]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - plugins/entity/light.cpp
Merge commit '515673c08f8718a237e90c2130a1f5294f966d6a'
[xonotic/netradiant.git] / plugins / entity / light.cpp
index d1a30e14a3c6e8cc8ed7f283051f65137770ad92..0d2a4ad9fbefa71e0ae40bfe32926dad08c06a52 100644 (file)
+/*
+Copyright (C) 2001-2006, William Joseph.
+All Rights Reserved.
+
+This file is part of GtkRadiant.
+
+GtkRadiant is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+GtkRadiant is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with GtkRadiant; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+*/
+
+///\file
+///\brief Represents any light entity (e.g. light).
+///
+/// This entity dislays a special 'light' model.
+/// The "origin" key directly controls the position of the light model in local space.
+/// The "_color" key controls the colour of the light model.
+/// The "light" key is visualised with a sphere representing the approximate coverage of the light (except Doom3).
+/// Doom3 special behaviour:
+/// The entity behaves as a group.
+/// The "origin" key is the translation to be applied to all brushes (not patches) grouped under this entity.
+/// The "light_center" and "light_radius" keys are visualised with a point and a box when the light is selected.
+/// The "rotation" key directly controls the orientation of the light bounding box in local space.
+/// The "light_origin" key controls the position of the light independently of the "origin" key if it is specified.
+/// The "light_rotation" key duplicates the behaviour of the "rotation" key if it is specified. This appears to be an unfinished feature in Doom3.
 
-#include "plugin.h"
-#include "entity.h"
 #include "light.h"
 
-void DrawSphere(vec3_t center, float radius, int sides, int nGLState)
-{
-  int i, j;
-  float dt = (float) (2 * Q_PI / (float) sides);
-  float dp = (float) (Q_PI / (float) sides);
-  float t, p;
-  vec3_t v;
+#include <stdlib.h>
+
+#include "cullable.h"
+#include "renderable.h"
+#include "editable.h"
+
+#include "math/frustum.h"
+#include "selectionlib.h"
+#include "instancelib.h"
+#include "transformlib.h"
+#include "entitylib.h"
+#include "render.h"
+#include "eclasslib.h"
+#include "render.h"
+#include "stringio.h"
+#include "traverselib.h"
+#include "dragplanes.h"
+
+#include "targetable.h"
+#include "origin.h"
+#include "colour.h"
+#include "filters.h"
+#include "namedentity.h"
+#include "keyobservers.h"
+#include "namekeys.h"
+#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;
 
-  g_QglTable.m_pfn_qglBegin(GL_TRIANGLES);
-  for (i = 0; i <= sides - 1; i++) {
-    for (j = 0; j <= sides - 2; j++) {
-      t = i * dt;
-      p = (float) ((j * dp) - (Q_PI / 2));
+  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);
 
-      VectorPolar(v, radius, t, p);
-      VectorAdd(v, center, v);
-      g_QglTable.m_pfn_qglVertex3fv(v);
+      {
+        Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), radius)));
+        glVertex3fv(vector3_to_array(v));
+      }
 
-      VectorPolar(v, radius, t, p + dp);
-      VectorAdd(v, center, v);
-      g_QglTable.m_pfn_qglVertex3fv(v);
+      {
+        Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p + dp), radius)));
+        glVertex3fv(vector3_to_array(v));
+      }
 
-      VectorPolar(v, radius, t + dt, p + dp);
-      VectorAdd(v, center, v);
-      g_QglTable.m_pfn_qglVertex3fv(v);
+      {
+        Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p + dp), radius)));
+        glVertex3fv(vector3_to_array(v));
+      }
 
-      VectorPolar(v, radius, t, p);
-      VectorAdd(v, center, v);
-      g_QglTable.m_pfn_qglVertex3fv(v);
+      {
+        Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), radius)));
+        glVertex3fv(vector3_to_array(v));
+      }
 
-      VectorPolar(v, radius, t + dt, p + dp);
-      VectorAdd(v, center, v);
-      g_QglTable.m_pfn_qglVertex3fv(v);
+      {
+        Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p + dp), radius)));
+        glVertex3fv(vector3_to_array(v));
+      }
 
-      VectorPolar(v, radius, t + dt, p);
-      VectorAdd(v, center, v);
-      g_QglTable.m_pfn_qglVertex3fv(v);
+      {
+        Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p), radius)));
+        glVertex3fv(vector3_to_array(v));
+      }
     }
   }
 
-  p = (float) ((sides - 1) * dp - (Q_PI / 2));
-  for (i = 0; i <= sides - 1; i++) {
-    t = i * dt;
+  {
+    const double p = (sides - 1) * dp - (c_pi / 2.0);
+    for (int i = 0; i <= sides - 1; ++i)
+    {
+      const double t = i * dt;
 
-    VectorPolar(v, radius, t, p);
-    VectorAdd(v, center, v);
-    g_QglTable.m_pfn_qglVertex3fv(v);
+      {
+        Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), radius)));
+        glVertex3fv(vector3_to_array(v));
+      }
 
-    VectorPolar(v, radius, t + dt, p + dp);
-    VectorAdd(v, center, v);
-    g_QglTable.m_pfn_qglVertex3fv(v);
+      {
+        Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p + dp), radius)));
+        glVertex3fv(vector3_to_array(v));
+      }
 
-    VectorPolar(v, radius, t + dt, p);
-    VectorAdd(v, center, v);
-    g_QglTable.m_pfn_qglVertex3fv(v);
+      {
+        Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p), radius)));
+        glVertex3fv(vector3_to_array(v));
+      }
+    }
   }
-  g_QglTable.m_pfn_qglEnd();
+  glEnd();
 }
 
-#define LIGHT_ATTEN_LINEAR     1
-#define LIGHT_ATTEN_ANGLE              2
-#define LIGHT_ATTEN_DISTANCE   4
+void sphere_draw_wire(const Vector3& origin, float radius, int sides)
+{
+  {
+    glBegin(GL_LINE_LOOP);
 
-#define LIGHT_Q3A_DEFAULT              (LIGHT_ATTEN_ANGLE | LIGHT_ATTEN_DISTANCE)
-#define LIGHT_WOLF_DEFAULT     (LIGHT_ATTEN_LINEAR | LIGHT_ATTEN_DISTANCE)
+    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]
+      );
+    }
 
-float CalculateEnvelopeForLight(entity_t * e, float fFalloffTolerance)
-{
-  float fEnvelope = 0.f;
-  int iSpawnFlags = atoi(ValueForKey(e, "spawnflags"));
-  int iLightFlags = 0;
-  float fFade = 1.f;
-  float fIntensity, fPhotons;
-  float fScale;
-  const char *gameFile = g_FuncTable.m_pfnGetGameFile();
-
-  // These variables are tweakable on the q3map2 console, setting to q3map2
-  // default here as there is no way to find out what the user actually uses
-  // right now. Maybe move them to worldspawn?
-  float fPointScale = 7500.f;
-  float fLinearScale = 1.f / 8000.f;
-  //float fFalloffTolerance = 1.f;  // Need it as parameter
-
-  // Arnout: HACK for per-game radii - really need to move this to a per-game module?
-  if( !strcmp( gameFile, "wolf.game" ) || !strcmp( gameFile, "et.game" ) ) {
-    // Spawnflags :
-    // 1: nonlinear
-    // 2: angle
+    glEnd();
+  }
 
-    // set default flags
-    iLightFlags = LIGHT_WOLF_DEFAULT;
+  {
+    glBegin(GL_LINE_LOOP);
 
-    // inverse distance squared attenuation?
-    if (iSpawnFlags & 1) {
-      iLightFlags &= ~LIGHT_ATTEN_LINEAR;
-      iLightFlags |= LIGHT_ATTEN_ANGLE;
+    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)
+      );
     }
-    // angle attenuate
-    if (iSpawnFlags & 2)
-      iLightFlags |= LIGHT_ATTEN_ANGLE;
-  } else {
-    // Spawnflags :
-    // 1: linear
-    // 2: no angle
 
-    // set default flags
-    iLightFlags = LIGHT_Q3A_DEFAULT;
-
-    // linear attenuation?
-    if (iSpawnFlags & 1) {
-      iLightFlags |= LIGHT_ATTEN_LINEAR;
-      iLightFlags &= ~LIGHT_ATTEN_ANGLE;
-    }
-    // no angle attenuate?
-    if (iSpawnFlags & 2)
-      iLightFlags &= ~LIGHT_ATTEN_ANGLE;
-  }
-
-  // set fade key (from wolf)
-  if (iLightFlags & LIGHT_ATTEN_LINEAR) {
-    fFade = FloatForKey(e, "fade");
-    if (fFade <= 0.f)
-      fFade = 1.f;
-  }
-  // set light intensity
-  fIntensity = FloatForKey(e, "_light");
-  if (fIntensity == 0.f)
-    fIntensity = FloatForKey(e, "light");
-  if (fIntensity == 0.f)
-    fIntensity = 300.f;
-
-  // set light scale (sof2)
-  fScale = FloatForKey(e, "scale");
-  if (fScale <= 0.f)
-    fScale = 1.f;
-  fIntensity *= fScale;
-
-  // amount of photons
-  fPhotons = fIntensity * fPointScale;
-
-  // calculate envelope
-
-  // solve distance for non-distance lights
-  if (!(iLightFlags & LIGHT_ATTEN_DISTANCE))
-    //!\todo (spog) can't access global objects in a module - globals are EVIL - solution: API for querying global settings.
-    fEnvelope = 131072/*g_MaxWorldCoord * 2.f*/;
-  // solve distance for linear lights
-  else if (iLightFlags & LIGHT_ATTEN_LINEAR)
-    fEnvelope = ((fPhotons * fLinearScale) - fFalloffTolerance) / fFade;
-  // solve for inverse square falloff
-  else
-    fEnvelope = sqrt(fPhotons / fFalloffTolerance) /* + fRadius */ ;  // Arnout radius is always 0, only for area lights
+    glEnd();
+  }
+
+  {
+    glBegin(GL_LINE_LOOP);
 
-  return fEnvelope;
+    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();
+  }
 }
 
-float CalculateLightRadius(entity_t * e, bool outer)
+void light_draw_box_lines(const Vector3& origin, const Vector3 points[8])
 {
-  float fEnvelope = 0.f;
-  int iSpawnFlags = atoi(ValueForKey(e, "spawnflags"));
-  float fIntensity;
-  float fScale;
-  const char *gameFile = g_FuncTable.m_pfnGetGameFile();
-
-  fIntensity = FloatForKey(e, "light");
-  if (fIntensity == 0.f)
-    fIntensity = 300.f;
-
-  // Arnout: HACK for per-game radii - really need to move this to a per-game module
-  if( !strcmp( gameFile, "sof2.game" ) || !strcmp( gameFile, "jk2.game" ) || !strcmp( gameFile, "ja.game" )) {
-    // Spawnflags :
-    // 1: linear
-    // 2: noincidence
+  //draw lines from the center of the bbox to the corners
+  glBegin(GL_LINES);
 
-    if (!outer) {
-      if (iSpawnFlags & 2)
-        fIntensity *= .9f;
-      else
-        fIntensity *= .25f;
-    }
-    // set light scale (sof2)
-    fScale = FloatForKey(e, "scale");
-    if (fScale <= 0.f)
-      fScale = 1.f;
-    fIntensity *= fScale;
+  glVertex3fv(vector3_to_array(origin));
+  glVertex3fv(vector3_to_array(points[1]));
 
-    fEnvelope = fIntensity;
-  } else {
-    float fPointScale = 7500.f;
+  glVertex3fv(vector3_to_array(origin));
+  glVertex3fv(vector3_to_array(points[5]));
 
-    if (outer)
-      fEnvelope = sqrt(fIntensity * fPointScale / 48.f);
-    else
-      fEnvelope = sqrt(fIntensity * fPointScale / 255.f);
-  }
+  glVertex3fv(vector3_to_array(origin));
+  glVertex3fv(vector3_to_array(points[2]));
 
-  return fEnvelope;
-}
+  glVertex3fv(vector3_to_array(origin));
+  glVertex3fv(vector3_to_array(points[6]));
 
-void Light_OnIntensityChanged(entity_t* e)
-{
-  e->fLightEnvelope1[0] = CalculateEnvelopeForLight(e, 1.f);
-  e->fLightEnvelope1[1] = CalculateEnvelopeForLight(e, 48.f);
-  e->fLightEnvelope1[2] = CalculateEnvelopeForLight(e, 255.f);
+  glVertex3fv(vector3_to_array(origin));
+  glVertex3fv(vector3_to_array(points[0]));
 
-  e->fLightEnvelope2[0] = CalculateLightRadius(e, TRUE);
-  e->fLightEnvelope2[1] = CalculateLightRadius(e, FALSE);
+  glVertex3fv(vector3_to_array(origin));
+  glVertex3fv(vector3_to_array(points[4]));
+
+  glVertex3fv(vector3_to_array(origin));
+  glVertex3fv(vector3_to_array(points[3]));
+
+  glVertex3fv(vector3_to_array(origin));
+  glVertex3fv(vector3_to_array(points[7]));
+
+  glEnd();
 }
 
-void Light_OnKeyValueChanged(entity_t *e, const char *key, const char* value)
+void light_draw_radius_wire(const Vector3& origin, const float envelope[3])
 {
-  if(strcmp(key,"_color") == 0)
-  {
-    if (sscanf(ValueForKey(e, "_color"),"%f %f %f",
-      &e->color[0], &e->color[1], &e->color[2]) != 3)
-      VectorSet(e->color, 1, 1, 1);
-  }
-  else if(strcmp(key,"spawnflags") == 0 ||
-          strcmp(key,"fade") == 0 ||
-          strcmp(key,"_light") == 0 ||
-          strcmp(key,"light") == 0 ||
-          strcmp(key,"scale") == 0)
-  {
-    Light_OnIntensityChanged(e);
-  }
+  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);
 }
 
-bool Entity_IsLight(entity_t *e)
+void light_draw_radius_fill(const Vector3& origin, const float envelope[3])
 {
-  return e->eclass != NULL && e->eclass->nShowFlags & ECLASS_LIGHT;//strncmp(ValueforKey(e, "classname"), "light") == 0
+  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);
 }
 
-static void DrawLightSphere(entity_t * e, int nGLState, int pref)
+void light_vertices(const AABB& aabb_light, Vector3 points[6])
 {
-  const char *target = ValueForKey(e, "target");
-  bool bIsSpotLight = !!target[0];
-  //!\todo Write an API for modules to register preference settings, and make this preference module-specific.
- // int nPasses = pref == 1 ? 3 : 2;
-
-  g_QglTable.m_pfn_qglPushAttrib(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
-  g_QglTable.m_pfn_qglDepthMask(GL_FALSE);
-  g_QglTable.m_pfn_qglEnable(GL_BLEND);
-  g_QglTable.m_pfn_qglBlendFunc(GL_ONE, GL_ONE);
-
-  // Arnout: TODO: spotlight rendering
-  if (!(bIsSpotLight))
-  {
-    switch(pref)
-    {
-    case 1:
-      g_QglTable.m_pfn_qglColor3f(e->color[0] * .05f,
-        e->color[1] * .05f,
-        e->color[2] * .05f);
-      DrawSphere(e->origin, e->fLightEnvelope1[0], 16, nGLState);
-      DrawSphere(e->origin, e->fLightEnvelope1[1], 16, nGLState);
-      DrawSphere(e->origin, e->fLightEnvelope1[2], 16, nGLState);
-      break;
-    case 2:
-      g_QglTable.m_pfn_qglColor3f(e->color[0] * .15f * .95f,
-        e->color[1] * .15f * .95f,
-        e->color[2] * .15f * .95f);
-      DrawSphere(e->origin, e->fLightEnvelope2[0], 16, nGLState);
-      DrawSphere(e->origin, e->fLightEnvelope2[1], 16, nGLState);
-      break;
-
-    }
-  }
-
-  g_QglTable.m_pfn_qglPopAttrib();
+  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]);
 }
 
-float F = 0.70710678f;
-// North, East, South, West
-vec3_t normals[8] = { { 0, F, F }, { F, 0, F }, { 0,-F, F }, {-F, 0, F },
-                                                                                       { 0, F,-F }, { F, 0,-F }, { 0,-F,-F }, {-F, 0,-F } };
-
-unsigned short 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 };
-
-void DrawLight(entity_t* e, int nGLState, int pref, int nViewType)
+void light_draw(const AABB& aabb_light, RenderStateFlags state)
 {
-//  int i;
-  // top, bottom, tleft, tright, bright, bleft
-  vec3_t points[6];
-  vec3_t vMid, vMin, vMax;
-  VectorAdd(e->origin, e->eclass->mins, vMin);
-  VectorAdd(e->origin, e->eclass->maxs, vMax);
-  vMid[0] = (vMin[0] + vMax[0]) * 0.5;
-  vMid[1] = (vMin[1] + vMax[1]) * 0.5;
-  vMid[2] = (vMin[2] + vMax[2]) * 0.5;
-
-  VectorSet(points[0], vMid[0], vMid[1], vMax[2]);
-  VectorSet(points[1], vMid[0], vMid[1], vMin[2]);
-  VectorSet(points[2], vMin[0], vMax[1], vMid[2]);
-  VectorSet(points[3], vMax[0], vMax[1], vMid[2]);
-  VectorSet(points[4], vMax[0], vMin[1], vMid[2]);
-  VectorSet(points[5], vMin[0], vMin[1], vMid[2]);
-
-  if (nGLState & DRAW_GL_LIGHTING)// && g_PrefsDlg.m_bGLLighting)
-  {
-    g_QglTable.m_pfn_qglBegin(GL_TRIANGLES);// NOTE: comment to use gl_triangle_fan instead
-         //g_QglTable.m_pfn_qglBegin(GL_TRIANGLE_FAN);
-    g_QglTable.m_pfn_qglVertex3fv(points[0]);
-    g_QglTable.m_pfn_qglVertex3fv(points[2]);
-         g_QglTable.m_pfn_qglNormal3fv(normals[0]);
-         g_QglTable.m_pfn_qglVertex3fv(points[3]);
-
-         g_QglTable.m_pfn_qglVertex3fv(points[0]);//
-    g_QglTable.m_pfn_qglVertex3fv(points[3]);//
-         g_QglTable.m_pfn_qglNormal3fv(normals[1]);
-         g_QglTable.m_pfn_qglVertex3fv(points[4]);
-
-         g_QglTable.m_pfn_qglVertex3fv(points[0]);//
-    g_QglTable.m_pfn_qglVertex3fv(points[4]);//
-         g_QglTable.m_pfn_qglNormal3fv(normals[2]);
-         g_QglTable.m_pfn_qglVertex3fv(points[5]);
-
-         g_QglTable.m_pfn_qglVertex3fv(points[0]);//
-    g_QglTable.m_pfn_qglVertex3fv(points[5]);//
-         g_QglTable.m_pfn_qglNormal3fv(normals[3]);
-         g_QglTable.m_pfn_qglVertex3fv(points[2]);
-
-         //g_QglTable.m_pfn_qglEnd();
-         //g_QglTable.m_pfn_qglBegin(GL_TRIANGLE_FAN);
-
-         g_QglTable.m_pfn_qglVertex3fv(points[1]);
-         g_QglTable.m_pfn_qglVertex3fv(points[2]);
-    g_QglTable.m_pfn_qglNormal3fv(normals[7]);
-         g_QglTable.m_pfn_qglVertex3fv(points[5]);
-
-         g_QglTable.m_pfn_qglVertex3fv(points[1]);//
-         g_QglTable.m_pfn_qglVertex3fv(points[5]);//
-    g_QglTable.m_pfn_qglNormal3fv(normals[6]);
-         g_QglTable.m_pfn_qglVertex3fv(points[4]);
-
-         g_QglTable.m_pfn_qglVertex3fv(points[1]);//
-         g_QglTable.m_pfn_qglVertex3fv(points[4]);//
-    g_QglTable.m_pfn_qglNormal3fv(normals[5]);
-         g_QglTable.m_pfn_qglVertex3fv(points[3]);
-
-         g_QglTable.m_pfn_qglVertex3fv(points[1]);//
-         g_QglTable.m_pfn_qglVertex3fv(points[3]);//
-    g_QglTable.m_pfn_qglNormal3fv(normals[4]);
-         g_QglTable.m_pfn_qglVertex3fv(points[2]);
-
-    g_QglTable.m_pfn_qglEnd();
-  }
-  else if (nGLState & DRAW_GL_FILL)
-  {
-    vec3_t colors[4];
-    VectorScale(e->color, 0.95, colors[0]);
-    VectorScale(colors[0], 0.95, colors[1]);
-    VectorScale(colors[1], 0.95, colors[2]);
-    VectorScale(colors[2], 0.95, colors[3]);
-    g_QglTable.m_pfn_qglBegin(GL_TRIANGLES);// NOTE: comment to use gl_triangle_fan instead
-         //g_QglTable.m_pfn_qglBegin(GL_TRIANGLE_FAN);
-    g_QglTable.m_pfn_qglColor3fv(colors[0]);
-    g_QglTable.m_pfn_qglVertex3fv(points[0]);
-    g_QglTable.m_pfn_qglVertex3fv(points[2]);
-         g_QglTable.m_pfn_qglVertex3fv(points[3]);
-
-    g_QglTable.m_pfn_qglColor3fv(colors[1]);
-         g_QglTable.m_pfn_qglVertex3fv(points[0]);//
-    g_QglTable.m_pfn_qglVertex3fv(points[3]);//
-         g_QglTable.m_pfn_qglVertex3fv(points[4]);
-
-    g_QglTable.m_pfn_qglColor3fv(colors[2]);
-         g_QglTable.m_pfn_qglVertex3fv(points[0]);//
-    g_QglTable.m_pfn_qglVertex3fv(points[4]);//
-         g_QglTable.m_pfn_qglVertex3fv(points[5]);
-
-    g_QglTable.m_pfn_qglColor3fv(colors[3]);
-         g_QglTable.m_pfn_qglVertex3fv(points[0]);//
-    g_QglTable.m_pfn_qglVertex3fv(points[5]);//
-         g_QglTable.m_pfn_qglVertex3fv(points[2]);
-
-         //g_QglTable.m_pfn_qglEnd();
-         //g_QglTable.m_pfn_qglBegin(GL_TRIANGLE_FAN);
-
-    g_QglTable.m_pfn_qglColor3fv(colors[0]);
-         g_QglTable.m_pfn_qglVertex3fv(points[1]);
-         g_QglTable.m_pfn_qglVertex3fv(points[2]);
-         g_QglTable.m_pfn_qglVertex3fv(points[5]);
-
-    g_QglTable.m_pfn_qglColor3fv(colors[1]);
-         g_QglTable.m_pfn_qglVertex3fv(points[1]);//
-         g_QglTable.m_pfn_qglVertex3fv(points[5]);//
-         g_QglTable.m_pfn_qglVertex3fv(points[4]);
-
-    g_QglTable.m_pfn_qglColor3fv(colors[2]);
-         g_QglTable.m_pfn_qglVertex3fv(points[1]);//
-         g_QglTable.m_pfn_qglVertex3fv(points[4]);//
-         g_QglTable.m_pfn_qglVertex3fv(points[3]);
-
-    g_QglTable.m_pfn_qglColor3fv(colors[3]);
-         g_QglTable.m_pfn_qglVertex3fv(points[1]);//
-         g_QglTable.m_pfn_qglVertex3fv(points[3]);//
-         g_QglTable.m_pfn_qglVertex3fv(points[2]);
-
-    g_QglTable.m_pfn_qglEnd();
+  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);
+#else
+    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]));
+
+#if !defined(USE_TRIANGLE_FAN)
+    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]));
+
+#if !defined(USE_TRIANGLE_FAN)
+    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]));
+#if !defined(USE_TRIANGLE_FAN)
+    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]));
+#if defined(USE_TRIANGLE_FAN)
+    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]));
+
+#if !defined(USE_TRIANGLE_FAN)
+    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]));
+
+#if !defined(USE_TRIANGLE_FAN)
+    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]));
+
+#if !defined(USE_TRIANGLE_FAN)
+    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
   {
-         g_QglTable.m_pfn_qglVertexPointer(3, GL_FLOAT, 0, points);
-         g_QglTable.m_pfn_qglDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, indices);
+    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);
+#else
+    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
+#if 0
   if (strlen(ValueForKey(e, "light_right")) > 0) {
     vec3_t vRight, vUp, vTarget, vTemp;
     GetVectorForKey (e, "light_right", vRight);
     GetVectorForKey (e, "light_up", vUp);
     GetVectorForKey (e, "light_target", vTarget);
 
-    g_QglTable.m_pfn_qglColor3f(0, 1, 0);
-               g_QglTable.m_pfn_qglBegin(GL_LINE_LOOP);
+    glColor3f(0, 1, 0);
+    glBegin(GL_LINE_LOOP);
     VectorAdd(vTarget, e->origin, vTemp);
     VectorAdd(vTemp, vRight, vTemp);
     VectorAdd(vTemp, vUp, vTemp);
-    g_QglTable.m_pfn_qglVertex3fv(e->origin);
-    g_QglTable.m_pfn_qglVertex3fv(vTemp);
+    glVertex3fv(e->origin);
+    glVertex3fv(vTemp);
     VectorAdd(vTarget, e->origin, vTemp);
     VectorAdd(vTemp, vUp, vTemp);
     VectorSubtract(vTemp, vRight, vTemp);
-    g_QglTable.m_pfn_qglVertex3fv(e->origin);
-    g_QglTable.m_pfn_qglVertex3fv(vTemp);
+    glVertex3fv(e->origin);
+    glVertex3fv(vTemp);
     VectorAdd(vTarget, e->origin, vTemp);
     VectorAdd(vTemp, vRight, vTemp);
     VectorSubtract(vTemp, vUp, vTemp);
-    g_QglTable.m_pfn_qglVertex3fv(e->origin);
-    g_QglTable.m_pfn_qglVertex3fv(vTemp);
+    glVertex3fv(e->origin);
+    glVertex3fv(vTemp);
     VectorAdd(vTarget, e->origin, vTemp);
     VectorSubtract(vTemp, vUp, vTemp);
     VectorSubtract(vTemp, vRight, vTemp);
-    g_QglTable.m_pfn_qglVertex3fv(e->origin);
-    g_QglTable.m_pfn_qglVertex3fv(vTemp);
-    g_QglTable.m_pfn_qglEnd();
+    glVertex3fv(e->origin);
+    glVertex3fv(vTemp);
+    glEnd();
 
   }
+#endif
+}
+
+// These variables are tweakable on the q3map2 console, setting to q3map2
+// default here as there is no way to find out what the user actually uses
+// right now. Maybe move them to worldspawn?
+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(float fIntensity, float fFalloffTolerance)
+{
+  return sqrt(fIntensity * fPointScale / fFalloffTolerance);
+}
+
+
+LightType g_lightType = LIGHTTYPE_DEFAULT;
+
 
-  if(nGLState & DRAW_GL_FILL)
+bool spawnflags_linear(int flags)
+{
+  if( g_lightType == LIGHTTYPE_RTCW )
   {
-    DrawLightSphere(e, nGLState, pref);
+    // Spawnflags :
+    // 1: nonlinear
+    // 2: angle
+
+    return !(flags & 1);
   }
   else
   {
-    // Arnout: FIXME: clean this up a bit
-    // now draw lighting radius stuff...
-    if (pref)
+    // Spawnflags :
+    // 1: linear
+    // 2: no angle
+
+    return (flags & 1);
+  }
+}
+
+class LightRadii
+{
+public:
+  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)
     {
-      bool bDrawSpotlightArc = false;
-      int nPasses = pref == 1 ? 3 : 2;
+      intensity = m_secondaryIntensity;
+    }
 
-      const char *target = ValueForKey(e, "target");
-      bool bIsSpotLight = !!target[0];
+    intensity *= m_scale;
 
-      /*!\todo Spotlight..
-      if (bIsSpotLight)
-      {
-        // find the origin of the target...
-        entity_t *e = FindEntity("targetname", target);
+    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);
+    }
+  }
 
-        if (e)
-          bDrawSpotlightArc = true;
-      }
-      */
+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 MemberCaller1<LightRadii, const char*, &LightRadii::primaryIntensityChanged> PrimaryIntensityChangedCaller;
+  void secondaryIntensityChanged(const char* value)
+  {
+    m_secondaryIntensity = string_read_float(value);
+    calculateRadii();
+  }
+  typedef MemberCaller1<LightRadii, 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 MemberCaller1<LightRadii, 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 MemberCaller1<LightRadii, const char*, &LightRadii::fadeChanged> FadeChangedCaller;
+  void flagsChanged(const char* value)
+  {
+    m_flags = string_read_int(value);
+    calculateRadii();
+  }
+  typedef MemberCaller1<LightRadii, const char*, &LightRadii::flagsChanged> FlagsChangedCaller;
+};
 
-      g_QglTable.m_pfn_qglPushAttrib(GL_LINE_BIT);
-      g_QglTable.m_pfn_qglLineStipple(8, 0xAAAA);
-      g_QglTable.m_pfn_qglEnable(GL_LINE_STIPPLE);
+class Doom3LightRadius
+{
+public:
+  Vector3 m_defaultRadius;
+  Vector3 m_radius;
+  Vector3 m_radiusTransformed;
+  Vector3 m_center;
+  Callback 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;
+  }
 
-      float* envelope = (pref == 1) ? e->fLightEnvelope1 : e->fLightEnvelope2;
-      for (int iPass = 0; iPass < nPasses; iPass++)
-      {
-        float fRadius = envelope[iPass];
-
-        g_QglTable.m_pfn_qglBegin(GL_LINE_LOOP);
-
-        if (bIsSpotLight)
-        {
-          if (bDrawSpotlightArc)
-          {
-            // I give up on this, it's beyond me
-          }
-        }
-        else
-        {
-          if (fRadius > 0)
-          {
-            int i;
-            float ds, dc;
-
-            for (i = 0; i <= 24; i++)
-            {
-              ds = sin((i * 2 * Q_PI) / 24);
-              dc = cos((i * 2 * Q_PI) / 24);
-
-              switch (nViewType)
-              {
-              case 2:
-                g_QglTable.m_pfn_qglVertex3f(e->origin[0] + fRadius * dc,
-                  e->origin[1] + fRadius * ds,
-                  e->origin[2]);
-                break;
-              case 1:
-                g_QglTable.m_pfn_qglVertex3f(e->origin[0] + fRadius * dc,
-                   e->origin[1],
-                  e->origin[2] + fRadius * ds);
-                break;
-              case 0:
-                g_QglTable.m_pfn_qglVertex3f(e->origin[0],
-                  e->origin[1] + fRadius * dc,
-                  e->origin[2] + fRadius * ds);
-                break;
-              }
-            }
-          }
-        }
-        g_QglTable.m_pfn_qglEnd();
-      }
-      g_QglTable.m_pfn_qglPopAttrib();
+  void lightRadiusChanged(const char* value)
+  {
+    if(!string_parse_vector3(value, m_radius))
+    {
+      m_radius = m_defaultRadius;
+    }
+    m_radiusTransformed = m_radius;
+    m_changed();
+    SceneChangeNotify();
+  }
+  typedef MemberCaller1<Doom3LightRadius, 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 MemberCaller1<Doom3LightRadius, const char*, &Doom3LightRadius::lightCenterChanged> LightCenterChangedCaller;
+};
+
+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);
+  }
+};
+
+class RenderLightRadiiFill : public OpenGLRenderable
+{
+  LightRadii& m_radii;
+  const Vector3& m_origin;
+public:
+  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);
+  }
+};
+
+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
+  }
+};
+
+Shader* RenderLightRadiiFill::m_state = 0;
+
+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();
+  }
+};
+
+Shader* RenderLightCenter::m_state = 0;
+
+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)));
+    Vector4 test1 = matrix4_transformed_vector4(unproject, Vector4(0.5f, 0.5f, 0.5f, 1));
+    Vector3 test2 = vector4_projected(test1);
+    aabb_draw_wire(points);
+  }
+};
+
+inline void default_extents(Vector3& extents)
+{
+  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;
+  }
+};
+
+class LightShader
+{
+  ShaderRef m_shader;
+  void setDefault()
+  {
+    m_shader.setName(m_defaultShader);
+  }
+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 MemberCaller1<LightShader, const char*, &LightShader::valueChanged> ValueChangedCaller;
+
+  Shader* get() const
+  {
+    return m_shader.get();
+  }
+};
+
+const char* LightShader::m_defaultShader = "";
+
+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 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 m_transformChanged;
+  Callback m_boundsChanged;
+  Callback 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:
+#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, &Light::originChanged> OriginChangedCaller;
+
+  void lightOriginChanged(const char* value)
+  {
+    m_useLightOrigin = !string_empty(value);
+    if(m_useLightOrigin)
+    {
+      read_origin(m_lightOrigin, value);
+    }
+    originChanged();
+  }
+  typedef MemberCaller1<Light, 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 MemberCaller1<Light, 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 MemberCaller1<Light, 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 MemberCaller1<Light, 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 MemberCaller1<Light, 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 MemberCaller1<Light, 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, &Light::rotationChanged> RotationChangedCaller;
+
+  void lightRotationChanged(const char* value)
+  {
+    m_useLightRotation = !string_empty(value);
+    if(m_useLightRotation)
+    {
+      read_rotation(m_lightRotation, value);
+    }
+    rotationChanged();
+  }
+  typedef MemberCaller1<Light, const char*, &Light::lightRotationChanged> LightRotationChangedCaller;
+
+public:
+
+  Light(EntityClass* eclass, scene::Node& node, const Callback& transformChanged, const Callback& boundsChanged, const Callback& evaluateTransform) :
+    m_entity(eclass),
+    m_originKey(OriginChangedCaller(*this)),
+    m_rotationKey(RotationChangedCaller(*this)),
+    m_colour(Callback()),
+    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& transformChanged, const Callback& boundsChanged, const Callback& evaluateTransform) :
+    m_entity(other.m_entity),
+    m_originKey(OriginChangedCaller(*this)),
+    m_rotationKey(RotationChangedCaller(*this)),
+    m_colour(Callback()),
+    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, &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& 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 up = vector3_cross(vector3_normalised(m_lightTarget), m_lightRight);
+    Vector3 target = m_lightTarget;
+    Matrix4 test(
+      -right.x(), -right.y(), -right.z(), 0,
+      -up.x(), -up.y(), -up.z(), 0,
+      -target.x(), -target.y(), -target.z(), 0,
+      0, 0, 0, 1
+    );
+    Matrix4 frustum = matrix4_frustum(-0.01, 0.01, -0.01, 0.01, 0.01, 1.0);
+    test = matrix4_full_inverse(test);
+    matrix4_premultiply_by_matrix4(test, frustum);
+    matrix4_multiply_by_matrix4(m_doom3Projection, test);
+#elif 0
+    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));
+    float scale = -1 / vector3_length(m_lightTarget);
+    Matrix4 test(
+      -inverse(right.x()), -inverse(up.x()), -inverse(target.x()), 0,
+      -inverse(right.y()), -inverse(up.y()), -inverse(target.y()), 0,
+      -inverse(right.z()), -inverse(up.z()), -inverse(target.z()), scale,
+      0, 0, -nearFar, 0
+    );
+    matrix4_multiply_by_matrix4(m_doom3Projection, test);
+#elif 0
+    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);
+    Vector3 rightB(vector3_cross(rightA, m_lightTarget));
+    Plane3 right(vector3_normalised(vector3_cross(rightA, rightB)) * (1.0 / 128), 0);
+    Vector3 bottomA(m_lightTarget - m_lightUp);
+    Vector3 bottomB(vector3_cross(bottomA, m_lightTarget));
+    Plane3 bottom(vector3_normalised(vector3_cross(bottomA, bottomB)) * (1.0 / 128), 0);
+    Vector3 topA(m_lightTarget + m_lightUp);
+    Vector3 topB(vector3_cross(topA, m_lightTarget));
+    Plane3 top(vector3_normalised(vector3_cross(topA, topB)) * (1.0 / 128), 0);
+    Plane3 front(vector3_normalised(m_lightTarget) * (1.0 / 128), 1);
+    Plane3 back(vector3_normalised(vector3_negated(m_lightTarget)) * (1.0 / 128), 0);
+    Matrix4 test(matrix4_from_planes(plane3_flipped(left), plane3_flipped(right), plane3_flipped(bottom), plane3_flipped(top), plane3_flipped(front), plane3_flipped(back)));
+    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);
+#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();
+  }
+};
+
+class LightInstance :
+  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:
+  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());
+      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 MemberCaller1<LightInstance, 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, &LightInstance::applyTransform> ApplyTransformCaller;
+
+  void lightChanged()
+  {
+    GlobalShaderCache().changed(*this);
+  }
+  typedef MemberCaller<LightInstance, &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;
+
+  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);
+  }
+};
+
+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";
+#endif
+  }
+  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");
+}
+
+scene::Node& New_Light(EntityClass* eclass)
+{
+  return (new LightNode(eclass))->node();
+}