }
 
-inline Matrix4 matrix4_from_planes( const Plane3& left, const Plane3& right, const Plane3& bottom, const Plane3& top, const Plane3& front, const Plane3& back ){
-       return Matrix4(
-                          ( right.a - left.a ) / 2,
-                          ( top.a - bottom.a ) / 2,
-                          ( back.a - front.a ) / 2,
-                          right.a - ( right.a - left.a ) / 2,
-                          ( right.b - left.b ) / 2,
-                          ( top.b - bottom.b ) / 2,
-                          ( back.b - front.b ) / 2,
-                          right.b - ( right.b - left.b ) / 2,
-                          ( right.c - left.c ) / 2,
-                          ( top.c - bottom.c ) / 2,
-                          ( back.c - front.c ) / 2,
-                          right.c - ( right.c - left.c ) / 2,
-                          ( right.d - left.d ) / 2,
-                          ( top.d - bottom.d ) / 2,
-                          ( back.d - front.d ) / 2,
-                          right.d - ( right.d - left.d ) / 2
-                          );
+inline Matrix4 matrix4_from_planes(const Plane3 &left, const Plane3 &right, const Plane3 &bottom, const Plane3 &top,
+                                   const Plane3 &front, const Plane3 &back)
+{
+    return Matrix4(
+            (right.a - left.a) / 2,
+            (top.a - bottom.a) / 2,
+            (back.a - front.a) / 2,
+            right.a - (right.a - left.a) / 2,
+            (right.b - left.b) / 2,
+            (top.b - bottom.b) / 2,
+            (back.b - front.b) / 2,
+            right.b - (right.b - left.b) / 2,
+            (right.c - left.c) / 2,
+            (top.c - bottom.c) / 2,
+            (back.c - front.c) / 2,
+            right.c - (right.c - left.c) / 2,
+            (right.d - left.d) / 2,
+            (top.d - bottom.d) / 2,
+            (back.d - front.d) / 2,
+            right.d - (right.d - left.d) / 2
+    );
 }
 
 class Light :
-       public OpenGLRenderable,
-       public Cullable,
-       public Bounded,
-       public Editable,
-       public Snappable
-{
-EntityKeyValues m_entity;
-KeyObserverMap m_keyObservers;
-TraversableNodeSet m_traverse;
-IdentityTransform m_transform;
-
-OriginKey m_originKey;
-RotationKey m_rotationKey;
-Float9 m_rotation;
-Colour m_colour;
-
-ClassnameFilter m_filter;
-NamedEntity m_named;
-NameKeys m_nameKeys;
-TraversableObserverPairRelay m_traverseObservers;
-Doom3GroupOrigin m_funcStaticOrigin;
-
-LightRadii m_radii;
-Doom3LightRadius m_doom3Radius;
-
-RenderLightRadiiWire m_radii_wire;
-RenderLightRadiiFill m_radii_fill;
-RenderLightRadiiBox m_radii_box;
-RenderLightCenter m_render_center;
-RenderableNamedEntity m_renderName;
-
-Vector3 m_lightOrigin;
-bool m_useLightOrigin;
-Float9 m_lightRotation;
-bool m_useLightRotation;
-
-Vector3 m_lightTarget;
-bool m_useLightTarget;
-Vector3 m_lightUp;
-bool m_useLightUp;
-Vector3 m_lightRight;
-bool m_useLightRight;
-Vector3 m_lightStart;
-bool m_useLightStart;
-Vector3 m_lightEnd;
-bool m_useLightEnd;
-
-mutable AABB m_doom3AABB;
-mutable Matrix4 m_doom3Rotation;
-mutable Matrix4 m_doom3Projection;
-mutable Frustum m_doom3Frustum;
-mutable bool m_doom3ProjectionChanged;
-
-RenderLightProjection m_renderProjection;
-
-LightShader m_shader;
-
-AABB m_aabb_light;
-
-Callback<void()> m_transformChanged;
-Callback<void()> m_boundsChanged;
-Callback<void()> m_evaluateTransform;
-
-void construct(){
-       default_rotation( m_rotation );
-       m_aabb_light.origin = Vector3( 0, 0, 0 );
-       default_extents( m_aabb_light.extents );
-
-       m_keyObservers.insert( "classname", ClassnameFilter::ClassnameChangedCaller( m_filter ) );
-       m_keyObservers.insert( Static<KeyIsName>::instance().m_nameKey, NamedEntity::IdentifierChangedCaller( m_named ) );
-       m_keyObservers.insert( "_color", Colour::ColourChangedCaller( m_colour ) );
-       m_keyObservers.insert( "origin", OriginKey::OriginChangedCaller( m_originKey ) );
-       m_keyObservers.insert( "_light", LightRadii::PrimaryIntensityChangedCaller( m_radii ) );
-       m_keyObservers.insert( "light", LightRadii::SecondaryIntensityChangedCaller( m_radii ) );
-       m_keyObservers.insert( "fade", LightRadii::FadeChangedCaller( m_radii ) );
-       m_keyObservers.insert( "scale", LightRadii::ScaleChangedCaller( m_radii ) );
-       m_keyObservers.insert( "spawnflags", LightRadii::FlagsChangedCaller( m_radii ) );
-
-       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
-               m_keyObservers.insert( "angle", RotationKey::AngleChangedCaller( m_rotationKey ) );
-               m_keyObservers.insert( "rotation", RotationKey::RotationChangedCaller( m_rotationKey ) );
-               m_keyObservers.insert( "light_radius", Doom3LightRadius::LightRadiusChangedCaller( m_doom3Radius ) );
-               m_keyObservers.insert( "light_center", Doom3LightRadius::LightCenterChangedCaller( m_doom3Radius ) );
-               m_keyObservers.insert( "light_origin", Light::LightOriginChangedCaller( *this ) );
-               m_keyObservers.insert( "light_rotation", Light::LightRotationChangedCaller( *this ) );
-               m_keyObservers.insert( "light_target", Light::LightTargetChangedCaller( *this ) );
-               m_keyObservers.insert( "light_up", Light::LightUpChangedCaller( *this ) );
-               m_keyObservers.insert( "light_right", Light::LightRightChangedCaller( *this ) );
-               m_keyObservers.insert( "light_start", Light::LightStartChangedCaller( *this ) );
-               m_keyObservers.insert( "light_end", Light::LightEndChangedCaller( *this ) );
-               m_keyObservers.insert( "texture", LightShader::ValueChangedCaller( m_shader ) );
-               m_useLightTarget = m_useLightUp = m_useLightRight = m_useLightStart = m_useLightEnd = false;
-               m_doom3ProjectionChanged = true;
-       }
-
-       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
-               m_traverse.attach( &m_traverseObservers );
-               m_traverseObservers.attach( m_funcStaticOrigin );
-
-               m_entity.m_isContainer = true;
-       }
-}
-void destroy(){
-       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
-               m_traverseObservers.detach( m_funcStaticOrigin );
-               m_traverse.detach( &m_traverseObservers );
-       }
-}
+        public OpenGLRenderable,
+        public Cullable,
+        public Bounded,
+        public Editable,
+        public Snappable {
+    EntityKeyValues m_entity;
+    KeyObserverMap m_keyObservers;
+    TraversableNodeSet m_traverse;
+    IdentityTransform m_transform;
+
+    OriginKey m_originKey;
+    RotationKey m_rotationKey;
+    Float9 m_rotation;
+    Colour m_colour;
+
+    ClassnameFilter m_filter;
+    NamedEntity m_named;
+    NameKeys m_nameKeys;
+    TraversableObserverPairRelay m_traverseObservers;
+    Doom3GroupOrigin m_funcStaticOrigin;
+
+    LightRadii m_radii;
+    Doom3LightRadius m_doom3Radius;
+
+    RenderLightRadiiWire m_radii_wire;
+    RenderLightRadiiFill m_radii_fill;
+    RenderLightRadiiBox m_radii_box;
+    RenderLightCenter m_render_center;
+    RenderableNamedEntity m_renderName;
+
+    Vector3 m_lightOrigin;
+    bool m_useLightOrigin;
+    Float9 m_lightRotation;
+    bool m_useLightRotation;
+
+    Vector3 m_lightTarget;
+    bool m_useLightTarget;
+    Vector3 m_lightUp;
+    bool m_useLightUp;
+    Vector3 m_lightRight;
+    bool m_useLightRight;
+    Vector3 m_lightStart;
+    bool m_useLightStart;
+    Vector3 m_lightEnd;
+    bool m_useLightEnd;
+
+    mutable AABB m_doom3AABB;
+    mutable Matrix4 m_doom3Rotation;
+    mutable Matrix4 m_doom3Projection;
+    mutable Frustum m_doom3Frustum;
+    mutable bool m_doom3ProjectionChanged;
+
+    RenderLightProjection m_renderProjection;
+
+    LightShader m_shader;
+
+    AABB m_aabb_light;
+
+    Callback<void()> m_transformChanged;
+    Callback<void()> m_boundsChanged;
+    Callback<void()> m_evaluateTransform;
+
+    void construct()
+    {
+        default_rotation(m_rotation);
+        m_aabb_light.origin = Vector3(0, 0, 0);
+        default_extents(m_aabb_light.extents);
+
+        m_keyObservers.insert("classname", ClassnameFilter::ClassnameChangedCaller(m_filter));
+        m_keyObservers.insert(Static<KeyIsName>::instance().m_nameKey, NamedEntity::IdentifierChangedCaller(m_named));
+        m_keyObservers.insert("_color", Colour::ColourChangedCaller(m_colour));
+        m_keyObservers.insert("origin", OriginKey::OriginChangedCaller(m_originKey));
+        m_keyObservers.insert("_light", LightRadii::PrimaryIntensityChangedCaller(m_radii));
+        m_keyObservers.insert("light", LightRadii::SecondaryIntensityChangedCaller(m_radii));
+        m_keyObservers.insert("fade", LightRadii::FadeChangedCaller(m_radii));
+        m_keyObservers.insert("scale", LightRadii::ScaleChangedCaller(m_radii));
+        m_keyObservers.insert("spawnflags", LightRadii::FlagsChangedCaller(m_radii));
+
+        if (g_lightType == LIGHTTYPE_DOOM3) {
+            m_keyObservers.insert("angle", RotationKey::AngleChangedCaller(m_rotationKey));
+            m_keyObservers.insert("rotation", RotationKey::RotationChangedCaller(m_rotationKey));
+            m_keyObservers.insert("light_radius", Doom3LightRadius::LightRadiusChangedCaller(m_doom3Radius));
+            m_keyObservers.insert("light_center", Doom3LightRadius::LightCenterChangedCaller(m_doom3Radius));
+            m_keyObservers.insert("light_origin", Light::LightOriginChangedCaller(*this));
+            m_keyObservers.insert("light_rotation", Light::LightRotationChangedCaller(*this));
+            m_keyObservers.insert("light_target", Light::LightTargetChangedCaller(*this));
+            m_keyObservers.insert("light_up", Light::LightUpChangedCaller(*this));
+            m_keyObservers.insert("light_right", Light::LightRightChangedCaller(*this));
+            m_keyObservers.insert("light_start", Light::LightStartChangedCaller(*this));
+            m_keyObservers.insert("light_end", Light::LightEndChangedCaller(*this));
+            m_keyObservers.insert("texture", LightShader::ValueChangedCaller(m_shader));
+            m_useLightTarget = m_useLightUp = m_useLightRight = m_useLightStart = m_useLightEnd = false;
+            m_doom3ProjectionChanged = true;
+        }
+
+        if (g_lightType == LIGHTTYPE_DOOM3) {
+            m_traverse.attach(&m_traverseObservers);
+            m_traverseObservers.attach(m_funcStaticOrigin);
+
+            m_entity.m_isContainer = true;
+        }
+    }
+
+    void destroy()
+    {
+        if (g_lightType == LIGHTTYPE_DOOM3) {
+            m_traverseObservers.detach(m_funcStaticOrigin);
+            m_traverse.detach(&m_traverseObservers);
+        }
+    }
 
 // vc 2k5 compiler fix
 #if _MSC_VER >= 1400
-public:
+    public:
 #endif
 
-void updateOrigin(){
-       m_boundsChanged();
-
-       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
-               m_funcStaticOrigin.originChanged();
-       }
-
-       m_doom3Radius.m_changed();
-
-       GlobalSelectionSystem().pivotChanged();
-}
-
-void originChanged(){
-       m_aabb_light.origin = m_useLightOrigin ? m_lightOrigin : m_originKey.m_origin;
-       updateOrigin();
-}
-typedef MemberCaller<Light, void(), &Light::originChanged> OriginChangedCaller;
-
-void lightOriginChanged( const char* value ){
-       m_useLightOrigin = !string_empty( value );
-       if ( m_useLightOrigin ) {
-               read_origin( m_lightOrigin, value );
-       }
-       originChanged();
-}
-typedef MemberCaller<Light, void(const char*), &Light::lightOriginChanged> LightOriginChangedCaller;
-
-void lightTargetChanged( const char* value ){
-       m_useLightTarget = !string_empty( value );
-       if ( m_useLightTarget ) {
-               read_origin( m_lightTarget, value );
-       }
-       projectionChanged();
-}
-typedef MemberCaller<Light, void(const char*), &Light::lightTargetChanged> LightTargetChangedCaller;
-void lightUpChanged( const char* value ){
-       m_useLightUp = !string_empty( value );
-       if ( m_useLightUp ) {
-               read_origin( m_lightUp, value );
-       }
-       projectionChanged();
-}
-typedef MemberCaller<Light, void(const char*), &Light::lightUpChanged> LightUpChangedCaller;
-void lightRightChanged( const char* value ){
-       m_useLightRight = !string_empty( value );
-       if ( m_useLightRight ) {
-               read_origin( m_lightRight, value );
-       }
-       projectionChanged();
-}
-typedef MemberCaller<Light, void(const char*), &Light::lightRightChanged> LightRightChangedCaller;
-void lightStartChanged( const char* value ){
-       m_useLightStart = !string_empty( value );
-       if ( m_useLightStart ) {
-               read_origin( m_lightStart, value );
-       }
-       projectionChanged();
-}
-typedef MemberCaller<Light, void(const char*), &Light::lightStartChanged> LightStartChangedCaller;
-void lightEndChanged( const char* value ){
-       m_useLightEnd = !string_empty( value );
-       if ( m_useLightEnd ) {
-               read_origin( m_lightEnd, value );
-       }
-       projectionChanged();
-}
-typedef MemberCaller<Light, void(const char*), &Light::lightEndChanged> LightEndChangedCaller;
-
-void writeLightOrigin(){
-       write_origin( m_lightOrigin, &m_entity, "light_origin" );
-}
-
-void updateLightRadiiBox() const {
-       const Matrix4& rotation = rotation_toMatrix( m_rotation );
-       aabb_corners( AABB( Vector3( 0, 0, 0 ), m_doom3Radius.m_radiusTransformed ), m_radii_box.m_points );
-       matrix4_transform_point( rotation, m_radii_box.m_points[0] );
-       vector3_add( m_radii_box.m_points[0], m_aabb_light.origin );
-       matrix4_transform_point( rotation, m_radii_box.m_points[1] );
-       vector3_add( m_radii_box.m_points[1], m_aabb_light.origin );
-       matrix4_transform_point( rotation, m_radii_box.m_points[2] );
-       vector3_add( m_radii_box.m_points[2], m_aabb_light.origin );
-       matrix4_transform_point( rotation, m_radii_box.m_points[3] );
-       vector3_add( m_radii_box.m_points[3], m_aabb_light.origin );
-       matrix4_transform_point( rotation, m_radii_box.m_points[4] );
-       vector3_add( m_radii_box.m_points[4], m_aabb_light.origin );
-       matrix4_transform_point( rotation, m_radii_box.m_points[5] );
-       vector3_add( m_radii_box.m_points[5], m_aabb_light.origin );
-       matrix4_transform_point( rotation, m_radii_box.m_points[6] );
-       vector3_add( m_radii_box.m_points[6], m_aabb_light.origin );
-       matrix4_transform_point( rotation, m_radii_box.m_points[7] );
-       vector3_add( m_radii_box.m_points[7], m_aabb_light.origin );
-}
-
-void rotationChanged(){
-       rotation_assign( m_rotation, m_useLightRotation ? m_lightRotation : m_rotationKey.m_rotation );
-       GlobalSelectionSystem().pivotChanged();
-}
-typedef MemberCaller<Light, void(), &Light::rotationChanged> RotationChangedCaller;
-
-void lightRotationChanged( const char* value ){
-       m_useLightRotation = !string_empty( value );
-       if ( m_useLightRotation ) {
-               read_rotation( m_lightRotation, value );
-       }
-       rotationChanged();
-}
-typedef MemberCaller<Light, void(const char*), &Light::lightRotationChanged> LightRotationChangedCaller;
+    void updateOrigin()
+    {
+        m_boundsChanged();
+
+        if (g_lightType == LIGHTTYPE_DOOM3) {
+            m_funcStaticOrigin.originChanged();
+        }
+
+        m_doom3Radius.m_changed();
+
+        GlobalSelectionSystem().pivotChanged();
+    }
+
+    void originChanged()
+    {
+        m_aabb_light.origin = m_useLightOrigin ? m_lightOrigin : m_originKey.m_origin;
+        updateOrigin();
+    }
+
+    typedef MemberCaller<Light, void(), &Light::originChanged> OriginChangedCaller;
+
+    void lightOriginChanged(const char *value)
+    {
+        m_useLightOrigin = !string_empty(value);
+        if (m_useLightOrigin) {
+            read_origin(m_lightOrigin, value);
+        }
+        originChanged();
+    }
+
+    typedef MemberCaller<Light, void(const char *), &Light::lightOriginChanged> LightOriginChangedCaller;
+
+    void lightTargetChanged(const char *value)
+    {
+        m_useLightTarget = !string_empty(value);
+        if (m_useLightTarget) {
+            read_origin(m_lightTarget, value);
+        }
+        projectionChanged();
+    }
+
+    typedef MemberCaller<Light, void(const char *), &Light::lightTargetChanged> LightTargetChangedCaller;
+
+    void lightUpChanged(const char *value)
+    {
+        m_useLightUp = !string_empty(value);
+        if (m_useLightUp) {
+            read_origin(m_lightUp, value);
+        }
+        projectionChanged();
+    }
+
+    typedef MemberCaller<Light, void(const char *), &Light::lightUpChanged> LightUpChangedCaller;
+
+    void lightRightChanged(const char *value)
+    {
+        m_useLightRight = !string_empty(value);
+        if (m_useLightRight) {
+            read_origin(m_lightRight, value);
+        }
+        projectionChanged();
+    }
+
+    typedef MemberCaller<Light, void(const char *), &Light::lightRightChanged> LightRightChangedCaller;
+
+    void lightStartChanged(const char *value)
+    {
+        m_useLightStart = !string_empty(value);
+        if (m_useLightStart) {
+            read_origin(m_lightStart, value);
+        }
+        projectionChanged();
+    }
+
+    typedef MemberCaller<Light, void(const char *), &Light::lightStartChanged> LightStartChangedCaller;
+
+    void lightEndChanged(const char *value)
+    {
+        m_useLightEnd = !string_empty(value);
+        if (m_useLightEnd) {
+            read_origin(m_lightEnd, value);
+        }
+        projectionChanged();
+    }
+
+    typedef MemberCaller<Light, void(const char *), &Light::lightEndChanged> LightEndChangedCaller;
+
+    void writeLightOrigin()
+    {
+        write_origin(m_lightOrigin, &m_entity, "light_origin");
+    }
+
+    void updateLightRadiiBox() const
+    {
+        const Matrix4 &rotation = rotation_toMatrix(m_rotation);
+        aabb_corners(AABB(Vector3(0, 0, 0), m_doom3Radius.m_radiusTransformed), m_radii_box.m_points);
+        matrix4_transform_point(rotation, m_radii_box.m_points[0]);
+        vector3_add(m_radii_box.m_points[0], m_aabb_light.origin);
+        matrix4_transform_point(rotation, m_radii_box.m_points[1]);
+        vector3_add(m_radii_box.m_points[1], m_aabb_light.origin);
+        matrix4_transform_point(rotation, m_radii_box.m_points[2]);
+        vector3_add(m_radii_box.m_points[2], m_aabb_light.origin);
+        matrix4_transform_point(rotation, m_radii_box.m_points[3]);
+        vector3_add(m_radii_box.m_points[3], m_aabb_light.origin);
+        matrix4_transform_point(rotation, m_radii_box.m_points[4]);
+        vector3_add(m_radii_box.m_points[4], m_aabb_light.origin);
+        matrix4_transform_point(rotation, m_radii_box.m_points[5]);
+        vector3_add(m_radii_box.m_points[5], m_aabb_light.origin);
+        matrix4_transform_point(rotation, m_radii_box.m_points[6]);
+        vector3_add(m_radii_box.m_points[6], m_aabb_light.origin);
+        matrix4_transform_point(rotation, m_radii_box.m_points[7]);
+        vector3_add(m_radii_box.m_points[7], m_aabb_light.origin);
+    }
+
+    void rotationChanged()
+    {
+        rotation_assign(m_rotation, m_useLightRotation ? m_lightRotation : m_rotationKey.m_rotation);
+        GlobalSelectionSystem().pivotChanged();
+    }
+
+    typedef MemberCaller<Light, void(), &Light::rotationChanged> RotationChangedCaller;
+
+    void lightRotationChanged(const char *value)
+    {
+        m_useLightRotation = !string_empty(value);
+        if (m_useLightRotation) {
+            read_rotation(m_lightRotation, value);
+        }
+        rotationChanged();
+    }
+
+    typedef MemberCaller<Light, void(const char *), &Light::lightRotationChanged> LightRotationChangedCaller;
 
 public:
 
-Light( EntityClass* eclass, scene::Node& node, const Callback<void()>& transformChanged, const Callback<void()>& boundsChanged, const Callback<void()>& evaluateTransform ) :
-       m_entity( eclass ),
-       m_originKey( OriginChangedCaller( *this ) ),
-       m_rotationKey( RotationChangedCaller( *this ) ),
-       m_colour( Callback<void()>() ),
-       m_filter( m_entity, node ),
-       m_named( m_entity ),
-       m_nameKeys( m_entity ),
-       m_funcStaticOrigin( m_traverse, m_originKey.m_origin ),
-       m_doom3Radius( EntityClass_valueForKey( m_entity.getEntityClass(), "light_radius" ) ),
-       m_radii_wire( m_radii, m_aabb_light.origin ),
-       m_radii_fill( m_radii, m_aabb_light.origin ),
-       m_radii_box( m_aabb_light.origin ),
-       m_render_center( m_doom3Radius.m_center, m_entity.getEntityClass() ),
-       m_renderName( m_named, m_aabb_light.origin ),
-       m_useLightOrigin( false ),
-       m_useLightRotation( false ),
-       m_renderProjection( m_doom3Projection ),
-       m_transformChanged( transformChanged ),
-       m_boundsChanged( boundsChanged ),
-       m_evaluateTransform( evaluateTransform ){
-       construct();
-}
-Light( const Light& other, scene::Node& node, const Callback<void()>& transformChanged, const Callback<void()>& boundsChanged, const Callback<void()>& evaluateTransform ) :
-       m_entity( other.m_entity ),
-       m_originKey( OriginChangedCaller( *this ) ),
-       m_rotationKey( RotationChangedCaller( *this ) ),
-       m_colour( Callback<void()>() ),
-       m_filter( m_entity, node ),
-       m_named( m_entity ),
-       m_nameKeys( m_entity ),
-       m_funcStaticOrigin( m_traverse, m_originKey.m_origin ),
-       m_doom3Radius( EntityClass_valueForKey( m_entity.getEntityClass(), "light_radius" ) ),
-       m_radii_wire( m_radii, m_aabb_light.origin ),
-       m_radii_fill( m_radii, m_aabb_light.origin ),
-       m_radii_box( m_aabb_light.origin ),
-       m_render_center( m_doom3Radius.m_center, m_entity.getEntityClass() ),
-       m_renderName( m_named, m_aabb_light.origin ),
-       m_useLightOrigin( false ),
-       m_useLightRotation( false ),
-       m_renderProjection( m_doom3Projection ),
-       m_transformChanged( transformChanged ),
-       m_boundsChanged( boundsChanged ),
-       m_evaluateTransform( evaluateTransform ){
-       construct();
-}
-~Light(){
-       destroy();
-}
-
-InstanceCounter m_instanceCounter;
-void instanceAttach( const scene::Path& path ){
-       if ( ++m_instanceCounter.m_count == 1 ) {
-               m_filter.instanceAttach();
-               m_entity.instanceAttach( path_find_mapfile( path.begin(), path.end() ) );
-               if ( g_lightType == LIGHTTYPE_DOOM3 ) {
-                       m_traverse.instanceAttach( path_find_mapfile( path.begin(), path.end() ) );
-               }
-               m_entity.attach( m_keyObservers );
-
-               if ( g_lightType == LIGHTTYPE_DOOM3 ) {
-                       m_funcStaticOrigin.enable();
-               }
-       }
-}
-void instanceDetach( const scene::Path& path ){
-       if ( --m_instanceCounter.m_count == 0 ) {
-               if ( g_lightType == LIGHTTYPE_DOOM3 ) {
-                       m_funcStaticOrigin.disable();
-               }
-
-               m_entity.detach( m_keyObservers );
-               if ( g_lightType == LIGHTTYPE_DOOM3 ) {
-                       m_traverse.instanceDetach( path_find_mapfile( path.begin(), path.end() ) );
-               }
-               m_entity.instanceDetach( path_find_mapfile( path.begin(), path.end() ) );
-               m_filter.instanceDetach();
-       }
-}
-
-EntityKeyValues& getEntity(){
-       return m_entity;
-}
-const EntityKeyValues& getEntity() const {
-       return m_entity;
-}
-
-scene::Traversable& getTraversable(){
-       return m_traverse;
-}
-Namespaced& getNamespaced(){
-       return m_nameKeys;
-}
-Nameable& getNameable(){
-       return m_named;
-}
-TransformNode& getTransformNode(){
-       return m_transform;
-}
-
-void attach( scene::Traversable::Observer* observer ){
-       m_traverseObservers.attach( *observer );
-}
-void detach( scene::Traversable::Observer* observer ){
-       m_traverseObservers.detach( *observer );
-}
-
-void render( RenderStateFlags state ) const {
-       if ( !g_newLightDraw ) {
-               aabb_draw( m_aabb_light, state );
-       }
-       else
-       {
-               light_draw( m_aabb_light, state );
-       }
-}
-
-VolumeIntersectionValue intersectVolume( const VolumeTest& volume, const Matrix4& localToWorld ) const {
-       return volume.TestAABB( m_aabb_light, localToWorld );
-}
+    Light(EntityClass *eclass, scene::Node &node, const Callback<void()> &transformChanged,
+          const Callback<void()> &boundsChanged, const Callback<void()> &evaluateTransform) :
+            m_entity(eclass),
+            m_originKey(OriginChangedCaller(*this)),
+            m_rotationKey(RotationChangedCaller(*this)),
+            m_colour(Callback<void()>()),
+            m_filter(m_entity, node),
+            m_named(m_entity),
+            m_nameKeys(m_entity),
+            m_funcStaticOrigin(m_traverse, m_originKey.m_origin),
+            m_doom3Radius(EntityClass_valueForKey(m_entity.getEntityClass(), "light_radius")),
+            m_radii_wire(m_radii, m_aabb_light.origin),
+            m_radii_fill(m_radii, m_aabb_light.origin),
+            m_radii_box(m_aabb_light.origin),
+            m_render_center(m_doom3Radius.m_center, m_entity.getEntityClass()),
+            m_renderName(m_named, m_aabb_light.origin),
+            m_useLightOrigin(false),
+            m_useLightRotation(false),
+            m_renderProjection(m_doom3Projection),
+            m_transformChanged(transformChanged),
+            m_boundsChanged(boundsChanged),
+            m_evaluateTransform(evaluateTransform)
+    {
+        construct();
+    }
+
+    Light(const Light &other, scene::Node &node, const Callback<void()> &transformChanged,
+          const Callback<void()> &boundsChanged, const Callback<void()> &evaluateTransform) :
+            m_entity(other.m_entity),
+            m_originKey(OriginChangedCaller(*this)),
+            m_rotationKey(RotationChangedCaller(*this)),
+            m_colour(Callback<void()>()),
+            m_filter(m_entity, node),
+            m_named(m_entity),
+            m_nameKeys(m_entity),
+            m_funcStaticOrigin(m_traverse, m_originKey.m_origin),
+            m_doom3Radius(EntityClass_valueForKey(m_entity.getEntityClass(), "light_radius")),
+            m_radii_wire(m_radii, m_aabb_light.origin),
+            m_radii_fill(m_radii, m_aabb_light.origin),
+            m_radii_box(m_aabb_light.origin),
+            m_render_center(m_doom3Radius.m_center, m_entity.getEntityClass()),
+            m_renderName(m_named, m_aabb_light.origin),
+            m_useLightOrigin(false),
+            m_useLightRotation(false),
+            m_renderProjection(m_doom3Projection),
+            m_transformChanged(transformChanged),
+            m_boundsChanged(boundsChanged),
+            m_evaluateTransform(evaluateTransform)
+    {
+        construct();
+    }
+
+    ~Light()
+    {
+        destroy();
+    }
+
+    InstanceCounter m_instanceCounter;
+
+    void instanceAttach(const scene::Path &path)
+    {
+        if (++m_instanceCounter.m_count == 1) {
+            m_filter.instanceAttach();
+            m_entity.instanceAttach(path_find_mapfile(path.begin(), path.end()));
+            if (g_lightType == LIGHTTYPE_DOOM3) {
+                m_traverse.instanceAttach(path_find_mapfile(path.begin(), path.end()));
+            }
+            m_entity.attach(m_keyObservers);
+
+            if (g_lightType == LIGHTTYPE_DOOM3) {
+                m_funcStaticOrigin.enable();
+            }
+        }
+    }
+
+    void instanceDetach(const scene::Path &path)
+    {
+        if (--m_instanceCounter.m_count == 0) {
+            if (g_lightType == LIGHTTYPE_DOOM3) {
+                m_funcStaticOrigin.disable();
+            }
+
+            m_entity.detach(m_keyObservers);
+            if (g_lightType == LIGHTTYPE_DOOM3) {
+                m_traverse.instanceDetach(path_find_mapfile(path.begin(), path.end()));
+            }
+            m_entity.instanceDetach(path_find_mapfile(path.begin(), path.end()));
+            m_filter.instanceDetach();
+        }
+    }
+
+    EntityKeyValues &getEntity()
+    {
+        return m_entity;
+    }
+
+    const EntityKeyValues &getEntity() const
+    {
+        return m_entity;
+    }
+
+    scene::Traversable &getTraversable()
+    {
+        return m_traverse;
+    }
+
+    Namespaced &getNamespaced()
+    {
+        return m_nameKeys;
+    }
+
+    Nameable &getNameable()
+    {
+        return m_named;
+    }
+
+    TransformNode &getTransformNode()
+    {
+        return m_transform;
+    }
+
+    void attach(scene::Traversable::Observer *observer)
+    {
+        m_traverseObservers.attach(*observer);
+    }
+
+    void detach(scene::Traversable::Observer *observer)
+    {
+        m_traverseObservers.detach(*observer);
+    }
+
+    void render(RenderStateFlags state) const
+    {
+        if (!g_newLightDraw) {
+            aabb_draw(m_aabb_light, state);
+        } else {
+            light_draw(m_aabb_light, state);
+        }
+    }
+
+    VolumeIntersectionValue intersectVolume(const VolumeTest &volume, const Matrix4 &localToWorld) const
+    {
+        return volume.TestAABB(m_aabb_light, localToWorld);
+    }
 
 // cache
-const AABB& localAABB() const {
-       return m_aabb_light;
-}
-
-
-mutable Matrix4 m_projectionOrientation;
-
-void renderSolid( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected ) const {
-       renderer.SetState( m_entity.getEntityClass().m_state_wire, Renderer::eWireframeOnly );
-       renderer.SetState( m_colour.state(), Renderer::eFullMaterials );
-       renderer.addRenderable( *this, localToWorld );
-
-       if ( selected && g_lightRadii && string_empty( m_entity.getKeyValue( "target" ) ) ) {
-               if ( renderer.getStyle() == Renderer::eFullMaterials ) {
-                       renderer.SetState( RenderLightRadiiFill::m_state, Renderer::eFullMaterials );
-                       renderer.Highlight( Renderer::ePrimitive, false );
-                       renderer.addRenderable( m_radii_fill, localToWorld );
-               }
-               else
-               {
-                       renderer.addRenderable( m_radii_wire, localToWorld );
-               }
-       }
-
-       renderer.SetState( m_entity.getEntityClass().m_state_wire, Renderer::eFullMaterials );
-
-       if ( g_lightType == LIGHTTYPE_DOOM3 && selected ) {
-               if ( isProjected() ) {
-                       projection();
-                       m_projectionOrientation = rotation();
-                       vector4_to_vector3( m_projectionOrientation.t() ) = localAABB().origin;
-                       renderer.addRenderable( m_renderProjection, m_projectionOrientation );
-               }
-               else
-               {
-                       updateLightRadiiBox();
-                       renderer.addRenderable( m_radii_box, localToWorld );
-               }
-
-               //draw the center of the light
-               if ( m_doom3Radius.m_useCenterKey ) {
-                       renderer.Highlight( Renderer::ePrimitive, false );
-                       renderer.Highlight( Renderer::eFace, false );
-                       renderer.SetState( m_render_center.m_state, Renderer::eFullMaterials );
-                       renderer.SetState( m_render_center.m_state, Renderer::eWireframeOnly );
-                       renderer.addRenderable( m_render_center, localToWorld );
-               }
-       }
-}
-void renderWireframe( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected ) const {
-       renderSolid( renderer, volume, localToWorld, selected );
-       if ( g_showNames ) {
-               renderer.addRenderable( m_renderName, localToWorld );
-       }
-}
-
-void testSelect( Selector& selector, SelectionTest& test, const Matrix4& localToWorld ){
-       test.BeginMesh( localToWorld );
-
-       SelectionIntersection best;
-       aabb_testselect( m_aabb_light, test, best );
-       if ( best.valid() ) {
-               selector.addIntersection( best );
-       }
-}
-
-void translate( const Vector3& translation ){
-       m_aabb_light.origin = origin_translated( m_aabb_light.origin, translation );
-}
-void rotate( const Quaternion& rotation ){
-       rotation_rotate( m_rotation, rotation );
-}
-void snapto( float snap ){
-       if ( g_lightType == LIGHTTYPE_DOOM3 && !m_useLightOrigin && !m_traverse.empty() ) {
-               m_useLightOrigin = true;
-               m_lightOrigin = m_originKey.m_origin;
-       }
-
-       if ( m_useLightOrigin ) {
-               m_lightOrigin = origin_snapped( m_lightOrigin, snap );
-               writeLightOrigin();
-       }
-       else
-       {
-               m_originKey.m_origin = origin_snapped( m_originKey.m_origin, snap );
-               m_originKey.write( &m_entity );
-       }
-}
-void setLightRadius( const AABB& aabb ){
-       m_aabb_light.origin = aabb.origin;
-       m_doom3Radius.m_radiusTransformed = aabb.extents;
-}
-void transformLightRadius( const Matrix4& transform ){
-       matrix4_transform_point( transform, m_aabb_light.origin );
-}
-void revertTransform(){
-       m_aabb_light.origin = m_useLightOrigin ? m_lightOrigin : m_originKey.m_origin;
-       rotation_assign( m_rotation, m_useLightRotation ? m_lightRotation : m_rotationKey.m_rotation );
-       m_doom3Radius.m_radiusTransformed = m_doom3Radius.m_radius;
-}
-void freezeTransform(){
-       if ( g_lightType == LIGHTTYPE_DOOM3 && !m_useLightOrigin && !m_traverse.empty() ) {
-               m_useLightOrigin = true;
-       }
-
-       if ( m_useLightOrigin ) {
-               m_lightOrigin = m_aabb_light.origin;
-               writeLightOrigin();
-       }
-       else
-       {
-               m_originKey.m_origin = m_aabb_light.origin;
-               m_originKey.write( &m_entity );
-       }
-
-       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
-               if ( !m_useLightRotation && !m_traverse.empty() ) {
-                       m_useLightRotation = true;
-               }
-
-               if ( m_useLightRotation ) {
-                       rotation_assign( m_lightRotation, m_rotation );
-                       write_rotation( m_lightRotation, &m_entity, "light_rotation" );
-               }
-
-               rotation_assign( m_rotationKey.m_rotation, m_rotation );
-               write_rotation( m_rotationKey.m_rotation, &m_entity );
-
-               m_doom3Radius.m_radius = m_doom3Radius.m_radiusTransformed;
-               write_origin( m_doom3Radius.m_radius, &m_entity, "light_radius" );
-       }
-}
-void transformChanged(){
-       revertTransform();
-       m_evaluateTransform();
-       updateOrigin();
-}
-typedef MemberCaller<Light, void(), &Light::transformChanged> TransformChangedCaller;
-
-mutable Matrix4 m_localPivot;
-const Matrix4& getLocalPivot() const {
-       m_localPivot = rotation_toMatrix( m_rotation );
-       vector4_to_vector3( m_localPivot.t() ) = m_aabb_light.origin;
-       return m_localPivot;
-}
-
-void setLightChangedCallback( const Callback<void()>& callback ){
-       m_doom3Radius.m_changed = callback;
-}
-
-const AABB& aabb() const {
-       m_doom3AABB = AABB( m_aabb_light.origin, m_doom3Radius.m_radiusTransformed );
-       return m_doom3AABB;
-}
-bool testAABB( const AABB& other ) const {
-       if ( isProjected() ) {
-               Matrix4 transform = rotation();
-               vector4_to_vector3( transform.t() ) = localAABB().origin;
-               projection();
-               Frustum frustum( frustum_transformed( m_doom3Frustum, transform ) );
-               return frustum_test_aabb( frustum, other ) != c_volumeOutside;
-       }
-       // test against an AABB which contains the rotated bounds of this light.
-       const AABB& bounds = aabb();
-       return aabb_intersects_aabb( other, AABB(
-                                                                        bounds.origin,
-                                                                        Vector3(
-                                                                                static_cast<float>( fabs( m_rotation[0] * bounds.extents[0] )
-                                                                                                                        + fabs( m_rotation[3] * bounds.extents[1] )
-                                                                                                                        + fabs( m_rotation[6] * bounds.extents[2] ) ),
-                                                                                static_cast<float>( fabs( m_rotation[1] * bounds.extents[0] )
-                                                                                                                        + fabs( m_rotation[4] * bounds.extents[1] )
-                                                                                                                        + fabs( m_rotation[7] * bounds.extents[2] ) ),
-                                                                                static_cast<float>( fabs( m_rotation[2] * bounds.extents[0] )
-                                                                                                                        + fabs( m_rotation[5] * bounds.extents[1] )
-                                                                                                                        + fabs( m_rotation[8] * bounds.extents[2] ) )
-                                                                                )
-                                                                        ) );
-}
-
-const Matrix4& rotation() const {
-       m_doom3Rotation = rotation_toMatrix( m_rotation );
-       return m_doom3Rotation;
-}
-const Vector3& offset() const {
-       return m_doom3Radius.m_center;
-}
-const Vector3& colour() const {
-       return m_colour.m_colour;
-}
-
-bool isProjected() const {
-       return m_useLightTarget && m_useLightUp && m_useLightRight;
-}
-void projectionChanged(){
-       m_doom3ProjectionChanged = true;
-       m_doom3Radius.m_changed();
-       SceneChangeNotify();
-}
-
-const Matrix4& projection() const {
-       if ( !m_doom3ProjectionChanged ) {
-               return m_doom3Projection;
-       }
-       m_doom3ProjectionChanged = false;
-       m_doom3Projection = g_matrix4_identity;
-       matrix4_translate_by_vec3( m_doom3Projection, Vector3( 0.5f, 0.5f, 0 ) );
-       matrix4_scale_by_vec3( m_doom3Projection, Vector3( 0.5f, 0.5f, 1 ) );
+    const AABB &localAABB() const
+    {
+        return m_aabb_light;
+    }
+
+
+    mutable Matrix4 m_projectionOrientation;
+
+    void renderSolid(Renderer &renderer, const VolumeTest &volume, const Matrix4 &localToWorld, bool selected) const
+    {
+        renderer.SetState(m_entity.getEntityClass().m_state_wire, Renderer::eWireframeOnly);
+        renderer.SetState(m_colour.state(), Renderer::eFullMaterials);
+        renderer.addRenderable(*this, localToWorld);
+
+        if (selected && g_lightRadii && string_empty(m_entity.getKeyValue("target"))) {
+            if (renderer.getStyle() == Renderer::eFullMaterials) {
+                renderer.SetState(RenderLightRadiiFill::m_state, Renderer::eFullMaterials);
+                renderer.Highlight(Renderer::ePrimitive, false);
+                renderer.addRenderable(m_radii_fill, localToWorld);
+            } else {
+                renderer.addRenderable(m_radii_wire, localToWorld);
+            }
+        }
+
+        renderer.SetState(m_entity.getEntityClass().m_state_wire, Renderer::eFullMaterials);
+
+        if (g_lightType == LIGHTTYPE_DOOM3 && selected) {
+            if (isProjected()) {
+                projection();
+                m_projectionOrientation = rotation();
+                vector4_to_vector3(m_projectionOrientation.t()) = localAABB().origin;
+                renderer.addRenderable(m_renderProjection, m_projectionOrientation);
+            } else {
+                updateLightRadiiBox();
+                renderer.addRenderable(m_radii_box, localToWorld);
+            }
+
+            //draw the center of the light
+            if (m_doom3Radius.m_useCenterKey) {
+                renderer.Highlight(Renderer::ePrimitive, false);
+                renderer.Highlight(Renderer::eFace, false);
+                renderer.SetState(m_render_center.m_state, Renderer::eFullMaterials);
+                renderer.SetState(m_render_center.m_state, Renderer::eWireframeOnly);
+                renderer.addRenderable(m_render_center, localToWorld);
+            }
+        }
+    }
+
+    void renderWireframe(Renderer &renderer, const VolumeTest &volume, const Matrix4 &localToWorld, bool selected) const
+    {
+        renderSolid(renderer, volume, localToWorld, selected);
+        if (g_showNames) {
+            renderer.addRenderable(m_renderName, localToWorld);
+        }
+    }
+
+    void testSelect(Selector &selector, SelectionTest &test, const Matrix4 &localToWorld)
+    {
+        test.BeginMesh(localToWorld);
+
+        SelectionIntersection best;
+        aabb_testselect(m_aabb_light, test, best);
+        if (best.valid()) {
+            selector.addIntersection(best);
+        }
+    }
+
+    void translate(const Vector3 &translation)
+    {
+        m_aabb_light.origin = origin_translated(m_aabb_light.origin, translation);
+    }
+
+    void rotate(const Quaternion &rotation)
+    {
+        rotation_rotate(m_rotation, rotation);
+    }
+
+    void snapto(float snap)
+    {
+        if (g_lightType == LIGHTTYPE_DOOM3 && !m_useLightOrigin && !m_traverse.empty()) {
+            m_useLightOrigin = true;
+            m_lightOrigin = m_originKey.m_origin;
+        }
+
+        if (m_useLightOrigin) {
+            m_lightOrigin = origin_snapped(m_lightOrigin, snap);
+            writeLightOrigin();
+        } else {
+            m_originKey.m_origin = origin_snapped(m_originKey.m_origin, snap);
+            m_originKey.write(&m_entity);
+        }
+    }
+
+    void setLightRadius(const AABB &aabb)
+    {
+        m_aabb_light.origin = aabb.origin;
+        m_doom3Radius.m_radiusTransformed = aabb.extents;
+    }
+
+    void transformLightRadius(const Matrix4 &transform)
+    {
+        matrix4_transform_point(transform, m_aabb_light.origin);
+    }
+
+    void revertTransform()
+    {
+        m_aabb_light.origin = m_useLightOrigin ? m_lightOrigin : m_originKey.m_origin;
+        rotation_assign(m_rotation, m_useLightRotation ? m_lightRotation : m_rotationKey.m_rotation);
+        m_doom3Radius.m_radiusTransformed = m_doom3Radius.m_radius;
+    }
+
+    void freezeTransform()
+    {
+        if (g_lightType == LIGHTTYPE_DOOM3 && !m_useLightOrigin && !m_traverse.empty()) {
+            m_useLightOrigin = true;
+        }
+
+        if (m_useLightOrigin) {
+            m_lightOrigin = m_aabb_light.origin;
+            writeLightOrigin();
+        } else {
+            m_originKey.m_origin = m_aabb_light.origin;
+            m_originKey.write(&m_entity);
+        }
+
+        if (g_lightType == LIGHTTYPE_DOOM3) {
+            if (!m_useLightRotation && !m_traverse.empty()) {
+                m_useLightRotation = true;
+            }
+
+            if (m_useLightRotation) {
+                rotation_assign(m_lightRotation, m_rotation);
+                write_rotation(m_lightRotation, &m_entity, "light_rotation");
+            }
+
+            rotation_assign(m_rotationKey.m_rotation, m_rotation);
+            write_rotation(m_rotationKey.m_rotation, &m_entity);
+
+            m_doom3Radius.m_radius = m_doom3Radius.m_radiusTransformed;
+            write_origin(m_doom3Radius.m_radius, &m_entity, "light_radius");
+        }
+    }
+
+    void transformChanged()
+    {
+        revertTransform();
+        m_evaluateTransform();
+        updateOrigin();
+    }
+
+    typedef MemberCaller<Light, void(), &Light::transformChanged> TransformChangedCaller;
+
+    mutable Matrix4 m_localPivot;
+
+    const Matrix4 &getLocalPivot() const
+    {
+        m_localPivot = rotation_toMatrix(m_rotation);
+        vector4_to_vector3(m_localPivot.t()) = m_aabb_light.origin;
+        return m_localPivot;
+    }
+
+    void setLightChangedCallback(const Callback<void()> &callback)
+    {
+        m_doom3Radius.m_changed = callback;
+    }
+
+    const AABB &aabb() const
+    {
+        m_doom3AABB = AABB(m_aabb_light.origin, m_doom3Radius.m_radiusTransformed);
+        return m_doom3AABB;
+    }
+
+    bool testAABB(const AABB &other) const
+    {
+        if (isProjected()) {
+            Matrix4 transform = rotation();
+            vector4_to_vector3(transform.t()) = localAABB().origin;
+            projection();
+            Frustum frustum(frustum_transformed(m_doom3Frustum, transform));
+            return frustum_test_aabb(frustum, other) != c_volumeOutside;
+        }
+        // test against an AABB which contains the rotated bounds of this light.
+        const AABB &bounds = aabb();
+        return aabb_intersects_aabb(other, AABB(
+                bounds.origin,
+                Vector3(
+                        static_cast<float>( fabs(m_rotation[0] * bounds.extents[0])
+                                            + fabs(m_rotation[3] * bounds.extents[1])
+                                            + fabs(m_rotation[6] * bounds.extents[2])),
+                        static_cast<float>( fabs(m_rotation[1] * bounds.extents[0])
+                                            + fabs(m_rotation[4] * bounds.extents[1])
+                                            + fabs(m_rotation[7] * bounds.extents[2])),
+                        static_cast<float>( fabs(m_rotation[2] * bounds.extents[0])
+                                            + fabs(m_rotation[5] * bounds.extents[1])
+                                            + fabs(m_rotation[8] * bounds.extents[2]))
+                )
+        ));
+    }
+
+    const Matrix4 &rotation() const
+    {
+        m_doom3Rotation = rotation_toMatrix(m_rotation);
+        return m_doom3Rotation;
+    }
+
+    const Vector3 &offset() const
+    {
+        return m_doom3Radius.m_center;
+    }
+
+    const Vector3 &colour() const
+    {
+        return m_colour.m_colour;
+    }
+
+    bool isProjected() const
+    {
+        return m_useLightTarget && m_useLightUp && m_useLightRight;
+    }
+
+    void projectionChanged()
+    {
+        m_doom3ProjectionChanged = true;
+        m_doom3Radius.m_changed();
+        SceneChangeNotify();
+    }
+
+    const Matrix4 &projection() const
+    {
+        if (!m_doom3ProjectionChanged) {
+            return m_doom3Projection;
+        }
+        m_doom3ProjectionChanged = false;
+        m_doom3Projection = g_matrix4_identity;
+        matrix4_translate_by_vec3(m_doom3Projection, Vector3(0.5f, 0.5f, 0));
+        matrix4_scale_by_vec3(m_doom3Projection, Vector3(0.5f, 0.5f, 1));
 
 #if 0
-       Vector3 right = vector3_cross( m_lightUp, vector3_normalised( m_lightTarget ) );
+                                                                                                                                Vector3 right = vector3_cross( m_lightUp, vector3_normalised( m_lightTarget ) );
        Vector3 up = vector3_cross( vector3_normalised( m_lightTarget ), m_lightRight );
        Vector3 target = m_lightTarget;
        Matrix4 test(
@@ -1316,7 +1446,7 @@ const Matrix4& projection() const {
        matrix4_premultiply_by_matrix4( test, frustum );
        matrix4_multiply_by_matrix4( m_doom3Projection, test );
 #elif 0
-       const float nearFar = 1 / 49.5f;
+                                                                                                                                const float nearFar = 1 / 49.5f;
        Vector3 right = vector3_cross( m_lightUp, vector3_normalised( m_lightTarget + m_lightRight ) );
        Vector3 up = vector3_cross( vector3_normalised( m_lightTarget + m_lightUp ), m_lightRight );
        Vector3 target = vector3_negated( m_lightTarget * ( 1 + nearFar ) );
@@ -1329,7 +1459,7 @@ const Matrix4& projection() const {
                );
        matrix4_multiply_by_matrix4( m_doom3Projection, test );
 #elif 0
-       Vector3 leftA( m_lightTarget - m_lightRight );
+                                                                                                                                Vector3 leftA( m_lightTarget - m_lightRight );
        Vector3 leftB( m_lightRight + m_lightUp );
        Plane3 left( vector3_normalised( vector3_cross( leftA, leftB ) ) * ( 1.0 / 128 ), 0 );
        Vector3 rightA( m_lightTarget + m_lightRight );
@@ -1347,372 +1477,461 @@ const Matrix4& projection() const {
        matrix4_multiply_by_matrix4( m_doom3Projection, test );
 #else
 
-       Plane3 lightProject[4];
-
-       Vector3 start = m_useLightStart && m_useLightEnd ? m_lightStart : vector3_normalised( m_lightTarget );
-       Vector3 stop = m_useLightStart && m_useLightEnd ? m_lightEnd : m_lightTarget;
-
-       float rLen = vector3_length( m_lightRight );
-       Vector3 right = vector3_divided( m_lightRight, rLen );
-       float uLen = vector3_length( m_lightUp );
-       Vector3 up = vector3_divided( m_lightUp, uLen );
-       Vector3 normal = vector3_normalised( vector3_cross( up, right ) );
-
-       float dist = vector3_dot( m_lightTarget, normal );
-       if ( dist < 0 ) {
-               dist = -dist;
-               normal = vector3_negated( normal );
-       }
-
-       right *= ( 0.5f * dist ) / rLen;
-       up *= -( 0.5f * dist ) / uLen;
-
-       lightProject[2] = Plane3( normal, 0 );
-       lightProject[0] = Plane3( right, 0 );
-       lightProject[1] = Plane3( up, 0 );
-
-       // now offset to center
-       Vector4 targetGlobal( m_lightTarget, 1 );
-       {
-               float a = vector4_dot( targetGlobal, plane3_to_vector4( lightProject[0] ) );
-               float b = vector4_dot( targetGlobal, plane3_to_vector4( lightProject[2] ) );
-               float ofs = 0.5f - a / b;
-               plane3_to_vector4( lightProject[0] ) += plane3_to_vector4( lightProject[2] ) * ofs;
-       }
-       {
-               float a = vector4_dot( targetGlobal, plane3_to_vector4( lightProject[1] ) );
-               float b = vector4_dot( targetGlobal, plane3_to_vector4( lightProject[2] ) );
-               float ofs = 0.5f - a / b;
-               plane3_to_vector4( lightProject[1] ) += plane3_to_vector4( lightProject[2] ) * ofs;
-       }
-
-       // set the falloff vector
-       Vector3 falloff = stop - start;
-       float length = vector3_length( falloff );
-       falloff = vector3_divided( falloff, length );
-       if ( length <= 0 ) {
-               length = 1;
-       }
-       falloff *= ( 1.0f / length );
-       lightProject[3] = Plane3( falloff, -vector3_dot( start, falloff ) );
-
-       // we want the planes of s=0, s=q, t=0, and t=q
-       m_doom3Frustum.left = lightProject[0];
-       m_doom3Frustum.bottom = lightProject[1];
-       m_doom3Frustum.right = Plane3( lightProject[2].normal() - lightProject[0].normal(), lightProject[2].dist() - lightProject[0].dist() );
-       m_doom3Frustum.top = Plane3( lightProject[2].normal() - lightProject[1].normal(), lightProject[2].dist() - lightProject[1].dist() );
-
-       // we want the planes of s=0 and s=1 for front and rear clipping planes
-       m_doom3Frustum.front = lightProject[3];
-
-       m_doom3Frustum.back = lightProject[3];
-       m_doom3Frustum.back.dist() -= 1.0f;
-       m_doom3Frustum.back = plane3_flipped( m_doom3Frustum.back );
-
-       Matrix4 test( matrix4_from_planes( m_doom3Frustum.left, m_doom3Frustum.right, m_doom3Frustum.bottom, m_doom3Frustum.top, m_doom3Frustum.front, m_doom3Frustum.back ) );
-       matrix4_multiply_by_matrix4( m_doom3Projection, test );
-
-       m_doom3Frustum.left = plane3_normalised( m_doom3Frustum.left );
-       m_doom3Frustum.right = plane3_normalised( m_doom3Frustum.right );
-       m_doom3Frustum.bottom = plane3_normalised( m_doom3Frustum.bottom );
-       m_doom3Frustum.top = plane3_normalised( m_doom3Frustum.top );
-       m_doom3Frustum.back = plane3_normalised( m_doom3Frustum.back );
-       m_doom3Frustum.front = plane3_normalised( m_doom3Frustum.front );
+        Plane3 lightProject[4];
+
+        Vector3 start = m_useLightStart && m_useLightEnd ? m_lightStart : vector3_normalised(m_lightTarget);
+        Vector3 stop = m_useLightStart && m_useLightEnd ? m_lightEnd : m_lightTarget;
+
+        float rLen = vector3_length(m_lightRight);
+        Vector3 right = vector3_divided(m_lightRight, rLen);
+        float uLen = vector3_length(m_lightUp);
+        Vector3 up = vector3_divided(m_lightUp, uLen);
+        Vector3 normal = vector3_normalised(vector3_cross(up, right));
+
+        float dist = vector3_dot(m_lightTarget, normal);
+        if (dist < 0) {
+            dist = -dist;
+            normal = vector3_negated(normal);
+        }
+
+        right *= (0.5f * dist) / rLen;
+        up *= -(0.5f * dist) / uLen;
+
+        lightProject[2] = Plane3(normal, 0);
+        lightProject[0] = Plane3(right, 0);
+        lightProject[1] = Plane3(up, 0);
+
+        // now offset to center
+        Vector4 targetGlobal(m_lightTarget, 1);
+        {
+            float a = vector4_dot(targetGlobal, plane3_to_vector4(lightProject[0]));
+            float b = vector4_dot(targetGlobal, plane3_to_vector4(lightProject[2]));
+            float ofs = 0.5f - a / b;
+            plane3_to_vector4(lightProject[0]) += plane3_to_vector4(lightProject[2]) * ofs;
+        }
+        {
+            float a = vector4_dot(targetGlobal, plane3_to_vector4(lightProject[1]));
+            float b = vector4_dot(targetGlobal, plane3_to_vector4(lightProject[2]));
+            float ofs = 0.5f - a / b;
+            plane3_to_vector4(lightProject[1]) += plane3_to_vector4(lightProject[2]) * ofs;
+        }
+
+        // set the falloff vector
+        Vector3 falloff = stop - start;
+        float length = vector3_length(falloff);
+        falloff = vector3_divided(falloff, length);
+        if (length <= 0) {
+            length = 1;
+        }
+        falloff *= (1.0f / length);
+        lightProject[3] = Plane3(falloff, -vector3_dot(start, falloff));
+
+        // we want the planes of s=0, s=q, t=0, and t=q
+        m_doom3Frustum.left = lightProject[0];
+        m_doom3Frustum.bottom = lightProject[1];
+        m_doom3Frustum.right = Plane3(lightProject[2].normal() - lightProject[0].normal(),
+                                      lightProject[2].dist() - lightProject[0].dist());
+        m_doom3Frustum.top = Plane3(lightProject[2].normal() - lightProject[1].normal(),
+                                    lightProject[2].dist() - lightProject[1].dist());
+
+        // we want the planes of s=0 and s=1 for front and rear clipping planes
+        m_doom3Frustum.front = lightProject[3];
+
+        m_doom3Frustum.back = lightProject[3];
+        m_doom3Frustum.back.dist() -= 1.0f;
+        m_doom3Frustum.back = plane3_flipped(m_doom3Frustum.back);
+
+        Matrix4 test(matrix4_from_planes(m_doom3Frustum.left, m_doom3Frustum.right, m_doom3Frustum.bottom,
+                                         m_doom3Frustum.top, m_doom3Frustum.front, m_doom3Frustum.back));
+        matrix4_multiply_by_matrix4(m_doom3Projection, test);
+
+        m_doom3Frustum.left = plane3_normalised(m_doom3Frustum.left);
+        m_doom3Frustum.right = plane3_normalised(m_doom3Frustum.right);
+        m_doom3Frustum.bottom = plane3_normalised(m_doom3Frustum.bottom);
+        m_doom3Frustum.top = plane3_normalised(m_doom3Frustum.top);
+        m_doom3Frustum.back = plane3_normalised(m_doom3Frustum.back);
+        m_doom3Frustum.front = plane3_normalised(m_doom3Frustum.front);
 #endif
-       //matrix4_scale_by_vec3(m_doom3Projection, Vector3(1.0 / 128, 1.0 / 128, 1.0 / 128));
-       return m_doom3Projection;
-}
-
-Shader* getShader() const {
-       return m_shader.get();
-}
+        //matrix4_scale_by_vec3(m_doom3Projection, Vector3(1.0 / 128, 1.0 / 128, 1.0 / 128));
+        return m_doom3Projection;
+    }
+
+    Shader *getShader() const
+    {
+        return m_shader.get();
+    }
 };
 
 class LightInstance :
-       public TargetableInstance,
-       public TransformModifier,
-       public Renderable,
-       public SelectionTestable,
-       public RendererLight,
-       public PlaneSelectable,
-       public ComponentSelectionTestable
-{
-class TypeCasts
-{
-InstanceTypeCastTable m_casts;
+        public TargetableInstance,
+        public TransformModifier,
+        public Renderable,
+        public SelectionTestable,
+        public RendererLight,
+        public PlaneSelectable,
+        public ComponentSelectionTestable {
+    class TypeCasts {
+        InstanceTypeCastTable m_casts;
+    public:
+        TypeCasts()
+        {
+            m_casts = TargetableInstance::StaticTypeCasts::instance().get();
+            InstanceContainedCast<LightInstance, Bounded>::install(m_casts);
+            //InstanceContainedCast<LightInstance, Cullable>::install(m_casts);
+            InstanceStaticCast<LightInstance, Renderable>::install(m_casts);
+            InstanceStaticCast<LightInstance, SelectionTestable>::install(m_casts);
+            InstanceStaticCast<LightInstance, Transformable>::install(m_casts);
+            InstanceStaticCast<LightInstance, PlaneSelectable>::install(m_casts);
+            InstanceStaticCast<LightInstance, ComponentSelectionTestable>::install(m_casts);
+            InstanceIdentityCast<LightInstance>::install(m_casts);
+        }
+
+        InstanceTypeCastTable &get()
+        {
+            return m_casts;
+        }
+    };
+
+    Light &m_contained;
+    DragPlanes m_dragPlanes;  // dragplanes for lightresizing using mousedrag
 public:
-TypeCasts(){
-       m_casts = TargetableInstance::StaticTypeCasts::instance().get();
-       InstanceContainedCast<LightInstance, Bounded>::install( m_casts );
-       //InstanceContainedCast<LightInstance, Cullable>::install(m_casts);
-       InstanceStaticCast<LightInstance, Renderable>::install( m_casts );
-       InstanceStaticCast<LightInstance, SelectionTestable>::install( m_casts );
-       InstanceStaticCast<LightInstance, Transformable>::install( m_casts );
-       InstanceStaticCast<LightInstance, PlaneSelectable>::install( m_casts );
-       InstanceStaticCast<LightInstance, ComponentSelectionTestable>::install( m_casts );
-       InstanceIdentityCast<LightInstance>::install( m_casts );
-}
-InstanceTypeCastTable& get(){
-       return m_casts;
-}
-};
-
-Light& m_contained;
-DragPlanes m_dragPlanes;  // dragplanes for lightresizing using mousedrag
-public:
-typedef LazyStatic<TypeCasts> StaticTypeCasts;
-
-Bounded& get( NullType<Bounded>){
-       return m_contained;
-}
-
-STRING_CONSTANT( Name, "LightInstance" );
-
-LightInstance( const scene::Path& path, scene::Instance* parent, Light& contained ) :
-       TargetableInstance( path, parent, this, StaticTypeCasts::instance().get(), contained.getEntity(), *this ),
-       TransformModifier( Light::TransformChangedCaller( contained ), ApplyTransformCaller( *this ) ),
-       m_contained( contained ),
-       m_dragPlanes( SelectedChangedComponentCaller( *this ) ){
-       m_contained.instanceAttach( Instance::path() );
-
-       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
-               GlobalShaderCache().attach( *this );
-               m_contained.setLightChangedCallback( LightChangedCaller( *this ) );
-       }
-
-       StaticRenderableConnectionLines::instance().attach( *this );
-}
-~LightInstance(){
-       StaticRenderableConnectionLines::instance().detach( *this );
-
-       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
-               m_contained.setLightChangedCallback( Callback<void()>() );
-               GlobalShaderCache().detach( *this );
-       }
-
-       m_contained.instanceDetach( Instance::path() );
-}
-void renderSolid( Renderer& renderer, const VolumeTest& volume ) const {
-       m_contained.renderSolid( renderer, volume, Instance::localToWorld(), getSelectable().isSelected() );
-}
-void renderWireframe( Renderer& renderer, const VolumeTest& volume ) const {
-       m_contained.renderWireframe( renderer, volume, Instance::localToWorld(), getSelectable().isSelected() );
-}
-void testSelect( Selector& selector, SelectionTest& test ){
-       m_contained.testSelect( selector, test, Instance::localToWorld() );
-}
-
-void selectPlanes( Selector& selector, SelectionTest& test, const PlaneCallback& selectedPlaneCallback ){
-       test.BeginMesh( localToWorld() );
-       m_dragPlanes.selectPlanes( m_contained.aabb(), selector, test, selectedPlaneCallback, rotation() );
-}
-void selectReversedPlanes( Selector& selector, const SelectedPlanes& selectedPlanes ){
-       m_dragPlanes.selectReversedPlanes( m_contained.aabb(), selector, selectedPlanes, rotation() );
-}
-
-bool isSelectedComponents() const {
-       return m_dragPlanes.isSelected();
-}
-void setSelectedComponents( bool select, SelectionSystem::EComponentMode mode ){
-       if ( mode == SelectionSystem::eFace ) {
-               m_dragPlanes.setSelected( false );
-       }
-}
-void testSelectComponents( Selector& selector, SelectionTest& test, SelectionSystem::EComponentMode mode ){
-}
-
-void selectedChangedComponent( const Selectable& selectable ){
-       GlobalSelectionSystem().getObserver ( SelectionSystem::eComponent )( selectable );
-       GlobalSelectionSystem().onComponentSelection( *this, selectable );
-}
-typedef MemberCaller<LightInstance, void(const Selectable&), &LightInstance::selectedChangedComponent> SelectedChangedComponentCaller;
-
-void evaluateTransform(){
-       if ( getType() == TRANSFORM_PRIMITIVE ) {
-               m_contained.translate( getTranslation() );
-               m_contained.rotate( getRotation() );
-       }
-       else
-       {
-               //globalOutputStream() << getTranslation() << "\n";
-
-               m_dragPlanes.m_bounds = m_contained.aabb();
-               m_contained.setLightRadius( m_dragPlanes.evaluateResize( getTranslation(), rotation() ) );
-       }
-}
-void applyTransform(){
-       m_contained.revertTransform();
-       evaluateTransform();
-       m_contained.freezeTransform();
-}
-typedef MemberCaller<LightInstance, void(), &LightInstance::applyTransform> ApplyTransformCaller;
-
-void lightChanged(){
-       GlobalShaderCache().changed( *this );
-}
-typedef MemberCaller<LightInstance, void(), &LightInstance::lightChanged> LightChangedCaller;
-
-Shader* getShader() const {
-       return m_contained.getShader();
-}
-const AABB& aabb() const {
-       return m_contained.aabb();
-}
-bool testAABB( const AABB& other ) const {
-       return m_contained.testAABB( other );
-}
-const Matrix4& rotation() const {
-       return m_contained.rotation();
-}
-const Vector3& offset() const {
-       return m_contained.offset();
-}
-const Vector3& colour() const {
-       return m_contained.colour();
-}
-
-bool isProjected() const {
-       return m_contained.isProjected();
-}
-const Matrix4& projection() const {
-       return m_contained.projection();
-}
+    typedef LazyStatic<TypeCasts> StaticTypeCasts;
+
+    Bounded &get(NullType<Bounded>)
+    {
+        return m_contained;
+    }
+
+    STRING_CONSTANT(Name, "LightInstance");
+
+    LightInstance(const scene::Path &path, scene::Instance *parent, Light &contained) :
+            TargetableInstance(path, parent, this, StaticTypeCasts::instance().get(), contained.getEntity(), *this),
+            TransformModifier(Light::TransformChangedCaller(contained), ApplyTransformCaller(*this)),
+            m_contained(contained),
+            m_dragPlanes(SelectedChangedComponentCaller(*this))
+    {
+        m_contained.instanceAttach(Instance::path());
+
+        if (g_lightType == LIGHTTYPE_DOOM3) {
+            GlobalShaderCache().attach(*this);
+            m_contained.setLightChangedCallback(LightChangedCaller(*this));
+        }
+
+        StaticRenderableConnectionLines::instance().attach(*this);
+    }
+
+    ~LightInstance()
+    {
+        StaticRenderableConnectionLines::instance().detach(*this);
+
+        if (g_lightType == LIGHTTYPE_DOOM3) {
+            m_contained.setLightChangedCallback(Callback<void()>());
+            GlobalShaderCache().detach(*this);
+        }
+
+        m_contained.instanceDetach(Instance::path());
+    }
+
+    void renderSolid(Renderer &renderer, const VolumeTest &volume) const
+    {
+        m_contained.renderSolid(renderer, volume, Instance::localToWorld(), getSelectable().isSelected());
+    }
+
+    void renderWireframe(Renderer &renderer, const VolumeTest &volume) const
+    {
+        m_contained.renderWireframe(renderer, volume, Instance::localToWorld(), getSelectable().isSelected());
+    }
+
+    void testSelect(Selector &selector, SelectionTest &test)
+    {
+        m_contained.testSelect(selector, test, Instance::localToWorld());
+    }
+
+    void selectPlanes(Selector &selector, SelectionTest &test, const PlaneCallback &selectedPlaneCallback)
+    {
+        test.BeginMesh(localToWorld());
+        m_dragPlanes.selectPlanes(m_contained.aabb(), selector, test, selectedPlaneCallback, rotation());
+    }
+
+    void selectReversedPlanes(Selector &selector, const SelectedPlanes &selectedPlanes)
+    {
+        m_dragPlanes.selectReversedPlanes(m_contained.aabb(), selector, selectedPlanes, rotation());
+    }
+
+    bool isSelectedComponents() const
+    {
+        return m_dragPlanes.isSelected();
+    }
+
+    void setSelectedComponents(bool select, SelectionSystem::EComponentMode mode)
+    {
+        if (mode == SelectionSystem::eFace) {
+            m_dragPlanes.setSelected(false);
+        }
+    }
+
+    void testSelectComponents(Selector &selector, SelectionTest &test, SelectionSystem::EComponentMode mode)
+    {
+    }
+
+    void selectedChangedComponent(const Selectable &selectable)
+    {
+        GlobalSelectionSystem().getObserver(SelectionSystem::eComponent)(selectable);
+        GlobalSelectionSystem().onComponentSelection(*this, selectable);
+    }
+
+    typedef MemberCaller<LightInstance, void(
+            const Selectable &), &LightInstance::selectedChangedComponent> SelectedChangedComponentCaller;
+
+    void evaluateTransform()
+    {
+        if (getType() == TRANSFORM_PRIMITIVE) {
+            m_contained.translate(getTranslation());
+            m_contained.rotate(getRotation());
+        } else {
+            //globalOutputStream() << getTranslation() << "\n";
+
+            m_dragPlanes.m_bounds = m_contained.aabb();
+            m_contained.setLightRadius(m_dragPlanes.evaluateResize(getTranslation(), rotation()));
+        }
+    }
+
+    void applyTransform()
+    {
+        m_contained.revertTransform();
+        evaluateTransform();
+        m_contained.freezeTransform();
+    }
+
+    typedef MemberCaller<LightInstance, void(), &LightInstance::applyTransform> ApplyTransformCaller;
+
+    void lightChanged()
+    {
+        GlobalShaderCache().changed(*this);
+    }
+
+    typedef MemberCaller<LightInstance, void(), &LightInstance::lightChanged> LightChangedCaller;
+
+    Shader *getShader() const
+    {
+        return m_contained.getShader();
+    }
+
+    const AABB &aabb() const
+    {
+        return m_contained.aabb();
+    }
+
+    bool testAABB(const AABB &other) const
+    {
+        return m_contained.testAABB(other);
+    }
+
+    const Matrix4 &rotation() const
+    {
+        return m_contained.rotation();
+    }
+
+    const Vector3 &offset() const
+    {
+        return m_contained.offset();
+    }
+
+    const Vector3 &colour() const
+    {
+        return m_contained.colour();
+    }
+
+    bool isProjected() const
+    {
+        return m_contained.isProjected();
+    }
+
+    const Matrix4 &projection() const
+    {
+        return m_contained.projection();
+    }
 };
 
 class LightNode :
-       public scene::Node::Symbiot,
-       public scene::Instantiable,
-       public scene::Cloneable,
-       public scene::Traversable::Observer
-{
-class TypeCasts
-{
-NodeTypeCastTable m_casts;
-public:
-TypeCasts(){
-       NodeStaticCast<LightNode, scene::Instantiable>::install( m_casts );
-       NodeStaticCast<LightNode, scene::Cloneable>::install( m_casts );
-       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
-               NodeContainedCast<LightNode, scene::Traversable>::install( m_casts );
-       }
-       NodeContainedCast<LightNode, Editable>::install( m_casts );
-       NodeContainedCast<LightNode, Snappable>::install( m_casts );
-       NodeContainedCast<LightNode, TransformNode>::install( m_casts );
-       NodeContainedCast<LightNode, Entity>::install( m_casts );
-       NodeContainedCast<LightNode, Nameable>::install( m_casts );
-       NodeContainedCast<LightNode, Namespaced>::install( m_casts );
-}
-NodeTypeCastTable& get(){
-       return m_casts;
-}
-};
-
-
-scene::Node m_node;
-InstanceSet m_instances;
-Light m_contained;
+        public scene::Node::Symbiot,
+        public scene::Instantiable,
+        public scene::Cloneable,
+        public scene::Traversable::Observer {
+    class TypeCasts {
+        NodeTypeCastTable m_casts;
+    public:
+        TypeCasts()
+        {
+            NodeStaticCast<LightNode, scene::Instantiable>::install(m_casts);
+            NodeStaticCast<LightNode, scene::Cloneable>::install(m_casts);
+            if (g_lightType == LIGHTTYPE_DOOM3) {
+                NodeContainedCast<LightNode, scene::Traversable>::install(m_casts);
+            }
+            NodeContainedCast<LightNode, Editable>::install(m_casts);
+            NodeContainedCast<LightNode, Snappable>::install(m_casts);
+            NodeContainedCast<LightNode, TransformNode>::install(m_casts);
+            NodeContainedCast<LightNode, Entity>::install(m_casts);
+            NodeContainedCast<LightNode, Nameable>::install(m_casts);
+            NodeContainedCast<LightNode, Namespaced>::install(m_casts);
+        }
+
+        NodeTypeCastTable &get()
+        {
+            return m_casts;
+        }
+    };
+
+
+    scene::Node m_node;
+    InstanceSet m_instances;
+    Light m_contained;
+
+    void construct()
+    {
+        if (g_lightType == LIGHTTYPE_DOOM3) {
+            m_contained.attach(this);
+        }
+    }
+
+    void destroy()
+    {
+        if (g_lightType == LIGHTTYPE_DOOM3) {
+            m_contained.detach(this);
+        }
+    }
 
-void construct(){
-       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
-               m_contained.attach( this );
-       }
-}
-void destroy(){
-       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
-               m_contained.detach( this );
-       }
-}
 public:
-typedef LazyStatic<TypeCasts> StaticTypeCasts;
-
-scene::Traversable& get( NullType<scene::Traversable>){
-       return m_contained.getTraversable();
-}
-Editable& get( NullType<Editable>){
-       return m_contained;
-}
-Snappable& get( NullType<Snappable>){
-       return m_contained;
-}
-TransformNode& get( NullType<TransformNode>){
-       return m_contained.getTransformNode();
-}
-Entity& get( NullType<Entity>){
-       return m_contained.getEntity();
-}
-Nameable& get( NullType<Nameable>){
-       return m_contained.getNameable();
-}
-Namespaced& get( NullType<Namespaced>){
-       return m_contained.getNamespaced();
-}
-
-LightNode( EntityClass* eclass ) :
-       m_node( this, this, StaticTypeCasts::instance().get() ),
-       m_contained( eclass, m_node, InstanceSet::TransformChangedCaller( m_instances ), InstanceSet::BoundsChangedCaller( m_instances ), InstanceSetEvaluateTransform<LightInstance>::Caller( m_instances ) ){
-       construct();
-}
-LightNode( const LightNode& other ) :
-       scene::Node::Symbiot( other ),
-       scene::Instantiable( other ),
-       scene::Cloneable( other ),
-       scene::Traversable::Observer( other ),
-       m_node( this, this, StaticTypeCasts::instance().get() ),
-       m_contained( other.m_contained, m_node, InstanceSet::TransformChangedCaller( m_instances ), InstanceSet::BoundsChangedCaller( m_instances ), InstanceSetEvaluateTransform<LightInstance>::Caller( m_instances ) ){
-       construct();
-}
-~LightNode(){
-       destroy();
-}
-
-void release(){
-       delete this;
-}
-scene::Node& node(){
-       return m_node;
-}
-
-scene::Node& clone() const {
-       return ( new LightNode( *this ) )->node();
-}
-
-void insert( scene::Node& child ){
-       m_instances.insert( child );
-}
-void erase( scene::Node& child ){
-       m_instances.erase( child );
-}
-
-scene::Instance* create( const scene::Path& path, scene::Instance* parent ){
-       return new LightInstance( path, parent, m_contained );
-}
-void forEachInstance( const scene::Instantiable::Visitor& visitor ){
-       m_instances.forEachInstance( visitor );
-}
-void insert( scene::Instantiable::Observer* observer, const scene::Path& path, scene::Instance* instance ){
-       m_instances.insert( observer, path, instance );
-}
-scene::Instance* erase( scene::Instantiable::Observer* observer, const scene::Path& path ){
-       return m_instances.erase( observer, path );
-}
+    typedef LazyStatic<TypeCasts> StaticTypeCasts;
+
+    scene::Traversable &get(NullType<scene::Traversable>)
+    {
+        return m_contained.getTraversable();
+    }
+
+    Editable &get(NullType<Editable>)
+    {
+        return m_contained;
+    }
+
+    Snappable &get(NullType<Snappable>)
+    {
+        return m_contained;
+    }
+
+    TransformNode &get(NullType<TransformNode>)
+    {
+        return m_contained.getTransformNode();
+    }
+
+    Entity &get(NullType<Entity>)
+    {
+        return m_contained.getEntity();
+    }
+
+    Nameable &get(NullType<Nameable>)
+    {
+        return m_contained.getNameable();
+    }
+
+    Namespaced &get(NullType<Namespaced>)
+    {
+        return m_contained.getNamespaced();
+    }
+
+    LightNode(EntityClass *eclass) :
+            m_node(this, this, StaticTypeCasts::instance().get()),
+            m_contained(eclass, m_node, InstanceSet::TransformChangedCaller(m_instances),
+                        InstanceSet::BoundsChangedCaller(m_instances),
+                        InstanceSetEvaluateTransform<LightInstance>::Caller(m_instances))
+    {
+        construct();
+    }
+
+    LightNode(const LightNode &other) :
+            scene::Node::Symbiot(other),
+            scene::Instantiable(other),
+            scene::Cloneable(other),
+            scene::Traversable::Observer(other),
+            m_node(this, this, StaticTypeCasts::instance().get()),
+            m_contained(other.m_contained, m_node, InstanceSet::TransformChangedCaller(m_instances),
+                        InstanceSet::BoundsChangedCaller(m_instances),
+                        InstanceSetEvaluateTransform<LightInstance>::Caller(m_instances))
+    {
+        construct();
+    }
+
+    ~LightNode()
+    {
+        destroy();
+    }
+
+    void release()
+    {
+        delete this;
+    }
+
+    scene::Node &node()
+    {
+        return m_node;
+    }
+
+    scene::Node &clone() const
+    {
+        return (new LightNode(*this))->node();
+    }
+
+    void insert(scene::Node &child)
+    {
+        m_instances.insert(child);
+    }
+
+    void erase(scene::Node &child)
+    {
+        m_instances.erase(child);
+    }
+
+    scene::Instance *create(const scene::Path &path, scene::Instance *parent)
+    {
+        return new LightInstance(path, parent, m_contained);
+    }
+
+    void forEachInstance(const scene::Instantiable::Visitor &visitor)
+    {
+        m_instances.forEachInstance(visitor);
+    }
+
+    void insert(scene::Instantiable::Observer *observer, const scene::Path &path, scene::Instance *instance)
+    {
+        m_instances.insert(observer, path, instance);
+    }
+
+    scene::Instance *erase(scene::Instantiable::Observer *observer, const scene::Path &path)
+    {
+        return m_instances.erase(observer, path);
+    }
 };
 
-void Light_Construct( LightType lightType ){
-       g_lightType = lightType;
-       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
-               LightShader::m_defaultShader = "lights/defaultPointLight";
+void Light_Construct(LightType lightType)
+{
+    g_lightType = lightType;
+    if (g_lightType == LIGHTTYPE_DOOM3) {
+        LightShader::m_defaultShader = "lights/defaultPointLight";
 #if 0
-               LightShader::m_defaultShader = "lights/defaultProjectedLight";
+        LightShader::m_defaultShader = "lights/defaultProjectedLight";
 #endif
-       }
-       RenderLightRadiiFill::m_state = GlobalShaderCache().capture( "$Q3MAP2_LIGHT_SPHERE" );
-       RenderLightCenter::m_state = GlobalShaderCache().capture( "$BIGPOINT" );
+    }
+    RenderLightRadiiFill::m_state = GlobalShaderCache().capture("$Q3MAP2_LIGHT_SPHERE");
+    RenderLightCenter::m_state = GlobalShaderCache().capture("$BIGPOINT");
 }
-void Light_Destroy(){
-       GlobalShaderCache().release( "$Q3MAP2_LIGHT_SPHERE" );
-       GlobalShaderCache().release( "$BIGPOINT" );
+
+void Light_Destroy()
+{
+    GlobalShaderCache().release("$Q3MAP2_LIGHT_SPHERE");
+    GlobalShaderCache().release("$BIGPOINT");
 }
 
-scene::Node& New_Light( EntityClass* eclass ){
-       return ( new LightNode( eclass ) )->node();
+scene::Node &New_Light(EntityClass *eclass)
+{
+    return (new LightNode(eclass))->node();
 }