]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - plugins/entity/light.cpp
apply misc fixes from Markus Fischer and Rambetter
[xonotic/netradiant.git] / plugins / entity / light.cpp
index 901e79de6167777503d1be3dabce277d6de166d2..d1a30e14a3c6e8cc8ed7f283051f65137770ad92 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 "light.h"
-
-#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 "plugin.h"
 #include "entity.h"
-extern bool g_newLightDraw;
-
+#include "light.h"
 
-void sphere_draw_fill(const Vector3& origin, float radius, int sides)
+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;
+
   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);
+  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));
 
-      {
-        Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), 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 + dp), 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 + dt, 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, p), 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 + dt, 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), radius)));
-        glVertex3fv(vector3_to_array(v));
-      }
+      VectorPolar(v, radius, t + dt, p);
+      VectorAdd(v, center, v);
+      g_QglTable.m_pfn_qglVertex3fv(v);
     }
   }
 
-  {
-    const double p = (sides - 1) * dp - (c_pi / 2.0);
-    for (int i = 0; i <= sides - 1; ++i)
-    {
-      const double t = i * dt;
+  p = (float) ((sides - 1) * dp - (Q_PI / 2));
+  for (i = 0; i <= sides - 1; i++) {
+    t = i * dt;
 
-      {
-        Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), 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 + dt, 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), radius)));
-        glVertex3fv(vector3_to_array(v));
-      }
-    }
+    VectorPolar(v, radius, t + dt, p);
+    VectorAdd(v, center, v);
+    g_QglTable.m_pfn_qglVertex3fv(v);
   }
-  glEnd();
+  g_QglTable.m_pfn_qglEnd();
 }
 
-void sphere_draw_wire(const Vector3& origin, float radius, int sides)
-{
-  {
-    glBegin(GL_LINE_LOOP);
+#define LIGHT_ATTEN_LINEAR     1
+#define LIGHT_ATTEN_ANGLE              2
+#define LIGHT_ATTEN_DISTANCE   4
 
-    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]
-      );
-    }
+#define LIGHT_Q3A_DEFAULT              (LIGHT_ATTEN_ANGLE | LIGHT_ATTEN_DISTANCE)
+#define LIGHT_WOLF_DEFAULT     (LIGHT_ATTEN_LINEAR | LIGHT_ATTEN_DISTANCE)
 
-    glEnd();
-  }
+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
 
-  {
-    glBegin(GL_LINE_LOOP);
+    // set default flags
+    iLightFlags = LIGHT_WOLF_DEFAULT;
 
-    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)
-      );
+    // inverse distance squared attenuation?
+    if (iSpawnFlags & 1) {
+      iLightFlags &= ~LIGHT_ATTEN_LINEAR;
+      iLightFlags |= LIGHT_ATTEN_ANGLE;
     }
+    // angle attenuate
+    if (iSpawnFlags & 2)
+      iLightFlags |= LIGHT_ATTEN_ANGLE;
+  } else {
+    // Spawnflags :
+    // 1: linear
+    // 2: no angle
 
-    glEnd();
-  }
-
-  {
-    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(
-        origin[0],
-        static_cast<float>(origin[1] + radius * dc),
-        static_cast<float>(origin[2] + radius * ds)
-      );
-    }
+    // 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();
-  }
+  return fEnvelope;
 }
 
-void light_draw_box_lines(const Vector3& origin, const Vector3 points[8])
+float CalculateLightRadius(entity_t * e, bool outer)
 {
-  //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]));
-
-  glVertex3fv(vector3_to_array(origin));
-  glVertex3fv(vector3_to_array(points[5]));
-
-  glVertex3fv(vector3_to_array(origin));
-  glVertex3fv(vector3_to_array(points[2]));
+  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
 
-  glVertex3fv(vector3_to_array(origin));
-  glVertex3fv(vector3_to_array(points[6]));
+    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[0]));
+    fEnvelope = fIntensity;
+  } else {
+    float fPointScale = 7500.f;
 
-  glVertex3fv(vector3_to_array(origin));
-  glVertex3fv(vector3_to_array(points[4]));
+    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[3]));
+  return fEnvelope;
+}
 
-  glVertex3fv(vector3_to_array(origin));
-  glVertex3fv(vector3_to_array(points[7]));
+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);
 
-  glEnd();
+  e->fLightEnvelope2[0] = CalculateLightRadius(e, TRUE);
+  e->fLightEnvelope2[1] = CalculateLightRadius(e, FALSE);
 }
 
-void light_draw_radius_wire(const Vector3& origin, const float envelope[3])
+void Light_OnKeyValueChanged(entity_t *e, const char *key, const char* value)
 {
-  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);
+  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);
+  }
 }
 
-void light_draw_radius_fill(const Vector3& origin, const float envelope[3])
+bool Entity_IsLight(entity_t *e)
 {
-  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);
+  return e->eclass != NULL && e->eclass->nShowFlags & ECLASS_LIGHT;//strncmp(ValueforKey(e, "classname"), "light") == 0
 }
 
-void light_vertices(const AABB& aabb_light, Vector3 points[6])
+static void DrawLightSphere(entity_t * e, int nGLState, int pref)
 {
-  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);
+  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;
 
-  // top, bottom, tleft, tright, bright, bleft
-  points[0] = Vector3(mid[0], mid[1], max[2]);
-  points[1] = Vector3(mid[0], mid[1], min[2]);
-  points[2] = Vector3(min[0], max[1], mid[2]);
-  points[3] = Vector3(max[0], max[1], mid[2]);
-  points[4] = Vector3(max[0], min[1], mid[2]);
-  points[5] = Vector3(min[0], min[1], mid[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();
 }
 
-void light_draw(const AABB& aabb_light, RenderStateFlags state)
-{
-  Vector3 points[6];
-  light_vertices(aabb_light, points);
+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 } };
 
-  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();
+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)
+{
+//  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();
   }
   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);
-#else
-    glBegin(GL_TRIANGLES);
-    for(unsigned int i = 0; i < sizeof(indices)/sizeof(index_t); ++i)
-    {
-      glVertex3fv(points[indices[i]]);
-    }
-    glEnd();
-#endif
+         g_QglTable.m_pfn_qglVertexPointer(3, GL_FLOAT, 0, points);
+         g_QglTable.m_pfn_qglDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, indices);
   }
 
 
   // 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);
 
-    glColor3f(0, 1, 0);
-    glBegin(GL_LINE_LOOP);
+    g_QglTable.m_pfn_qglColor3f(0, 1, 0);
+               g_QglTable.m_pfn_qglBegin(GL_LINE_LOOP);
     VectorAdd(vTarget, e->origin, vTemp);
     VectorAdd(vTemp, vRight, vTemp);
     VectorAdd(vTemp, vUp, vTemp);
-    glVertex3fv(e->origin);
-    glVertex3fv(vTemp);
+    g_QglTable.m_pfn_qglVertex3fv(e->origin);
+    g_QglTable.m_pfn_qglVertex3fv(vTemp);
     VectorAdd(vTarget, e->origin, vTemp);
     VectorAdd(vTemp, vUp, vTemp);
     VectorSubtract(vTemp, vRight, vTemp);
-    glVertex3fv(e->origin);
-    glVertex3fv(vTemp);
+    g_QglTable.m_pfn_qglVertex3fv(e->origin);
+    g_QglTable.m_pfn_qglVertex3fv(vTemp);
     VectorAdd(vTarget, e->origin, vTemp);
     VectorAdd(vTemp, vRight, vTemp);
     VectorSubtract(vTemp, vUp, vTemp);
-    glVertex3fv(e->origin);
-    glVertex3fv(vTemp);
+    g_QglTable.m_pfn_qglVertex3fv(e->origin);
+    g_QglTable.m_pfn_qglVertex3fv(vTemp);
     VectorAdd(vTarget, e->origin, vTemp);
     VectorSubtract(vTemp, vUp, vTemp);
     VectorSubtract(vTemp, vRight, vTemp);
-    glVertex3fv(e->origin);
-    glVertex3fv(vTemp);
-    glEnd();
+    g_QglTable.m_pfn_qglVertex3fv(e->origin);
+    g_QglTable.m_pfn_qglVertex3fv(vTemp);
+    g_QglTable.m_pfn_qglEnd();
 
   }
-#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;
 
-
-bool spawnflags_linear(int flags)
-{
-  if( g_lightType == LIGHTTYPE_RTCW )
+  if(nGLState & DRAW_GL_FILL)
   {
-    // Spawnflags :
-    // 1: nonlinear
-    // 2: angle
-
-    return !(flags & 1);
+    DrawLightSphere(e, nGLState, pref);
   }
   else
   {
-    // 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)
-    {
-      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 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;
-};
-
-const Vector3 c_defaultDoom3LightRadius = Vector3(300, 300, 300);
-class Doom3LightRadius
-{
-public:
-  Vector3 m_radius;
-  Vector3 m_radiusTransformed;
-  Vector3 m_center;
-  Callback m_changed;
-  bool m_useCenterKey;
-
-  Doom3LightRadius() : m_radius(c_defaultDoom3LightRadius), m_center(0, 0, 0), m_useCenterKey(false)
-  {
-  }
-
-  void lightRadiusChanged(const char* value)
-  {
-    if(!string_parse_vector3(value, m_radius))
-    {
-      m_radius = c_defaultDoom3LightRadius;
-    }
-    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
+    // Arnout: FIXME: clean this up a bit
+    // now draw lighting radius stuff...
+    if (pref)
     {
-      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;
+      bool bDrawSpotlightArc = false;
+      int nPasses = pref == 1 ? 3 : 2;
 
-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);
-  }
-};
+      const char *target = ValueForKey(e, "target");
+      bool bIsSpotLight = !!target[0];
 
-inline void default_extents(Vector3& extents)
-{
-  extents = Vector3(8, 8, 8);
-}
+      /*!\todo Spotlight..
+      if (bIsSpotLight)
+      {
+        // find the origin of the target...
+        entity_t *e = FindEntity("targetname", target);
 
-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;
-  }
-};
+        if (e)
+          bDrawSpotlightArc = true;
+      }
+      */
 
-class LightShader
-{
-  ShaderRef m_shader;
-  void setDefault()
-  {
-    m_shader.setName(m_defaultShader);
-  }
-public:
-  static const char* m_defaultShader;
+      g_QglTable.m_pfn_qglPushAttrib(GL_LINE_BIT);
+      g_QglTable.m_pfn_qglLineStipple(8, 0xAAAA);
+      g_QglTable.m_pfn_qglEnable(GL_LINE_STIPPLE);
 
-  LightShader()
-  {
-    setDefault();
-  }
-  void valueChanged(const char* value)
-  {
-    if(string_empty(value))
-    {
-      setDefault();
-    }
-    else
-    {
-      m_shader.setName(value);
+      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();
     }
-    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);
-    }
-  }
-
-  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_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_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;
-      if(m_doom3Radius.m_radius == c_defaultDoom3LightRadius)
-      {
-        m_entity.setKeyValue("light_radius", "");
-      }
-      else
-      {
-        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();
-      AABB aabb(m_dragPlanes.evaluateResize(translation_to_local(getTranslation(), rotation())));
-      aabb.origin = m_contained.aabb().origin + translation_from_local(aabb.origin - m_contained.aabb().origin, rotation());
-
-      m_contained.setLightRadius(aabb);
-    }
-  }
-  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();
-}