]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
UNMERGE
authorhavoc havoc@d7cf8633-e32d-0410-b094-e92efae38249 <>
Fri, 17 Sep 2010 08:56:55 +0000 (08:56 +0000)
committerRudolf Polzer <divverent@alientrap.org>
Fri, 24 Sep 2010 20:00:11 +0000 (22:00 +0200)
remove r_shadow_texturetype cvar (now always uses 2D textures), remove shadowmap cube and rect support
removed GL_ARB_texture_rectangle texture support throughout engine (nothing using it)
refactored D3D9 path in R_Mesh_SetRenderTargets in unsuccessful attempt to fix D3D9 shadowmapping

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10467 d7cf8633-e32d-0410-b094-e92efae38249
::stable-branch::unmerge=5896a10952478d0f0f805aca72f1bb268ace7d81

gl_backend.c
gl_rmain.c
gl_textures.c
glquake.h
r_shadow.c
r_textures.h
render.h
vid.h
vid_shared.c

index 3596dc4f73d07215621a874efe92b60c93aea408..15adfc73832cd2947119079c5f8cf942b7d5ea16 100644 (file)
@@ -110,7 +110,7 @@ typedef struct gltextureunit_s
        size_t pointer_texcoord_offset;
 
        rtexture_t *texture;
-       int t2d, t3d, tcubemap;
+       int t2d, t3d, tcubemap, trectangle;
        int arrayenabled;
        int rgbscale, alphascale;
        int combine;
@@ -183,8 +183,8 @@ typedef struct gl_state_s
        qboolean active;
 
 #ifdef SUPPORTD3D
-//     rtexture_t *d3drt_depthtexture;
-//     rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
+       rtexture_t *d3drt_depthtexture;
+       rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
        IDirect3DSurface9 *d3drt_depthsurface;
        IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
        IDirect3DSurface9 *d3drt_backbufferdepthsurface;
@@ -379,26 +379,6 @@ static void gl_backend_devicelost(void)
 #ifdef SUPPORTD3D
        gl_state.d3dvertexbuffer = NULL;
 #endif
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
-               break;
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-               IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
-               IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       }
        endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
        for (i = 0;i < endindex;i++)
        {
@@ -436,26 +416,6 @@ static void gl_backend_devicelost(void)
 
 static void gl_backend_devicerestored(void)
 {
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
-               break;
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-               IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
-               IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       }
 }
 
 void gl_backend_init(void)
@@ -988,42 +948,6 @@ void R_Mesh_DestroyFramebufferObject(int fbo)
        }
 }
 
-#ifdef SUPPORTD3D
-void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
-{
-// LordHavoc: for some weird reason the redundant SetDepthStencilSurface calls are necessary (otherwise the lights fail depth test, as if they were using the shadowmap depth surface and render target still)
-//     if (gl_state.d3drt_depthsurface == depthsurface && gl_state.d3drt_colorsurfaces[0] == colorsurface0 && gl_state.d3drt_colorsurfaces[1] == colorsurface1 && gl_state.d3drt_colorsurfaces[2] == colorsurface2 && gl_state.d3drt_colorsurfaces[3] == colorsurface3)
-//             return;
-
-       gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
-//     if (gl_state.d3drt_depthsurface != depthsurface)
-       {
-               gl_state.d3drt_depthsurface = depthsurface;
-               IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
-       }
-       if (gl_state.d3drt_colorsurfaces[0] != colorsurface0)
-       {
-               gl_state.d3drt_colorsurfaces[0] = colorsurface0;
-               IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]);
-       }
-       if (gl_state.d3drt_colorsurfaces[1] != colorsurface1)
-       {
-               gl_state.d3drt_colorsurfaces[1] = colorsurface1;
-               IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]);
-       }
-       if (gl_state.d3drt_colorsurfaces[2] != colorsurface2)
-       {
-               gl_state.d3drt_colorsurfaces[2] = colorsurface2;
-               IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]);
-       }
-       if (gl_state.d3drt_colorsurfaces[3] != colorsurface3)
-       {
-               gl_state.d3drt_colorsurfaces[3] = colorsurface3;
-               IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]);
-       }
-}
-#endif
-
 void R_Mesh_ResetRenderTargets(void)
 {
        switch(vid.renderpath)
@@ -1040,7 +964,22 @@ void R_Mesh_ResetRenderTargets(void)
                break;
        case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
-               R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
+               if (gl_state.framebufferobject)
+               {
+                       unsigned int i;
+                       gl_state.framebufferobject = 0;
+                       IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_backbufferdepthsurface);
+                       IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_backbuffercolorsurface);
+                       gl_state.d3drt_depthsurface = NULL;
+                       for (i = 1;i < vid.maxdrawbuffers;i++)
+                       {
+                               if (gl_state.d3drt_colorsurfaces[i])
+                               {
+                                       gl_state.d3drt_colorsurfaces[i] = NULL;
+                                       IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, NULL);
+                               }
+                       }
+               }
 #endif
                break;
        case RENDERPATH_D3D10:
@@ -1084,22 +1023,27 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo
                // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
                if (fbo)
                {
-                       IDirect3DSurface9 *colorsurfaces[4];
-                       for (i = 0;i < 4;i++)
+                       gl_state.framebufferobject = 1;
+                       gl_state.d3drt_depthtexture = depthtexture;
+                       if (gl_state.d3drt_depthtexture)
+                               IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, (IDirect3DSurface9 *)gl_state.d3drt_depthtexture->d3dtexture);
+                       else
+                               IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, NULL);
+                       for (i = 0;i < vid.maxdrawbuffers;i++)
                        {
-                               colorsurfaces[i] = NULL;
-                               if (textures[i])
-                                       IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &colorsurfaces[i]);
+                               gl_state.d3drt_colortextures[i] = textures[i];
+                               if (gl_state.d3drt_colortextures[i])
+                               {
+                                       IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)gl_state.d3drt_colortextures[i]->d3dtexture, 0, &gl_state.d3drt_colorsurfaces[i]);
+                                       IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, gl_state.d3drt_colorsurfaces[i]);
+                                       IDirect3DSurface9_Release(gl_state.d3drt_colorsurfaces[i]);
+                               }
+                               else
+                                       IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, i ? NULL : gl_state.d3drt_backbuffercolorsurface);
                        }
-                       // set the render targets for real
-                       R_Mesh_SetRenderTargetsD3D9(depthtexture ? (IDirect3DSurface9 *)depthtexture->d3dtexture : NULL, colorsurfaces[0], colorsurfaces[1], colorsurfaces[2], colorsurfaces[3]);
-                       // release the texture surface levels (they won't be lost while bound...)
-                       for (i = 0;i < 4;i++)
-                               if (textures[i])
-                                       IDirect3DSurface9_Release(colorsurfaces[i]);
                }
                else
-                       R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
+                       R_Mesh_ResetRenderTargets();
 #endif
                break;
        case RENDERPATH_D3D10:
@@ -1240,6 +1184,10 @@ static void GL_Backend_ResetState(void)
                        {
                                qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
                        }
+                       if (vid.support.arb_texture_rectangle)
+                       {
+                               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
+                       }
                }
 
                for (i = 0;i < vid.texarrayunits;i++)
@@ -1307,6 +1255,11 @@ static void GL_Backend_ResetState(void)
                                qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
                                qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
                        }
+                       if (vid.support.arb_texture_rectangle)
+                       {
+                               qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+                               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
+                       }
                        GL_BindVBO(0);
                        qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
                        qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
@@ -2122,7 +2075,6 @@ void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpi
 void R_Mesh_Start(void)
 {
        BACKENDACTIVECHECK
-       R_Mesh_ResetRenderTargets();
        R_Mesh_SetUseVBO();
        if (gl_printcheckerror.integer && !gl_paranoid.integer)
        {
@@ -2607,7 +2559,6 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
 // restores backend state, used when done with 3D rendering
 void R_Mesh_Finish(void)
 {
-       R_Mesh_ResetRenderTargets();
 }
 
 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16)
@@ -2885,6 +2836,8 @@ int R_Mesh_TexBound(unsigned int unitnum, int id)
                return unit->t3d;
        if (id == GL_TEXTURE_CUBE_MAP_ARB)
                return unit->tcubemap;
+       if (id == GL_TEXTURE_RECTANGLE_ARB)
+               return unit->trectangle;
        return 0;
 }
 
@@ -2966,6 +2919,7 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
                case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
                case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
                case GL_TEXTURE_CUBE_MAP_ARB: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR}break;
+               case GL_TEXTURE_RECTANGLE_ARB: if (unit->trectangle != texnum) {GL_ActiveTexture(unitnum);unit->trectangle = texnum;qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR}break;
                }
                break;
        case RENDERPATH_GL13:
@@ -3258,6 +3212,12 @@ void R_Mesh_ResetTextureState(void)
                                GL_ActiveTexture(unitnum);
                                qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
                        }
+                       if (unit->trectangle)
+                       {
+                               unit->trectangle = 0;
+                               GL_ActiveTexture(unitnum);
+                               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+                       }
                }
                for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
                {
@@ -3310,6 +3270,13 @@ void R_Mesh_ResetTextureState(void)
                                qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
                                qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
                        }
+                       if (unit->trectangle)
+                       {
+                               unit->trectangle = 0;
+                               GL_ActiveTexture(unitnum);
+                               qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+                               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+                       }
                        if (unit->arrayenabled)
                        {
                                unit->arrayenabled = false;
index 885453db2243262f6f5af269a82ac024635b604e..683a165556e8e6d5c73042f0f4356e7518ba2a19 100644 (file)
@@ -587,6 +587,10 @@ static const char *builtinshaderstring =
 "#define USEEYEVECTOR\n"
 "#endif\n"
 "\n"
+"#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
+"# extension GL_ARB_texture_rectangle : enable\n"
+"#endif\n"
+"\n"
 "#ifdef USESHADOWMAP2D\n"
 "# ifdef GL_EXT_gpu_shader4\n"
 "#   extension GL_EXT_gpu_shader4 : enable\n"
@@ -600,6 +604,10 @@ static const char *builtinshaderstring =
 "# endif\n"
 "#endif\n"
 "\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"# extension GL_EXT_gpu_shader4 : enable\n"
+"#endif\n"
+"\n"
 "//#ifdef USESHADOWSAMPLER\n"
 "//# extension GL_ARB_shadow : enable\n"
 "//#endif\n"
@@ -1144,6 +1152,14 @@ static const char *builtinshaderstring =
 "\n"
 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
 "\n"
+"#ifdef USESHADOWMAPRECT\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
+"# else\n"
+"uniform sampler2DRect Texture_ShadowMapRect;\n"
+"# endif\n"
+"#endif\n"
+"\n"
 "#ifdef USESHADOWMAP2D\n"
 "# ifdef USESHADOWSAMPLER\n"
 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
@@ -1156,12 +1172,20 @@ static const char *builtinshaderstring =
 "uniform samplerCube Texture_CubeProjection;\n"
 "#endif\n"
 "\n"
-"#if defined(USESHADOWMAP2D)\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform samplerCubeShadow Texture_ShadowMapCube;\n"
+"# else\n"
+"uniform samplerCube Texture_ShadowMapCube;\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
 "uniform vec2 ShadowMap_TextureScale;\n"
 "uniform vec4 ShadowMap_Parameters;\n"
 "#endif\n"
 "\n"
-"#if defined(USESHADOWMAP2D)\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
 "# ifdef USESHADOWMAPORTHO\n"
 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
 "# else\n"
@@ -1186,7 +1210,63 @@ static const char *builtinshaderstring =
 "}\n"
 "#  endif\n"
 "# endif\n"
-"#endif // defined(USESHADOWMAP2D)\n"
+"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
+"\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"vec4 GetShadowMapTCCube(vec3 dir)\n"
+"{\n"
+"      vec3 adir = abs(dir);\n"
+"      return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
+"}\n"
+"#endif\n"
+"\n"
+"# ifdef USESHADOWMAPRECT\n"
+"float ShadowMapCompare(vec3 dir)\n"
+"{\n"
+"      vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
+"      float f;\n"
+"#  ifdef USESHADOWSAMPLER\n"
+"\n"
+"#    ifdef USESHADOWMAPPCF\n"
+"#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
+"      f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
+"#    else\n"
+"      f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
+"#    endif\n"
+"\n"
+"#  else\n"
+"\n"
+"#    ifdef USESHADOWMAPPCF\n"
+"#      if USESHADOWMAPPCF > 1\n"
+"#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
+"      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
+"      vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
+"      vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
+"      vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
+"      vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
+"      vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
+"      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
+"#      else\n"
+"#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
+"      vec2 offset = fract(shadowmaptc.xy);\n"
+"      vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
+"      vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
+"      vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
+"      vec3 cols = row2 + mix(row1, row3, offset.y);\n"
+"      f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
+"#      endif\n"
+"#    else\n"
+"      f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
+"#    endif\n"
+"\n"
+"#  endif\n"
+"#  ifdef USESHADOWMAPORTHO\n"
+"      return mix(ShadowMap_Parameters.w, 1.0, f);\n"
+"#  else\n"
+"      return f;\n"
+"#  endif\n"
+"}\n"
+"# endif\n"
 "\n"
 "# ifdef USESHADOWMAP2D\n"
 "float ShadowMapCompare(vec3 dir)\n"
@@ -1275,6 +1355,21 @@ static const char *builtinshaderstring =
 "#  endif\n"
 "}\n"
 "# endif\n"
+"\n"
+"# ifdef USESHADOWMAPCUBE\n"
+"float ShadowMapCompare(vec3 dir)\n"
+"{\n"
+"      // apply depth texture cubemap as light filter\n"
+"      vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
+"      float f;\n"
+"#  ifdef USESHADOWSAMPLER\n"
+"      f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
+"#  else\n"
+"      f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
+"#  endif\n"
+"      return f;\n"
+"}\n"
+"# endif\n"
 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
 "#endif // FRAGMENT_SHADER\n"
 "\n"
@@ -1401,7 +1496,7 @@ static const char *builtinshaderstring =
 "#  endif\n"
 "#endif\n"
 "\n"
-"#if defined(USESHADOWMAP2D)\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
 "      fade *= ShadowMapCompare(CubeVector);\n"
 "#endif\n"
 "\n"
@@ -1615,7 +1710,7 @@ static const char *builtinshaderstring =
 "#endif\n"
 "      color.rgb *= LightColor;\n"
 "      color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
-"#if defined(USESHADOWMAP2D)\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
 "      color.rgb *= ShadowMapCompare(CubeVector);\n"
 "#endif\n"
 "# ifdef USECUBEFILTER\n"
@@ -2307,7 +2402,7 @@ const char *builtincgshaderstring =
 "#endif // USEOFFSETMAPPING\n"
 "\n"
 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
-"#if defined(USESHADOWMAP2D)\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
 "# ifdef USESHADOWMAPORTHO\n"
 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
 "# else\n"
@@ -2336,7 +2431,71 @@ const char *builtincgshaderstring =
 "}\n"
 "#  endif\n"
 "# endif\n"
-"#endif // defined(USESHADOWMAP2D)\n"
+"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
+"\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
+"{\n"
+"      float3 adir = abs(dir);\n"
+"      return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
+"}\n"
+"#endif\n"
+"\n"
+"# ifdef USESHADOWMAPRECT\n"
+"#ifdef USESHADOWMAPVSDCT\n"
+"float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
+"#else\n"
+"float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
+"#endif\n"
+"{\n"
+"#ifdef USESHADOWMAPVSDCT\n"
+"      float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
+"#else\n"
+"      float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
+"#endif\n"
+"      float f;\n"
+"#  ifdef USESHADOWSAMPLER\n"
+"\n"
+"#    ifdef USESHADOWMAPPCF\n"
+"#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
+"      f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
+"#    else\n"
+"      f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
+"#    endif\n"
+"\n"
+"#  else\n"
+"\n"
+"#    ifdef USESHADOWMAPPCF\n"
+"#      if USESHADOWMAPPCF > 1\n"
+"#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
+"      float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
+"      float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
+"      float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
+"      float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
+"      float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
+"      float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
+"      f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
+"#      else\n"
+"#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
+"      float2 offset = frac(shadowmaptc.xy);\n"
+"      float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
+"      float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
+"      float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
+"      float3 cols = row2 + lerp(row1, row3, offset.y);\n"
+"      f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
+"#      endif\n"
+"#    else\n"
+"      f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
+"#    endif\n"
+"\n"
+"#  endif\n"
+"#  ifdef USESHADOWMAPORTHO\n"
+"      return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
+"#  else\n"
+"      return f;\n"
+"#  endif\n"
+"}\n"
+"# endif\n"
 "\n"
 "# ifdef USESHADOWMAP2D\n"
 "#ifdef USESHADOWMAPVSDCT\n"
@@ -2433,6 +2592,21 @@ const char *builtincgshaderstring =
 "#  endif\n"
 "}\n"
 "# endif\n"
+"\n"
+"# ifdef USESHADOWMAPCUBE\n"
+"float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
+"{\n"
+"      // apply depth texture cubemap as light filter\n"
+"      float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
+"      float f;\n"
+"#  ifdef USESHADOWSAMPLER\n"
+"      f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
+"#  else\n"
+"      f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
+"#  endif\n"
+"      return f;\n"
+"}\n"
+"# endif\n"
 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
 "#endif // FRAGMENT_SHADER\n"
 "\n"
@@ -2598,6 +2772,14 @@ const char *builtincgshaderstring =
 "uniform samplerCUBE Texture_Cube : register(s10),\n"
 "#endif\n"
 "\n"
+"#ifdef USESHADOWMAPRECT\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
+"# else\n"
+"uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
+"# endif\n"
+"#endif\n"
+"\n"
 "#ifdef USESHADOWMAP2D\n"
 "# ifdef USESHADOWSAMPLER\n"
 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
@@ -2610,7 +2792,15 @@ const char *builtincgshaderstring =
 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
 "#endif\n"
 "\n"
-"#if defined(USESHADOWMAP2D)\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
+"# else\n"
+"uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
 "uniform float4 ShadowMap_Parameters : register(c34),\n"
 "#endif\n"
@@ -2650,8 +2840,18 @@ const char *builtincgshaderstring =
 "#  endif\n"
 "#endif\n"
 "\n"
-"#if defined(USESHADOWMAP2D)\n"
-"      fade *= ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
+"#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
+"      fade *= ShadowMapCompare(CubeVector,\n"
+"# if defined(USESHADOWMAP2D)\n"
+"Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
+"# endif\n"
+"# if defined(USESHADOWMAPRECT)\n"
+"Texture_ShadowMapRect, ShadowMap_Parameters\n"
+"# endif\n"
+"# if defined(USESHADOWMAPCUBE)\n"
+"Texture_ShadowMapCube, ShadowMap_Parameters\n"
+"# endif\n"
+"\n"
 "#ifdef USESHADOWMAPVSDCT\n"
 ", Texture_CubeProjection\n"
 "#endif\n"
@@ -2961,6 +3161,14 @@ const char *builtincgshaderstring =
 "\n"
 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
 "\n"
+"#ifdef USESHADOWMAPRECT\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
+"# else\n"
+"uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
+"# endif\n"
+"#endif\n"
+"\n"
 "#ifdef USESHADOWMAP2D\n"
 "# ifdef USESHADOWSAMPLER\n"
 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
@@ -2973,7 +3181,15 @@ const char *builtincgshaderstring =
 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
 "#endif\n"
 "\n"
-"#if defined(USESHADOWMAP2D)\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
+"# else\n"
+"uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
 "uniform float4 ShadowMap_Parameters : register(c34),\n"
 "#endif\n"
@@ -3058,8 +3274,18 @@ const char *builtincgshaderstring =
 "#endif\n"
 "      color.rgb *= LightColor;\n"
 "      color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
-"#if defined(USESHADOWMAP2D)\n"
-"      color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
+"      color.rgb *= half(ShadowMapCompare(CubeVector,\n"
+"# if defined(USESHADOWMAP2D)\n"
+"Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
+"# endif\n"
+"# if defined(USESHADOWMAPRECT)\n"
+"Texture_ShadowMapRect, ShadowMap_Parameters\n"
+"# endif\n"
+"# if defined(USESHADOWMAPCUBE)\n"
+"Texture_ShadowMapCube, ShadowMap_Parameters\n"
+"# endif\n"
+"\n"
 "#ifdef USESHADOWMAPVSDCT\n"
 ", Texture_CubeProjection\n"
 "#endif\n"
@@ -3165,7 +3391,14 @@ const char *builtincgshaderstring =
 "#endif\n"
 "\n"
 "#ifdef USESHADOWMAPORTHO\n"
-"      color.rgb *= ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale);\n"
+"      color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
+"# if defined(USESHADOWMAP2D)\n"
+"Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
+"# endif\n"
+"# if defined(USESHADOWMAPRECT)\n"
+"Texture_ShadowMapRect, ShadowMap_Parameters\n"
+"# endif\n"
+"      );\n"
 "#endif\n"
 "\n"
 "#ifdef USEDEFERREDLIGHTMAP\n"
@@ -3263,17 +3496,19 @@ typedef enum shaderpermutation_e
        SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
        SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
        SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
-       SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
-       SHADERPERMUTATION_SHADOWMAPPCF = 1<<19, ///< (lightsource) use percentage closer filtering on shadowmap test results
-       SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<20, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
-       SHADERPERMUTATION_SHADOWSAMPLER = 1<<21, ///< (lightsource) use hardware shadowmap test
-       SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<22, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
-       SHADERPERMUTATION_SHADOWMAPORTHO = 1<<23, //< (lightsource) use orthographic shadowmap projection
-       SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
-       SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
-       SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
-       SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
-       SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
+       SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
+       SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
+       SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
+       SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
+       SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
+       SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
+       SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
+       SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
+       SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
+       SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
+       SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
+       SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
+       SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
 }
 shaderpermutation_t;
 
@@ -3298,6 +3533,8 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USEREFLECTION\n", " reflection"},
        {"#define USEOFFSETMAPPING\n", " offsetmapping"},
        {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
+       {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
+       {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
        {"#define USESHADOWMAP2D\n", " shadowmap2d"},
        {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
        {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
@@ -3427,6 +3664,8 @@ typedef struct r_glsl_permutation_s
        int loc_Texture_Cube;
        int loc_Texture_Refraction;
        int loc_Texture_Reflection;
+       int loc_Texture_ShadowMapRect;
+       int loc_Texture_ShadowMapCube;
        int loc_Texture_ShadowMap2D;
        int loc_Texture_CubeProjection;
        int loc_Texture_ScreenDepth;
@@ -3653,6 +3892,8 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
                p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
                p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
+               p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
+               p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
                p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
                p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
                p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
@@ -3735,6 +3976,8 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
                if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
                if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
+               if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
+               if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
                if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
                if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
                if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
@@ -3850,6 +4093,8 @@ typedef struct r_cg_permutation_s
        CGparameter fp_Texture_Cube;
        CGparameter fp_Texture_Refraction;
        CGparameter fp_Texture_Reflection;
+       CGparameter fp_Texture_ShadowMapRect;
+       CGparameter fp_Texture_ShadowMapCube;
        CGparameter fp_Texture_ShadowMap2D;
        CGparameter fp_Texture_CubeProjection;
        CGparameter fp_Texture_ScreenDepth;
@@ -4148,6 +4393,8 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
                p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
                p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
                p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
+               p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
+               p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
                p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
                p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
                p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
@@ -5034,6 +5281,8 @@ extern cvar_t r_shadow_deferred_8bitrange;
 extern rtexture_t *r_shadow_attenuationgradienttexture;
 extern rtexture_t *r_shadow_attenuation2dtexture;
 extern rtexture_t *r_shadow_attenuation3dtexture;
+extern qboolean r_shadow_usingshadowmaprect;
+extern qboolean r_shadow_usingshadowmapcube;
 extern qboolean r_shadow_usingshadowmap2d;
 extern qboolean r_shadow_usingshadowmaportho;
 extern float r_shadow_shadowmap_texturescale[2];
@@ -5041,7 +5290,9 @@ extern float r_shadow_shadowmap_parameters[4];
 extern qboolean r_shadow_shadowmapvsdct;
 extern qboolean r_shadow_shadowmapsampler;
 extern int r_shadow_shadowmappcf;
+extern rtexture_t *r_shadow_shadowmaprectangletexture;
 extern rtexture_t *r_shadow_shadowmap2dtexture;
+extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
 extern matrix4x4_t r_shadow_shadowmapmatrix;
@@ -5239,10 +5490,15 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
                if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
-               if (r_shadow_usingshadowmap2d)
-               {
-                       permutation |= SHADERPERMUTATION_SHADOWMAP2D;
-                       if(r_shadow_shadowmapvsdct)
+               if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
+               {
+                       if (r_shadow_usingshadowmaprect)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+                       if (r_shadow_usingshadowmap2d)
+                               permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+                       if (r_shadow_usingshadowmapcube)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
+                       else if(r_shadow_shadowmapvsdct)
                                permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
 
                        if (r_shadow_shadowmapsampler)
@@ -5287,7 +5543,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
                {
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
-                       permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+                       if (r_shadow_usingshadowmaprect)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+                       if (r_shadow_usingshadowmap2d)
+                               permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
                        if (r_shadow_shadowmapsampler)
                                permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
@@ -5339,7 +5598,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
                {
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
-                       permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+                       if (r_shadow_usingshadowmaprect)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+                       if (r_shadow_usingshadowmap2d)
+                               permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
                        if (r_shadow_shadowmapsampler)
                                permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
@@ -5386,7 +5648,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
                {
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
-                       permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+                       if (r_shadow_usingshadowmaprect)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+                       if (r_shadow_usingshadowmap2d)
+                               permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
                        if (r_shadow_shadowmapsampler)
                                permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
@@ -5432,7 +5697,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
                {
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
-                       permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+                       if (r_shadow_usingshadowmaprect)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+                       if (r_shadow_usingshadowmap2d)
+                               permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
                        if (r_shadow_shadowmapsampler)
                                permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
@@ -5777,9 +6045,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
                {
                        if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
+                       if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
                        if (rsurface.rtlight)
                        {
                                if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
+                               if (r_shadow_usingshadowmapcube)
+                                       if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
                                if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
                        }
                }
@@ -5944,9 +6215,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
                {
                        if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
+                       if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
                        if (rsurface.rtlight)
                        {
                                if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
+                               if (r_shadow_usingshadowmapcube)
+                                       if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
                                if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
                        }
                }
@@ -5991,10 +6265,15 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                if (r_shadow_glossexact.integer)
                        permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
        }
-       if (r_shadow_usingshadowmap2d)
+       if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
        {
-               permutation |= SHADERPERMUTATION_SHADOWMAP2D;
-               if (r_shadow_shadowmapvsdct)
+               if (r_shadow_usingshadowmaprect)
+                       permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+               if (r_shadow_usingshadowmap2d)
+                       permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+               if (r_shadow_usingshadowmapcube)
+                       permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
+               else if(r_shadow_shadowmapvsdct)
                        permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
 
                if (r_shadow_shadowmapsampler)
@@ -6028,6 +6307,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
                R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
                R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
+               R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
+               if (r_shadow_usingshadowmapcube)
+                       R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
                R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
                R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
 #endif
@@ -6055,6 +6337,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
                if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
                if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
+               if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
+               if (r_shadow_usingshadowmapcube)
+                       if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
                if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
                if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
                break;
@@ -6076,6 +6361,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
+               if (r_shadow_usingshadowmapcube)
+                       if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
                if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
 #endif
index 455924b68c985359be67ae5ca398a4c5d12853a8..96783250eac49258a543d7257dd199982bc88224 100644 (file)
@@ -95,12 +95,13 @@ typedef enum gltexturetype_e
        GLTEXTURETYPE_2D,
        GLTEXTURETYPE_3D,
        GLTEXTURETYPE_CUBEMAP,
+       GLTEXTURETYPE_RECTANGLE,
        GLTEXTURETYPE_TOTAL
 }
 gltexturetype_t;
 
-static int gltexturetypeenums[GLTEXTURETYPE_TOTAL] = {GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP_ARB};
-static int gltexturetypedimensions[GLTEXTURETYPE_TOTAL] = {2, 3, 2};
+static int gltexturetypeenums[GLTEXTURETYPE_TOTAL] = {GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_RECTANGLE_ARB};
+static int gltexturetypedimensions[GLTEXTURETYPE_TOTAL] = {2, 3, 2, 2};
 static int cubemapside[6] =
 {
        GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
@@ -1212,6 +1213,9 @@ static void R_UploadFullTexture(gltexture_t *glt, const unsigned char *data)
                                }
                        }
                        break;
+               case GLTEXTURETYPE_RECTANGLE:
+                       qglTexImage2D(GL_TEXTURE_RECTANGLE_ARB, mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, NULL);CHECKGLERROR
+                       break;
                }
                GL_SetupTextureParameters(glt->flags, glt->textype->textype, glt->texturetype);
                qglBindTexture(gltexturetypeenums[glt->texturetype], oldbindtexnum);CHECKGLERROR
@@ -1315,6 +1319,9 @@ static void R_UploadFullTexture(gltexture_t *glt, const unsigned char *data)
                                        }
                                }
                                break;
+                       case GLTEXTURETYPE_RECTANGLE:
+                               Sys_Error("Direct3D does not have RECTANGLE textures\n");
+                               break;
                        }
                }
                glt->d3daddressw = 0;
@@ -1381,6 +1388,11 @@ static rtexture_t *R_SetupTexture(rtexturepool_t *rtexturepool, const char *iden
        if (cls.state == ca_dedicated)
                return NULL;
 
+       if (texturetype == GLTEXTURETYPE_RECTANGLE && !vid.support.arb_texture_rectangle)
+       {
+               Con_Printf ("R_LoadTexture: rectangle texture not supported by driver\n");
+               return NULL;
+       }
        if (texturetype == GLTEXTURETYPE_CUBEMAP && !vid.support.arb_texture_cube_map)
        {
                Con_Printf ("R_LoadTexture: cubemap texture not supported by driver\n");
@@ -1603,6 +1615,11 @@ rtexture_t *R_LoadTextureCubeMap(rtexturepool_t *rtexturepool, const char *ident
        return R_SetupTexture(rtexturepool, identifier, width, width, 1, 6, flags, miplevel, textype, GLTEXTURETYPE_CUBEMAP, data, palette);
 }
 
+rtexture_t *R_LoadTextureRectangle(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, const unsigned char *data, textype_t textype, int flags, int miplevel, const unsigned int *palette)
+{
+       return R_SetupTexture(rtexturepool, identifier, width, height, 1, 1, flags, miplevel, textype, GLTEXTURETYPE_RECTANGLE, data, palette);
+}
+
 static int R_ShadowMapTextureFlags(int precision, qboolean filter)
 {
        int flags = TEXF_RENDERTARGET | TEXF_CLAMP;
@@ -1615,11 +1632,21 @@ static int R_ShadowMapTextureFlags(int precision, qboolean filter)
        return flags;
 }
 
+rtexture_t *R_LoadTextureShadowMapRectangle(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int precision, qboolean filter)
+{
+       return R_SetupTexture(rtexturepool, identifier, width, height, 1, 1, R_ShadowMapTextureFlags(precision, filter), -1, TEXTYPE_SHADOWMAP, GLTEXTURETYPE_RECTANGLE, NULL, NULL);
+}
+
 rtexture_t *R_LoadTextureShadowMap2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int precision, qboolean filter)
 {
        return R_SetupTexture(rtexturepool, identifier, width, height, 1, 1, R_ShadowMapTextureFlags(precision, filter), -1, TEXTYPE_SHADOWMAP, GLTEXTURETYPE_2D, NULL, NULL);
 }
 
+rtexture_t *R_LoadTextureShadowMapCube(rtexturepool_t *rtexturepool, const char *identifier, int width, int precision, qboolean filter)
+{
+    return R_SetupTexture(rtexturepool, identifier, width, width, 1, 6, R_ShadowMapTextureFlags(precision, filter), -1, TEXTYPE_SHADOWMAP, GLTEXTURETYPE_CUBEMAP, NULL, NULL);
+}
+
 int R_SaveTextureDDSFile(rtexture_t *rt, const char *filename, qboolean skipuncompressed, qboolean hasalpha)
 {
        gltexture_t *glt = (gltexture_t *)rt;
index 460650239da5f5ad20efaf988b8b07230c6af76b..c1311f49e9f05b5f2e2ae9ea37b85fbc8256f35d 100644 (file)
--- a/glquake.h
+++ b/glquake.h
@@ -406,6 +406,15 @@ extern void (GLAPIENTRY *qglCopyTexSubImage3D)(GLenum target, GLint level, GLint
 #define GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB               0x851C
 #endif
 
+#ifndef GL_TEXTURE_RECTANGLE_ARB
+#define GL_TEXTURE_RECTANGLE_ARB            0x84F5
+#define GL_TEXTURE_BINDING_RECTANGLE_ARB    0x84F6
+#define GL_PROXY_TEXTURE_RECTANGLE_ARB      0x84F7
+#define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB   0x84F8
+#define GL_SAMPLER_2D_RECT_ARB              0x8B63
+#define GL_SAMPLER_2D_RECT_SHADOW_ARB       0x8B64
+#endif
+
 #ifndef GL_DEPTH_COMPONENT16_ARB
 #define GL_DEPTH_COMPONENT16_ARB       0x81A5
 #define GL_DEPTH_COMPONENT24_ARB       0x81A6
index 08bec055ab5046289fa0348de819d66c041d7c5d..706c6410df1362306a8075a2fb96a1e7ce21f3d0 100644 (file)
@@ -163,14 +163,18 @@ typedef enum r_shadow_rendermode_e
        R_SHADOW_RENDERMODE_LIGHT_GLSL,
        R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
        R_SHADOW_RENDERMODE_VISIBLELIGHTING,
-       R_SHADOW_RENDERMODE_SHADOWMAP2D
+       R_SHADOW_RENDERMODE_SHADOWMAP2D,
+       R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
+       R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE
 }
 r_shadow_rendermode_t;
 
 typedef enum r_shadow_shadowmode_e
 {
     R_SHADOW_SHADOWMODE_STENCIL,
-    R_SHADOW_SHADOWMODE_SHADOWMAP2D
+    R_SHADOW_SHADOWMODE_SHADOWMAP2D,
+    R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
+    R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
 }
 r_shadow_shadowmode_t;
 
@@ -178,7 +182,9 @@ r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
+qboolean r_shadow_usingshadowmaprect;
 qboolean r_shadow_usingshadowmap2d;
+qboolean r_shadow_usingshadowmapcube;
 qboolean r_shadow_usingshadowmaportho;
 int r_shadow_shadowmapside;
 float r_shadow_shadowmap_texturescale[2];
@@ -188,9 +194,12 @@ int r_shadow_drawbuffer;
 int r_shadow_readbuffer;
 #endif
 int r_shadow_cullface_front, r_shadow_cullface_back;
+GLuint r_shadow_fborectangle;
+GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
 GLuint r_shadow_fbo2d;
 r_shadow_shadowmode_t r_shadow_shadowmode;
 int r_shadow_shadowmapfilterquality;
+int r_shadow_shadowmaptexturetype;
 int r_shadow_shadowmapdepthbits;
 int r_shadow_shadowmapmaxsize;
 qboolean r_shadow_shadowmapvsdct;
@@ -243,7 +252,9 @@ rtexture_t *r_shadow_attenuationgradienttexture;
 rtexture_t *r_shadow_attenuation2dtexture;
 rtexture_t *r_shadow_attenuation3dtexture;
 skinframe_t *r_shadow_lightcorona;
+rtexture_t *r_shadow_shadowmaprectangletexture;
 rtexture_t *r_shadow_shadowmap2dtexture;
+rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
 rtexture_t *r_shadow_shadowmap2dcolortexture;
 rtexture_t *r_shadow_shadowmapvsdcttexture;
 int r_shadow_shadowmapsize; // changes for each light based on distance
@@ -298,6 +309,7 @@ cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compi
 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
+cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
@@ -370,6 +382,7 @@ void R_Shadow_SetShadowMode(void)
        r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
        r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
        r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
+       r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
        r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
        r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
        r_shadow_shadowmaplod = -1;
@@ -415,10 +428,32 @@ void R_Shadow_SetShadowMode(void)
                                        break;
                                }
                        }
-                       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
+                       switch (r_shadow_shadowmaptexturetype)
+                       {
+                       case 0:
+                               r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
+                               break;
+                       case 1:
+                               r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
+                               break;
+                       case 2:
+                               r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
+                               break;
+                       default:
+                               if((vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
+                                       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
+                               else if(vid.support.arb_texture_rectangle) 
+                                       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
+                               else
+                                       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
+                               break;
+                       }
                        // Cg has very little choice in depth texture sampling
                        if (vid.cgcontext)
+                       {
                                r_shadow_shadowmapsampler = false;
+                               r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
+                       }
                        break;
                case RENDERPATH_CGGL:
                case RENDERPATH_D3D9:
@@ -441,6 +476,8 @@ qboolean R_Shadow_ShadowMappingEnabled(void)
        switch (r_shadow_shadowmode)
        {
        case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+       case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
                return true;
        default:
                return false;
@@ -449,16 +486,33 @@ qboolean R_Shadow_ShadowMappingEnabled(void)
 
 void R_Shadow_FreeShadowMaps(void)
 {
+       int i;
+
        R_Shadow_SetShadowMode();
 
+       R_Mesh_DestroyFramebufferObject(r_shadow_fborectangle);
+
        R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
+       for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
+               R_Mesh_DestroyFramebufferObject(r_shadow_fbocubeside[i]);
 
+       r_shadow_fborectangle = 0;
        r_shadow_fbo2d = 0;
+       memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
+
+       if (r_shadow_shadowmaprectangletexture)
+               R_FreeTexture(r_shadow_shadowmaprectangletexture);
+       r_shadow_shadowmaprectangletexture = NULL;
 
        if (r_shadow_shadowmap2dtexture)
                R_FreeTexture(r_shadow_shadowmap2dtexture);
        r_shadow_shadowmap2dtexture = NULL;
 
+       for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
+               if (r_shadow_shadowmapcubetexture[i])
+                       R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
+       memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
+
        if (r_shadow_shadowmap2dcolortexture)
                R_FreeTexture(r_shadow_shadowmap2dcolortexture);
        r_shadow_shadowmap2dcolortexture = NULL;
@@ -475,18 +529,23 @@ void r_shadow_start(void)
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
        r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
+       r_shadow_shadowmaprectangletexture = NULL;
        r_shadow_shadowmap2dtexture = NULL;
+       memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
        r_shadow_shadowmap2dcolortexture = NULL;
        r_shadow_shadowmapvsdcttexture = NULL;
        r_shadow_shadowmapmaxsize = 0;
        r_shadow_shadowmapsize = 0;
        r_shadow_shadowmaplod = 0;
        r_shadow_shadowmapfilterquality = -1;
+       r_shadow_shadowmaptexturetype = -1;
        r_shadow_shadowmapdepthbits = 0;
        r_shadow_shadowmapvsdct = false;
        r_shadow_shadowmapsampler = false;
        r_shadow_shadowmappcf = 0;
+       r_shadow_fborectangle = 0;
        r_shadow_fbo2d = 0;
+       memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
 
        R_Shadow_FreeShadowMaps();
 
@@ -655,6 +714,7 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_scissor);
        Cvar_RegisterVariable(&r_shadow_shadowmapping);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
+       Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
@@ -1945,6 +2005,8 @@ void R_Shadow_RenderMode_Reset(void)
        GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       r_shadow_usingshadowmaprect = false;
+       r_shadow_usingshadowmapcube = false;
        r_shadow_usingshadowmap2d = false;
        r_shadow_usingshadowmaportho = false;
        R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
@@ -2024,6 +2086,20 @@ static void R_Shadow_MakeShadowMap(int side, int size)
                        break;
                }
                break;
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+               if (r_shadow_shadowmaprectangletexture) return;
+               r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", size*2, size*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
+               r_shadow_fborectangle = R_Mesh_CreateFramebufferObject(r_shadow_shadowmaprectangletexture, NULL, NULL, NULL, NULL);
+               break;
+       case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
+               if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) return;
+               r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
+               // special trick to get an empty fbo we configure ourselves...
+               r_shadow_fbocubeside[r_shadow_shadowmaplod] = R_Mesh_CreateFramebufferObject(NULL, NULL, NULL, NULL, NULL);
+               R_Mesh_SetRenderTargets(r_shadow_fbocubeside[r_shadow_shadowmaplod], NULL, NULL, NULL, NULL, NULL);
+               if (qglFramebufferTexture2DEXT)
+                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
+               break;
        default:
                return;
        }
@@ -2059,24 +2135,58 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
        r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
        r_shadow_shadowmapside = side;
        r_shadow_shadowmapsize = size;
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
+               r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
+               R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
+               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
+
+               // complex unrolled cube approach (more flexible)
+               if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
+                       R_Shadow_MakeVSDCT();
+               if (!r_shadow_shadowmap2dtexture)
+                       R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
+               if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
+               r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
+               r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
+               r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
+               break;
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+               r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
+               r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
+               R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
+               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
+
+               // complex unrolled cube approach (more flexible)
+               if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
+                       R_Shadow_MakeVSDCT();
+               if (!r_shadow_shadowmaprectangletexture)
+                       R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
+               if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
+               r_shadow_shadowmap_texturescale[0] = 1.0f;
+               r_shadow_shadowmap_texturescale[1] = 1.0f;
+               r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
+               break;
+       case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
+               r_shadow_shadowmap_parameters[0] = 1.0f;
+               r_shadow_shadowmap_parameters[2] = 1.0f;
+               R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
+               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
+
+               // simple cube approach
+               if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
+                       R_Shadow_MakeShadowMap(side, size);
+               if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
+               r_shadow_shadowmap_texturescale[0] = 0.0f;
+               r_shadow_shadowmap_texturescale[1] = 0.0f;
+               r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
+               break;
+       default:
+               break;
+       }
 
-       r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
-       r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
-       R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
-       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
-
-       // complex unrolled cube approach (more flexible)
-       if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
-               R_Shadow_MakeVSDCT();
-       if (!r_shadow_shadowmap2dtexture)
-               R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
-       if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
-       r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
-       r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
-       r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
-
-       R_Mesh_ResetTextureState();
-       R_Mesh_ResetRenderTargets();
        R_Shadow_RenderMode_Reset();
        if (fbo)
        {
@@ -2091,66 +2201,79 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
 
 init_done:
        R_SetViewport(&viewport);
-       flipped = (side & 1) ^ (side >> 2);
-       r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
-       r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
-       switch(vid.renderpath)
+       switch (r_shadow_rendermode)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
-               GL_CullFace(r_refdef.view.cullface_back);
-               // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
-               if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
-               {
-                       // get tightest scissor rectangle that encloses all viewports in the clear mask
-                       int x1 = clear & 0x15 ? 0 : size;
-                       int x2 = clear & 0x2A ? 2 * size : size;
-                       int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
-                       int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
-                       GL_Scissor(x1, y1, x2 - x1, y2 - y1);
-                       GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
-               }
-               GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
-               break;
-       case RENDERPATH_D3D9:
-               // completely different meaning than in OpenGL path
-               r_shadow_shadowmap_parameters[1] = 0;
-               r_shadow_shadowmap_parameters[3] = -bias;
-               // we invert the cull mode because we flip the projection matrix
-               // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
-               GL_CullFace(r_refdef.view.cullface_front);
-               // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
-               GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
-               if (r_shadow_shadowmapsampler)
+       case R_SHADOW_RENDERMODE_SHADOWMAP2D:
+       case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
+               flipped = (side & 1) ^ (side >> 2);
+               r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
+               r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
+               switch(vid.renderpath)
                {
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL20:
+               case RENDERPATH_CGGL:
+                       GL_CullFace(r_refdef.view.cullface_back);
+                       // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
+                       if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
+                       {
+                               // get tightest scissor rectangle that encloses all viewports in the clear mask
+                               int x1 = clear & 0x15 ? 0 : size;
+                               int x2 = clear & 0x2A ? 2 * size : size;
+                               int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
+                               int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
+                               GL_Scissor(x1, y1, x2 - x1, y2 - y1);
+                               GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
+                       }
+                       GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
+                       break;
+               case RENDERPATH_D3D9:
+                       // completely different meaning than in OpenGL path
+                       r_shadow_shadowmap_parameters[1] = 0;
+                       r_shadow_shadowmap_parameters[3] = -bias;
+                       // we invert the cull mode because we flip the projection matrix
+                       // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
+                       GL_CullFace(r_refdef.view.cullface_front);
+                       // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
+                       GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
+                       if (r_shadow_shadowmapsampler)
+                       {
+                               GL_ColorMask(0,0,0,0);
+                               if (clear)
+                                       GL_Clear(GL_DEPTH_BUFFER_BIT, testcolor, 1.0f, 0);
+                       }
+                       else
+                       {
+                               GL_ColorMask(1,1,1,1);
+                               if (clear)
+                                       GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, testcolor, 1.0f, 0);
+                       }
+                       break;
+               case RENDERPATH_D3D10:
+               case RENDERPATH_D3D11:
+                       // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
+                       GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
                        GL_ColorMask(0,0,0,0);
                        if (clear)
-                               GL_Clear(GL_DEPTH_BUFFER_BIT, testcolor, 1.0f, 0);
-               }
-               else
-               {
-                       GL_ColorMask(1,1,1,1);
-                       if (clear)
-                               GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, testcolor, 1.0f, 0);
+                               GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
+                       break;
                }
                break;
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
+       case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
+               if (qglFramebufferTexture2DEXT)
+                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
                GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
-               GL_ColorMask(0,0,0,0);
                if (clear)
                        GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
                break;
+       default:
+               break;
        }
 }
 
 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
 {
-       R_Mesh_ResetTextureState();
-       R_Mesh_ResetRenderTargets();
        if (transparent)
        {
                r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
@@ -2165,7 +2288,23 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb
        // do global setup needed for the chosen lighting mode
        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
                GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
-       r_shadow_usingshadowmap2d = shadowmapping;
+       if (shadowmapping)
+       {
+               switch (r_shadow_shadowmode)
+               {
+               case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+                       r_shadow_usingshadowmap2d = true;
+                       break;
+               case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+                       r_shadow_usingshadowmaprect = true;
+                       break;
+               case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
+                       r_shadow_usingshadowmapcube = true;
+                       break;
+               default:
+                       break;
+               }
+       }
        r_shadow_rendermode = r_shadow_lightingrendermode;
        // only draw light where this geometry was already rendered AND the
        // stencil is 128 (values other than this mean shadow)
@@ -2212,7 +2351,23 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow
        R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
        R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
 
-       r_shadow_usingshadowmap2d = shadowmapping;
+       if (shadowmapping)
+       {
+               switch (r_shadow_shadowmode)
+               {
+               case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+                       r_shadow_usingshadowmap2d = true;
+                       break;
+               case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+                       r_shadow_usingshadowmaprect = true;
+                       break;
+               case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
+                       r_shadow_usingshadowmapcube = true;
+                       break;
+               default:
+                       break;
+               }
+       }
 
        // render the lighting
        R_SetupShader_DeferredLight(rsurface.rtlight);
@@ -2949,6 +3104,8 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                switch (rtlight->shadowmode)
                {
                case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+               case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
                        if (model->CompileShadowMap && rtlight->shadow)
                                model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
                        break;
@@ -3312,6 +3469,8 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent)
        switch (r_shadow_rendermode)
        {
        case R_SHADOW_RENDERMODE_SHADOWMAP2D:
+       case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
+       case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
                ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
                break;
        default:
@@ -3688,7 +3847,7 @@ void R_Shadow_DrawLight(rtlight_t *rtlight)
        //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
        lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
 
-       if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
+       if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
        {
                float borderbias;
                int side;
@@ -3703,7 +3862,10 @@ void R_Shadow_DrawLight(rtlight_t *rtlight)
                        if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
                                r_shadow_shadowmaplod = i;
 
-               size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
+               if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
+                       size = max(1, r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod);
+               else
+                       size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
                        
                borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
 
@@ -3830,7 +3992,7 @@ void R_Shadow_DrawLight(rtlight_t *rtlight)
        if (r_shadow_usingdeferredprepass)
        {
                // when rendering deferred lighting, we simply rasterize the box
-               if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
+               if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
                        R_Shadow_RenderMode_DrawDeferredLight(false, true);
                else if (castshadows && vid.stencil)
                        R_Shadow_RenderMode_DrawDeferredLight(true, false);
@@ -3961,6 +4123,7 @@ void R_Shadow_PrepareLights(void)
        if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
                (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
                r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) || 
+               r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
                r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
                r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
                r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
@@ -4139,6 +4302,7 @@ void R_Shadow_PrepareModelShadows(void)
        switch (r_shadow_shadowmode)
        {
        case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
                if (r_shadows.integer >= 2) 
                        break;
                // fall through
@@ -4216,6 +4380,7 @@ void R_DrawModelShadowMaps(void)
        switch (r_shadow_shadowmode)
        {
        case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
                break;
        default:
                return;
@@ -4235,6 +4400,14 @@ void R_DrawModelShadowMaps(void)
                r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
                r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
                break;
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+               if (!r_shadow_shadowmaprectangletexture)
+                       R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
+               fbo = r_shadow_fborectangle;
+               r_shadow_shadowmap_texturescale[0] = 1.0f;
+               r_shadow_shadowmap_texturescale[1] = 1.0f;
+               r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
+               break;
        default:
                break;
        }
@@ -4359,6 +4532,9 @@ void R_DrawModelShadowMaps(void)
        case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
                r_shadow_usingshadowmap2d = true;
                break;
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+               r_shadow_usingshadowmaprect = true;
+               break;
        default:
                break;
        }
index 433066a7978d9a8782d3a59ffa850dd281ba0d7b..f63224acf255ef32a1b2c093f5816b182dfe8f02 100644 (file)
@@ -128,7 +128,10 @@ extern cvar_t gl_texturecompression_reflectmask;
 rtexture_t *R_LoadTexture2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, const unsigned char *data, textype_t textype, int flags, int miplevel, const unsigned int *palette);
 rtexture_t *R_LoadTexture3D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int depth, const unsigned char *data, textype_t textype, int flags, int miplevel, const unsigned int *palette);
 rtexture_t *R_LoadTextureCubeMap(rtexturepool_t *rtexturepool, const char *identifier, int width, const unsigned char *data, textype_t textype, int flags, int miplevel, const unsigned int *palette);
+rtexture_t *R_LoadTextureRectangle(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, const unsigned char *data, textype_t textype, int flags, int miplevel, const unsigned int *palette);
+rtexture_t *R_LoadTextureShadowMapRectangle(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int precision, qboolean filter);
 rtexture_t *R_LoadTextureShadowMap2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int precision, qboolean filter);
+rtexture_t *R_LoadTextureShadowMapCube(rtexturepool_t *rtexturepool, const char *identifier, int width, int precision, qboolean filter);
 rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filename, int flags, qboolean *hasalphaflag, float *avgcolor, int miplevel);
 
 // saves a texture to a DDS file
index 00a93ed9ccf82b8f733bf1e9aa7118f54a76893d..b5dea8db55022347372c356f2d82975a14da15db 100644 (file)
--- a/render.h
+++ b/render.h
@@ -500,6 +500,8 @@ typedef enum gl20_texunit_e
        // conflicts with lightmap/deluxemap
        GL20TU_ATTENUATION = 9,
        GL20TU_CUBE = 10,
+       GL20TU_SHADOWMAPRECT = 11,
+       GL20TU_SHADOWMAPCUBE = 11,
        GL20TU_SHADOWMAP2D = 11,
        GL20TU_CUBEPROJECTION = 12,
        // orthographic-projection shadowmapping
diff --git a/vid.h b/vid.h
index 343e8f1815f71a92c3f3301e7d3c5fe104bdacba..7eecb29592303009e0dfa5ad00521ee284c5cd4f 100644 (file)
--- a/vid.h
+++ b/vid.h
@@ -56,6 +56,7 @@ typedef struct viddef_support_s
        qboolean arb_texture_env_combine;
        qboolean arb_texture_gather;
        qboolean arb_texture_non_power_of_two;
+       qboolean arb_texture_rectangle;
        qboolean arb_vertex_buffer_object;
        qboolean arb_vertex_shader;
        qboolean ati_separate_stencil;
@@ -113,6 +114,7 @@ typedef struct viddef_s
        unsigned int maxtexturesize_2d;
        unsigned int maxtexturesize_3d;
        unsigned int maxtexturesize_cubemap;
+       unsigned int maxtexturesize_rectangle;
        unsigned int max_anisotropy;
        unsigned int maxdrawbuffers;
 
index 2788e3e01d385d1e46739c0da8320f29a397efef..eb665eedc6c39abf013ba86b5bcabc54260f7829 100644 (file)
@@ -851,6 +851,7 @@ void VID_CheckExtensions(void)
        vid.support.arb_texture_env_combine = GL_CheckExtension("GL_ARB_texture_env_combine", NULL, "-nocombine", false) || GL_CheckExtension("GL_EXT_texture_env_combine", NULL, "-nocombine", false);
        vid.support.arb_texture_gather = GL_CheckExtension("GL_ARB_texture_gather", NULL, "-notexturegather", false);
        vid.support.arb_texture_non_power_of_two = GL_CheckExtension("GL_ARB_texture_non_power_of_two", NULL, "-notexturenonpoweroftwo", false);
+       vid.support.arb_texture_rectangle = GL_CheckExtension("GL_ARB_texture_rectangle", NULL, "-norectangle", false);
        vid.support.arb_vertex_buffer_object = GL_CheckExtension("GL_ARB_vertex_buffer_object", vbofuncs, "-novbo", false);
        vid.support.arb_vertex_shader = GL_CheckExtension("GL_ARB_vertex_shader", vertexshaderfuncs, "-novertexshader", false);
        vid.support.ati_separate_stencil = GL_CheckExtension("2.0", gl2separatestencilfuncs, "-noseparatestencil", true) || GL_CheckExtension("GL_ATI_separate_stencil", atiseparatestencilfuncs, "-noseparatestencil", false);
@@ -876,6 +877,7 @@ void VID_CheckExtensions(void)
 // COMMANDLINEOPTION: GL: -nofragmentshader disables GL_ARB_fragment_shader (allows pixel shader effects, can improve per pixel lighting performance and capabilities)
 // COMMANDLINEOPTION: GL: -nomtex disables GL_ARB_multitexture (required for faster map rendering)
 // COMMANDLINEOPTION: GL: -noocclusionquery disables GL_ARB_occlusion_query (which allows coronas to fade according to visibility, and potentially used for rendering optimizations)
+// COMMANDLINEOPTION: GL: -norectangle disables GL_ARB_texture_rectangle (required for bumpmapping)
 // COMMANDLINEOPTION: GL: -nos3tc disables GL_EXT_texture_compression_s3tc (which allows use of .dds texture caching)
 // COMMANDLINEOPTION: GL: -noseparatestencil disables use of OpenGL2.0 glStencilOpSeparate and GL_ATI_separate_stencil extensions (which accelerate shadow rendering)
 // COMMANDLINEOPTION: GL: -noshaderobjects disables GL_ARB_shader_objects (required for vertex shader and fragment shader)
@@ -913,6 +915,8 @@ void VID_CheckExtensions(void)
                qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy);
        if (vid.support.arb_texture_cube_map)
                qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, (GLint*)&vid.maxtexturesize_cubemap);
+       if (vid.support.arb_texture_rectangle)
+               qglGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, (GLint*)&vid.maxtexturesize_rectangle);
        if (vid.support.ext_texture_3d)
                qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d);