void C_GlobalLight::ClientThink()
{
    VPROF("C_GlobalLight::ClientThink");

    bool bSupressWorldLights = false;

    if ( cl_globallight_freeze.GetBool() == true )
    {
        return;
    }
    //let us turn this shit on and off ingame
    m_bEnabled = cl_globallight_enabled.GetBool();

    if ( m_bEnabled )
    {
        Vector vLinearFloatLightColor( m_LightColor.r, m_LightColor.g, m_LightColor.b );
        float flLinearFloatLightAlpha = m_LightColor.a;

        if ( m_CurrentLinearFloatLightColor != vLinearFloatLightColor || m_flCurrentLinearFloatLightAlpha != flLinearFloatLightAlpha )
        {
            float flColorTransitionSpeed = gpGlobals->frametime * m_flColorTransitionTime * 255.0f;

            m_CurrentLinearFloatLightColor.x = Approach( vLinearFloatLightColor.x, m_CurrentLinearFloatLightColor.x, flColorTransitionSpeed );
            m_CurrentLinearFloatLightColor.y = Approach( vLinearFloatLightColor.y, m_CurrentLinearFloatLightColor.y, flColorTransitionSpeed );
            m_CurrentLinearFloatLightColor.z = Approach( vLinearFloatLightColor.z, m_CurrentLinearFloatLightColor.z, flColorTransitionSpeed );
            m_flCurrentLinearFloatLightAlpha = Approach( flLinearFloatLightAlpha, m_flCurrentLinearFloatLightAlpha, flColorTransitionSpeed );
        }

        FlashlightState_t state;

        Vector vDirection = m_shadowDirection;
        VectorNormalize( vDirection );

        //Vector vViewUp = Vector( 0.0f, 1.0f, 0.0f );
        Vector vSunDirection2D = vDirection;
        vSunDirection2D.z = 0.0f;

        HACK_GETLOCALPLAYER_GUARD( "C_GlobalLight::ClientThink" );

        if ( !C_BasePlayer::GetLocalPlayer() )
            return;

        Vector vPos;
        QAngle EyeAngles;
        float flZNear, flZFar, flFov;

        C_BasePlayer::GetLocalPlayer()->CalcView( vPos, EyeAngles, flZNear, flZFar, flFov );
//		Vector vPos = C_BasePlayer::GetLocalPlayer()->GetAbsOrigin();

//		vPos = Vector( 0.0f, 0.0f, 500.0f );
        vPos = ( vPos + vSunDirection2D * m_flNorthOffset ) - vDirection * m_flSunDistance;
        vPos += Vector( cl_globallight_xoffset.GetFloat(), cl_globallight_yoffset.GetFloat(), 0.0f );

        if (cl_globallight_showpos.GetBool() == true) {	//ËÀË ß ÒÓÒÀ ÍÅÌÍÎÃÎ ÍÀØÊÎÄÈË, ÍÅ ÐÓÃÀÉÒÈÑ ÏËÇ ËÀÍÑÏÑ
            if (cl_globallight_xpos.GetFloat() !=0 &&  cl_globallight_ypos.GetFloat() !=0) {
                DevMsg("X = %3.0f\n Y = %3.0f\n", cl_globallight_xpos.GetFloat(), cl_globallight_ypos.GetFloat());
            }
            else
                DevMsg("X = %3.0f\n Y = %3.0f\n", vPos.x, vPos.y);
        }
        if (cl_globallight_xpos.GetFloat() !=0 &&  cl_globallight_ypos.GetFloat() !=0) {
            vPos.x = cl_globallight_xpos.GetFloat();
            vPos.y = cl_globallight_ypos.GetFloat();
        }
        QAngle angAngles;
        VectorAngles( vDirection, angAngles );

        Vector vForward, vRight, vUp;
        AngleVectors( angAngles, &vForward, &vRight, &vUp );

        state.m_fHorizontalFOVDegrees = m_flFOV;
        state.m_fVerticalFOVDegrees = m_flFOV;

        state.m_vecLightOrigin = vPos;
        BasisToQuaternion( vForward, vRight, vUp, state.m_quatOrientation );

        state.m_fQuadraticAtten = 0.0f;
        state.m_fLinearAtten = m_flSunDistance * 2.0f;
        state.m_fConstantAtten = 0.0f;
        state.m_FarZAtten = m_flSunDistance * 2.0f;
        state.m_Color[0] = m_CurrentLinearFloatLightColor.x * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha;
        state.m_Color[1] = m_CurrentLinearFloatLightColor.y * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha;
        state.m_Color[2] = m_CurrentLinearFloatLightColor.z * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha;
        state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient;
        state.m_NearZ = 4.0f;
        state.m_FarZ = m_flSunDistance * 2.0f;
        state.m_fBrightnessScale = 1.0f;
        state.m_bGlobalLight = true;

        float flOrthoSize = cl_globallight_orthosize.GetFloat();

        if ( flOrthoSize > 0 )
        {
            state.m_bOrtho = true;
            state.m_fOrthoLeft = -flOrthoSize;
            state.m_fOrthoTop = -flOrthoSize;
            state.m_fOrthoRight = flOrthoSize;
            state.m_fOrthoBottom = flOrthoSize;
        }
        else
        {
            state.m_bOrtho = false;
        }

        state.m_bDrawShadowFrustum = cl_globallight_drawfrustum.GetBool();
        state.m_flShadowSlopeScaleDepthBias =  1.0f;
        state.m_flShadowDepthBias = g_pMaterialSystemHardwareConfig->GetShadowDepthBias();
        state.m_bEnableShadows = m_bEnableShadows;
        state.m_pSpotlightTexture = m_SpotlightTexture;
        state.m_pProjectedMaterial = NULL; // don't complain cause we aren't using simple projection in this class
        state.m_nSpotlightTextureFrame = 0;
        state.m_flShadowFilterSize = 0.2f;
        //state.m_nShadowQuality = 1; // Allow entity to affect shadow quality
        state.m_bShadowHighRes = true;

        if ( m_bOldEnableShadows != m_bEnableShadows )
        {
            // If they change the shadow enable/disable, we need to make a new handle
            if ( m_LocalFlashlightHandle != CLIENTSHADOW_INVALID_HANDLE )
            {
                g_pClientShadowMgr->DestroyFlashlight( m_LocalFlashlightHandle );
                m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
            }

            m_bOldEnableShadows = m_bEnableShadows;
        }

        if( m_LocalFlashlightHandle == CLIENTSHADOW_INVALID_HANDLE )
        {
            m_LocalFlashlightHandle = g_pClientShadowMgr->CreateFlashlight( state );
        }
        else
        {
            g_pClientShadowMgr->UpdateFlashlightState( m_LocalFlashlightHandle, state );
            g_pClientShadowMgr->UpdateProjectedTexture( m_LocalFlashlightHandle, true );
        }

        bSupressWorldLights = m_bEnableShadows;
    }
    else if ( m_LocalFlashlightHandle != CLIENTSHADOW_INVALID_HANDLE )
    {
        g_pClientShadowMgr->DestroyFlashlight( m_LocalFlashlightHandle );
        m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
    }

    BaseClass::ClientThink();
}
void C_EnvProjectedTexture::UpdateLight(void)
{
	VPROF_BUDGET("C_EnvProjectedTexture::UpdateLight", "Projected Textures");

	if (CurrentViewID() == VIEW_SHADOW_DEPTH_TEXTURE /*|| CurrentViewID() == VIEW_SUN_SHAFTS*/)
		return;

	bool bVisible = true;

	if (m_bAlwaysUpdate)
	{
		m_bForceUpdate = true;
	}

	float fHighFOV;
	if (m_flLightFOV > m_flLightHorFOV)
		fHighFOV = m_flLightFOV;
	else
		fHighFOV = m_flLightHorFOV;

	if (m_bState == false || !IsWithinFarZ(fHighFOV) || !IsBBoxVisible())
	{
		// Spotlight's extents aren't in view
		ShutDownLightHandle();

		return;
	}
	else
	{
		bVisible = true;
	}

	Vector vLinearFloatLightColor(m_LightColor.r, m_LightColor.g, m_LightColor.b);
	float flLinearFloatLightAlpha = m_LightColor.a;

	if (m_CurrentLinearFloatLightColor != vLinearFloatLightColor || m_flCurrentLinearFloatLightAlpha != flLinearFloatLightAlpha)
	{
		float flColorTransitionSpeed = gpGlobals->frametime * m_flColorTransitionTime * 255.0f;

		m_CurrentLinearFloatLightColor.x = Approach(vLinearFloatLightColor.x, m_CurrentLinearFloatLightColor.x, flColorTransitionSpeed);
		m_CurrentLinearFloatLightColor.y = Approach(vLinearFloatLightColor.y, m_CurrentLinearFloatLightColor.y, flColorTransitionSpeed);
		m_CurrentLinearFloatLightColor.z = Approach(vLinearFloatLightColor.z, m_CurrentLinearFloatLightColor.z, flColorTransitionSpeed);
		m_flCurrentLinearFloatLightAlpha = Approach(flLinearFloatLightAlpha, m_flCurrentLinearFloatLightAlpha, flColorTransitionSpeed);

		m_bForceUpdate = true;
	}

	if (m_LightHandle == CLIENTSHADOW_INVALID_HANDLE || m_hTargetEntity != NULL || GetRootMoveParent() != NULL || m_bForceUpdate)
	{
		Vector vForward, vRight, vUp, vPos = GetAbsOrigin();
		FlashlightState_t state;

		if (m_hTargetEntity != NULL)
		{
			if (m_bCameraSpace)
			{
				const QAngle &angles = GetLocalAngles();

				C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
				if (pPlayer)
				{
					const QAngle playerAngles = pPlayer->GetAbsAngles();

					Vector vPlayerForward, vPlayerRight, vPlayerUp;
					AngleVectors(playerAngles, &vPlayerForward, &vPlayerRight, &vPlayerUp);

					matrix3x4_t	mRotMatrix;
					AngleMatrix(angles, mRotMatrix);

					VectorITransform(vPlayerForward, mRotMatrix, vForward);
					VectorITransform(vPlayerRight, mRotMatrix, vRight);
					VectorITransform(vPlayerUp, mRotMatrix, vUp);

					float dist = (m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin()).Length();
					vPos = m_hTargetEntity->GetAbsOrigin() - vForward*dist;

					VectorNormalize(vForward);
					VectorNormalize(vRight);
					VectorNormalize(vUp);
				}
			}
			else
			{
				Vector vecToTarget = m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin();
				QAngle vecAngles;
				VectorAngles(vecToTarget, vecAngles);
				AngleVectors(vecAngles, &vForward, &vRight, &vUp);
			}
		}
		else
		{
			AngleVectors(GetAbsAngles(), &vForward, &vRight, &vUp);
		}

		state.m_fHorizontalFOVDegrees = abs(m_flLightHorFOV);
		state.m_fVerticalFOVDegrees = abs(m_flLightFOV);

		state.m_vecLightOrigin = vPos;
		BasisToQuaternion(vForward, vRight, vUp, state.m_quatOrientation);
		state.m_NearZ = m_flNearZ;
		state.m_FarZ = m_flFarZ;

		// quickly check the proposed light's bbox against the view frustum to determine whether we
		// should bother to create it, if it doesn't exist, or cull it, if it does.
		// get the half-widths of the near and far planes, 
		// based on the FOV which is in degrees. Remember that
		// on planet Valve, x is forward, y left, and z up. 
		const float tanHalfAngle = tan(fHighFOV * (M_PI / 180.0f) * 0.5f);
		const float halfWidthNear = tanHalfAngle * m_flNearZ;
		const float halfWidthFar = tanHalfAngle * m_flFarZ;
		// now we can build coordinates in local space: the near rectangle is eg 
		// (0, -halfWidthNear, -halfWidthNear), (0,  halfWidthNear, -halfWidthNear), 
		// (0,  halfWidthNear,  halfWidthNear), (0, -halfWidthNear,  halfWidthNear)

		VectorAligned vNearRect[4] = {
			VectorAligned(m_flNearZ, -halfWidthNear, -halfWidthNear), VectorAligned(m_flNearZ,  halfWidthNear, -halfWidthNear),
			VectorAligned(m_flNearZ,  halfWidthNear,  halfWidthNear), VectorAligned(m_flNearZ, -halfWidthNear,  halfWidthNear)
		};

		VectorAligned vFarRect[4] = {
			VectorAligned(m_flFarZ, -halfWidthFar, -halfWidthFar), VectorAligned(m_flFarZ,  halfWidthFar, -halfWidthFar),
			VectorAligned(m_flFarZ,  halfWidthFar,  halfWidthFar), VectorAligned(m_flFarZ, -halfWidthFar,  halfWidthFar)
		};

		matrix3x4_t matOrientation(vForward, -vRight, vUp, vPos);

		enum
		{
			kNEAR = 0,
			kFAR = 1,
		};
		VectorAligned vOutRects[2][4];

		for (int i = 0; i < 4; ++i)
		{
			VectorTransform(vNearRect[i].Base(), matOrientation, vOutRects[0][i].Base());
		}
		for (int i = 0; i < 4; ++i)
		{
			VectorTransform(vFarRect[i].Base(), matOrientation, vOutRects[1][i].Base());
		}

		// now take the min and max extents for the bbox, and see if it is visible.
		Vector mins = **vOutRects;
		Vector maxs = **vOutRects;
		for (int i = 1; i < 8; ++i)
		{
			VectorMin(mins, *(*vOutRects + i), mins);
			VectorMax(maxs, *(*vOutRects + i), maxs);
		}

#if 0 //for debugging the visibility frustum we just calculated
		NDebugOverlay::Triangle(vOutRects[0][0], vOutRects[0][1], vOutRects[0][2], 255, 0, 0, 100, true, 0.0f); //first tri
		NDebugOverlay::Triangle(vOutRects[0][2], vOutRects[0][1], vOutRects[0][0], 255, 0, 0, 100, true, 0.0f); //make it double sided
		NDebugOverlay::Triangle(vOutRects[0][2], vOutRects[0][3], vOutRects[0][0], 255, 0, 0, 100, true, 0.0f); //second tri
		NDebugOverlay::Triangle(vOutRects[0][0], vOutRects[0][3], vOutRects[0][2], 255, 0, 0, 100, true, 0.0f); //make it double sided

		NDebugOverlay::Triangle(vOutRects[1][0], vOutRects[1][1], vOutRects[1][2], 0, 0, 255, 100, true, 0.0f); //first tri
		NDebugOverlay::Triangle(vOutRects[1][2], vOutRects[1][1], vOutRects[1][0], 0, 0, 255, 100, true, 0.0f); //make it double sided
		NDebugOverlay::Triangle(vOutRects[1][2], vOutRects[1][3], vOutRects[1][0], 0, 0, 255, 100, true, 0.0f); //second tri
		NDebugOverlay::Triangle(vOutRects[1][0], vOutRects[1][3], vOutRects[1][2], 0, 0, 255, 100, true, 0.0f); //make it double sided

		NDebugOverlay::Box(vec3_origin, mins, maxs, 0, 255, 0, 100, 0.0f);
#endif

		bool bVisible = IsBBoxVisible(mins, maxs);
		if (!bVisible)
		{
			// Spotlight's extents aren't in view
			if (m_LightHandle != CLIENTSHADOW_INVALID_HANDLE)
			{
				ShutDownLightHandle();
			}

			return;
		}

		float flAlpha = m_flCurrentLinearFloatLightAlpha * (1.0f / 255.0f);

		state.m_fQuadraticAtten = m_flQuadratic;
		state.m_fLinearAtten = 100;
		if (m_bAtten)
		{
			state.m_fConstantAtten = 0.0f;
		}
		else
		{
			state.m_fConstantAtten = 1.0f;
		}
		state.m_Color[0] = (m_CurrentLinearFloatLightColor.x * (1.0f / 255.0f) * flAlpha) * m_fBrightness;
		state.m_Color[1] = (m_CurrentLinearFloatLightColor.y * (1.0f / 255.0f) * flAlpha) * m_fBrightness;
		state.m_Color[2] = (m_CurrentLinearFloatLightColor.z * (1.0f / 255.0f) * flAlpha) * m_fBrightness;
		state.m_Color[3] = m_flAmbient;
		state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap.GetFloat();
		state.m_flShadowDepthBias = mat_depthbias_shadowmap.GetFloat();
		if (m_bEnableShadows && r_flashlightdepthtexture.GetBool() && m_bClientWantsShadows)
		{
			state.m_bEnableShadows = true;
		}
		else
		{
			state.m_bEnableShadows = false;
		}
		state.m_pSpotlightTexture = m_SpotlightTexture;
		state.m_nSpotlightTextureFrame = m_nSpotlightTextureFrame;
		if (r_dynamicshadows_use_c17_improvements.GetBool())
		{
			//state.m_flShadowFilterSize = m_flBlur;
			if (r_flashlightdepthres.GetInt() == 512)
			{
				state.m_flShadowFilterSize = 0.8f;
			}
			else if (r_flashlightdepthres.GetInt() == 1024)
			{
				state.m_flShadowFilterSize = 0.3f;
			}
			else if (r_flashlightdepthres.GetInt() == 2048)
			{
				state.m_flShadowFilterSize = 0.2f;
			}
			else if (r_flashlightdepthres.GetInt() == 4096)
			{
				state.m_flShadowFilterSize = 0.08f;
			}
			else
			{
				state.m_flShadowFilterSize = 1.0f;
			}
			state.m_flShadowAtten = m_flAtten;
		}
		else
		{
			state.m_flShadowFilterSize = 3.0f;
			state.m_flShadowAtten = 0.35f;
		}
		state.m_nShadowQuality = m_nShadowQuality; // Allow entity to affect shadow quality

		if (m_LightHandle == CLIENTSHADOW_INVALID_HANDLE)
		{
			// Hack: env projected textures don't work like normal flashlights; they're not assigned to a given splitscreen slot,
			// but the flashlight code requires this
			m_LightHandle = g_pClientShadowMgr->CreateFlashlight(state);

			if (m_LightHandle != CLIENTSHADOW_INVALID_HANDLE)
			{
				m_bForceUpdate = false;
			}
		}
		else
		{
			g_pClientShadowMgr->UpdateFlashlightState(m_LightHandle, state);
			m_bForceUpdate = false;
		}

		g_pClientShadowMgr->GetFrustumExtents(m_LightHandle, m_vecExtentsMin, m_vecExtentsMax);

		m_vecExtentsMin = m_vecExtentsMin - GetAbsOrigin();
		m_vecExtentsMax = m_vecExtentsMax - GetAbsOrigin();
	}

	if (m_bLightOnlyTarget)
	{
		g_pClientShadowMgr->SetFlashlightTarget(m_LightHandle, m_hTargetEntity);
	}
	else
	{
		g_pClientShadowMgr->SetFlashlightTarget(m_LightHandle, NULL);
	}

	g_pClientShadowMgr->SetFlashlightLightWorld(m_LightHandle, m_bLightWorld);

	if (!m_bForceUpdate)
	{
		g_pClientShadowMgr->UpdateProjectedTexture(m_LightHandle, true);
	}
}
void C_EnvProjectedTexture::UpdateLight( void )
{
	VPROF("C_EnvProjectedTexture::UpdateLight");
	bool bVisible = true;

	Vector vLinearFloatLightColor( m_LightColor.r, m_LightColor.g, m_LightColor.b );
	float flLinearFloatLightAlpha = m_LightColor.a;

	if ( m_bAlwaysUpdate )
	{
		m_bForceUpdate = true;
	}

	if ( m_CurrentLinearFloatLightColor != vLinearFloatLightColor || m_flCurrentLinearFloatLightAlpha != flLinearFloatLightAlpha )
	{
		float flColorTransitionSpeed = gpGlobals->frametime * m_flColorTransitionTime * 255.0f;

		m_CurrentLinearFloatLightColor.x = Approach( vLinearFloatLightColor.x, m_CurrentLinearFloatLightColor.x, flColorTransitionSpeed );
		m_CurrentLinearFloatLightColor.y = Approach( vLinearFloatLightColor.y, m_CurrentLinearFloatLightColor.y, flColorTransitionSpeed );
		m_CurrentLinearFloatLightColor.z = Approach( vLinearFloatLightColor.z, m_CurrentLinearFloatLightColor.z, flColorTransitionSpeed );
		m_flCurrentLinearFloatLightAlpha = Approach( flLinearFloatLightAlpha, m_flCurrentLinearFloatLightAlpha, flColorTransitionSpeed );

		m_bForceUpdate = true;
	}
	
	if ( !m_bForceUpdate )
	{
		bVisible = IsBBoxVisible();		
	}

	if ( m_bState == false || !bVisible )
	{
		// Spotlight's extents aren't in view
		ShutDownLightHandle();

		return;
	}

	if ( m_LightHandle == CLIENTSHADOW_INVALID_HANDLE || m_hTargetEntity != NULL || m_bForceUpdate )
	{
		Vector vForward, vRight, vUp, vPos = GetAbsOrigin();
		FlashlightState_t state;

		if ( m_hTargetEntity != NULL )
		{
			if ( m_bCameraSpace )
			{
				const QAngle &angles = GetLocalAngles();

				C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
				if( pPlayer )
				{
					const QAngle playerAngles = pPlayer->GetAbsAngles();

					Vector vPlayerForward, vPlayerRight, vPlayerUp;
					AngleVectors( playerAngles, &vPlayerForward, &vPlayerRight, &vPlayerUp );

					matrix3x4_t	mRotMatrix;
					AngleMatrix( angles, mRotMatrix );

					VectorITransform( vPlayerForward, mRotMatrix, vForward );
					VectorITransform( vPlayerRight, mRotMatrix, vRight );
					VectorITransform( vPlayerUp, mRotMatrix, vUp );

					float dist = (m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin()).Length();
					vPos = m_hTargetEntity->GetAbsOrigin() - vForward*dist;

					VectorNormalize( vForward );
					VectorNormalize( vRight );
					VectorNormalize( vUp );
				}
			}
			else
			{
				vForward = m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin();
				VectorNormalize( vForward );

				// JasonM - unimplemented
				Assert (0);

				//Quaternion q = DirectionToOrientation( dir );


				//
				// JasonM - set up vRight, vUp
				//

				//			VectorNormalize( vRight );
				//			VectorNormalize( vUp );
			}
		}
		else
		{
			AngleVectors( GetAbsAngles(), &vForward, &vRight, &vUp );
		}

		state.m_fHorizontalFOVDegrees = m_flLightFOV;
		state.m_fVerticalFOVDegrees = m_flLightFOV;

		state.m_vecLightOrigin = vPos;
		BasisToQuaternion( vForward, vRight, vUp, state.m_quatOrientation );
		state.m_NearZ = m_flNearZ;
		state.m_FarZ = m_flFarZ;

		// quickly check the proposed light's bbox against the view frustum to determine whether we
		// should bother to create it, if it doesn't exist, or cull it, if it does.
		if ( m_bSimpleProjection == false )
		{
#pragma message("OPTIMIZATION: this should be made SIMD")
			// get the half-widths of the near and far planes, 
			// based on the FOV which is in degrees. Remember that
			// on planet Valve, x is forward, y left, and z up. 
			const float tanHalfAngle = tan( m_flLightFOV * ( M_PI/180.0f ) * 0.5f );
			const float halfWidthNear = tanHalfAngle * m_flNearZ;
			const float halfWidthFar = tanHalfAngle * m_flFarZ;
			// now we can build coordinates in local space: the near rectangle is eg 
			// (0, -halfWidthNear, -halfWidthNear), (0,  halfWidthNear, -halfWidthNear), 
			// (0,  halfWidthNear,  halfWidthNear), (0, -halfWidthNear,  halfWidthNear)

			VectorAligned vNearRect[4] = { 
				VectorAligned( m_flNearZ, -halfWidthNear, -halfWidthNear), VectorAligned( m_flNearZ,  halfWidthNear, -halfWidthNear),
				VectorAligned( m_flNearZ,  halfWidthNear,  halfWidthNear), VectorAligned( m_flNearZ, -halfWidthNear,  halfWidthNear) 
			};

			VectorAligned vFarRect[4] = { 
				VectorAligned( m_flFarZ, -halfWidthFar, -halfWidthFar), VectorAligned( m_flFarZ,  halfWidthFar, -halfWidthFar),
				VectorAligned( m_flFarZ,  halfWidthFar,  halfWidthFar), VectorAligned( m_flFarZ, -halfWidthFar,  halfWidthFar) 
			};

			matrix3x4_t matOrientation( vForward, -vRight, vUp, vPos );

			enum
			{
				kNEAR = 0,
				kFAR = 1,
			};
			VectorAligned vOutRects[2][4];

			for ( int i = 0 ; i < 4 ; ++i )
			{
				VectorTransform( vNearRect[i].Base(), matOrientation, vOutRects[0][i].Base() );
			}
			for ( int i = 0 ; i < 4 ; ++i )
			{
				VectorTransform( vFarRect[i].Base(), matOrientation, vOutRects[1][i].Base() );
			}

			// now take the MIN and MAX extents for the bbox, and see if it is visible.
			Vector mins = **vOutRects; 
			Vector maxs = **vOutRects; 
			for ( int i = 1; i < 8 ; ++i )
			{
				VectorMin( mins, *(*vOutRects+i), mins );
				VectorMax( maxs, *(*vOutRects+i), maxs );
			}

#if 0 //for debugging the visibility frustum we just calculated
			NDebugOverlay::Triangle( vOutRects[0][0], vOutRects[0][1], vOutRects[0][2], 255, 0, 0, 100, true, 0.0f ); //first tri
			NDebugOverlay::Triangle( vOutRects[0][2], vOutRects[0][1], vOutRects[0][0], 255, 0, 0, 100, true, 0.0f ); //make it double sided
			NDebugOverlay::Triangle( vOutRects[0][2], vOutRects[0][3], vOutRects[0][0], 255, 0, 0, 100, true, 0.0f ); //second tri
			NDebugOverlay::Triangle( vOutRects[0][0], vOutRects[0][3], vOutRects[0][2], 255, 0, 0, 100, true, 0.0f ); //make it double sided

			NDebugOverlay::Triangle( vOutRects[1][0], vOutRects[1][1], vOutRects[1][2], 0, 0, 255, 100, true, 0.0f ); //first tri
			NDebugOverlay::Triangle( vOutRects[1][2], vOutRects[1][1], vOutRects[1][0], 0, 0, 255, 100, true, 0.0f ); //make it double sided
			NDebugOverlay::Triangle( vOutRects[1][2], vOutRects[1][3], vOutRects[1][0], 0, 0, 255, 100, true, 0.0f ); //second tri
			NDebugOverlay::Triangle( vOutRects[1][0], vOutRects[1][3], vOutRects[1][2], 0, 0, 255, 100, true, 0.0f ); //make it double sided

			NDebugOverlay::Box( vec3_origin, mins, maxs, 0, 255, 0, 100, 0.0f );
#endif
			
			bool bVisible = IsBBoxVisible( mins, maxs );
			if (!bVisible)
			{
				// Spotlight's extents aren't in view
				if ( m_LightHandle != CLIENTSHADOW_INVALID_HANDLE )
				{
					ShutDownLightHandle();
				}

				return;
			}
		}

		float flAlpha = m_flCurrentLinearFloatLightAlpha * ( 1.0f / 255.0f );

		state.m_fQuadraticAtten = 0.0;
		state.m_fLinearAtten = 100;
		state.m_fConstantAtten = 0.0f;
		state.m_FarZAtten = m_flFarZ;
		state.m_fBrightnessScale = m_flBrightnessScale;
		state.m_Color[0] = m_CurrentLinearFloatLightColor.x * ( 1.0f / 255.0f ) * flAlpha;
		state.m_Color[1] = m_CurrentLinearFloatLightColor.y * ( 1.0f / 255.0f ) * flAlpha;
		state.m_Color[2] = m_CurrentLinearFloatLightColor.z * ( 1.0f / 255.0f ) * flAlpha;
		state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient;
		state.m_flShadowSlopeScaleDepthBias = g_pMaterialSystemHardwareConfig->GetShadowSlopeScaleDepthBias();
		state.m_flShadowDepthBias = g_pMaterialSystemHardwareConfig->GetShadowDepthBias();
		state.m_bEnableShadows = m_bEnableShadows;
		state.m_pSpotlightTexture = m_SpotlightTexture;
		state.m_pProjectedMaterial = NULL; // only complain if we're using material projection
		state.m_nSpotlightTextureFrame = m_nSpotlightTextureFrame;
		state.m_flProjectionSize = m_flProjectionSize;
		state.m_flProjectionRotation = m_flRotation;

		state.m_nShadowQuality = m_nShadowQuality; // Allow entity to affect shadow quality

		if ( m_bSimpleProjection == true )
		{
			state.m_bSimpleProjection = true;
			state.m_bOrtho = true;
			state.m_fOrthoLeft = -m_flProjectionSize;
			state.m_fOrthoTop = -m_flProjectionSize;
			state.m_fOrthoRight = m_flProjectionSize;
			state.m_fOrthoBottom = m_flProjectionSize;
		}

		if( m_LightHandle == CLIENTSHADOW_INVALID_HANDLE )
		{
			// Hack: env projected textures don't work like normal flashlights; they're not assigned to a given splitscreen slot,
			// but the flashlight code requires this
			HACK_GETLOCALPLAYER_GUARD( "Env projected texture" );
			if ( m_bSimpleProjection == true )
			{
				m_LightHandle = g_pClientShadowMgr->CreateProjection( state );
			}
			else
			{
				m_LightHandle = g_pClientShadowMgr->CreateFlashlight( state );
			}

			if ( m_LightHandle != CLIENTSHADOW_INVALID_HANDLE )
			{
				m_bForceUpdate = false;
			}
		}
		else
		{
			if ( m_bSimpleProjection == true )
			{
				g_pClientShadowMgr->UpdateProjectionState( m_LightHandle, state );
			}
			else
			{
				g_pClientShadowMgr->UpdateFlashlightState( m_LightHandle, state );
			}
			m_bForceUpdate = false;
		}

		g_pClientShadowMgr->GetFrustumExtents( m_LightHandle, m_vecExtentsMin, m_vecExtentsMax );

		m_vecExtentsMin = m_vecExtentsMin - GetAbsOrigin();
		m_vecExtentsMax = m_vecExtentsMax - GetAbsOrigin();
	}

	if( m_bLightOnlyTarget )
	{
		g_pClientShadowMgr->SetFlashlightTarget( m_LightHandle, m_hTargetEntity );
	}
	else
	{
		g_pClientShadowMgr->SetFlashlightTarget( m_LightHandle, NULL );
	}

	g_pClientShadowMgr->SetFlashlightLightWorld( m_LightHandle, m_bLightWorld );

	if ( !asw_perf_wtf.GetBool() && !m_bForceUpdate )
	{
		g_pClientShadowMgr->UpdateProjectedTexture( m_LightHandle, true );
	}
}
void C_SunlightShadowControl::ClientThink()
{
	VPROF("C_SunlightShadowControl::ClientThink");
	if ( m_bEnabled )
	{
		Vector vLinearFloatLightColor( m_LightColor.r, m_LightColor.g, m_LightColor.b );
		float flLinearFloatLightAlpha = m_LightColor.a;

		if ( m_CurrentLinearFloatLightColor != vLinearFloatLightColor || m_flCurrentLinearFloatLightAlpha != flLinearFloatLightAlpha )
		{
			float flColorTransitionSpeed = gpGlobals->frametime * m_flColorTransitionTime * 255.0f;

			m_CurrentLinearFloatLightColor.x = Approach( vLinearFloatLightColor.x, m_CurrentLinearFloatLightColor.x, flColorTransitionSpeed );
			m_CurrentLinearFloatLightColor.y = Approach( vLinearFloatLightColor.y, m_CurrentLinearFloatLightColor.y, flColorTransitionSpeed );
			m_CurrentLinearFloatLightColor.z = Approach( vLinearFloatLightColor.z, m_CurrentLinearFloatLightColor.z, flColorTransitionSpeed );
			m_flCurrentLinearFloatLightAlpha = Approach( flLinearFloatLightAlpha, m_flCurrentLinearFloatLightAlpha, flColorTransitionSpeed );
		}

		FlashlightState_t state;

		Vector vDirection = m_shadowDirection;
		VectorNormalize( vDirection );

		QAngle angView;
		engine->GetViewAngles( angView );

		//Vector vViewUp = Vector( 0.0f, 1.0f, 0.0f );
		Vector vSunDirection2D = vDirection;
		vSunDirection2D.z = 0.0f;

		HACK_GETLOCALPLAYER_GUARD( "C_SunlightShadowControl::ClientThink" );

#ifdef INFESTED_DLL		// shine sun on your current marine, rather than the player entity
		C_ASW_Marine *pMarine = C_ASW_Marine::GetLocalMarine();
		if ( !pMarine )
			return;

		Vector vPos = ( pMarine->GetAbsOrigin() + vSunDirection2D * m_flNorthOffset ) - vDirection * m_flSunDistance;
#else
		if ( !C_BasePlayer::GetLocalPlayer() )
			return;

		Vector vPos = ( C_BasePlayer::GetLocalPlayer()->GetAbsOrigin() + vSunDirection2D * m_flNorthOffset ) - vDirection * m_flSunDistance;
#endif

		QAngle angAngles;
		VectorAngles( vDirection, angAngles );

		Vector vForward, vRight, vUp;
		AngleVectors( angAngles, &vForward, &vRight, &vUp );

		state.m_fHorizontalFOVDegrees = m_flFOV;
		state.m_fVerticalFOVDegrees = m_flFOV;

		state.m_vecLightOrigin = vPos;
		BasisToQuaternion( vForward, vRight, vUp, state.m_quatOrientation );

		state.m_fQuadraticAtten = 0.0f;
		state.m_fLinearAtten = m_flSunDistance / 2.0f;
		state.m_fConstantAtten = 0.0f;
		state.m_FarZAtten = m_flSunDistance + 300.0f;
		state.m_Color[0] = m_CurrentLinearFloatLightColor.x * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha;
		state.m_Color[1] = m_CurrentLinearFloatLightColor.y * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha;
		state.m_Color[2] = m_CurrentLinearFloatLightColor.z * ( 1.0f / 255.0f ) * m_flCurrentLinearFloatLightAlpha;
		state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient;
		state.m_NearZ = fpmax( 4.0f, m_flSunDistance - m_flNearZ );
		state.m_FarZ = m_flSunDistance + 300.0f;

		float flOrthoSize = cl_sunlight_ortho_size.GetFloat();

		if ( flOrthoSize > 0 )
		{
			state.m_bOrtho = true;
			state.m_fOrthoLeft = -flOrthoSize;
			state.m_fOrthoTop = -flOrthoSize;
			state.m_fOrthoRight = flOrthoSize;
			state.m_fOrthoBottom = flOrthoSize;
		}
		else
		{
			state.m_bOrtho = false;
		}

		state.m_flShadowSlopeScaleDepthBias = 2;
		state.m_flShadowDepthBias = cl_sunlight_depthbias.GetFloat();
		state.m_bEnableShadows = m_bEnableShadows;
		state.m_pSpotlightTexture = m_SpotlightTexture;
		state.m_pProjectedMaterial = NULL;
		state.m_nSpotlightTextureFrame = 0;

		state.m_nShadowQuality = 1; // Allow entity to affect shadow quality
		state.m_bShadowHighRes = true;

		if ( m_bOldEnableShadows != m_bEnableShadows )
		{
			// If they change the shadow enable/disable, we need to make a new handle
			if ( m_LocalFlashlightHandle != CLIENTSHADOW_INVALID_HANDLE )
			{
				g_pClientShadowMgr->DestroyFlashlight( m_LocalFlashlightHandle );
				m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
			}

			m_bOldEnableShadows = m_bEnableShadows;
		}

		if( m_LocalFlashlightHandle == CLIENTSHADOW_INVALID_HANDLE )
		{
			m_LocalFlashlightHandle = g_pClientShadowMgr->CreateFlashlight( state );
		}
		else
		{
			g_pClientShadowMgr->UpdateFlashlightState( m_LocalFlashlightHandle, state );
#ifndef INFESTED_DLL
#pragma message("TODO: rebuild sunlight projected texture after sunlight control changes.")
			g_pClientShadowMgr->UpdateProjectedTexture( m_LocalFlashlightHandle, true );
#endif
		}
	}
	else if ( m_LocalFlashlightHandle != CLIENTSHADOW_INVALID_HANDLE )
	{
		g_pClientShadowMgr->DestroyFlashlight( m_LocalFlashlightHandle );
		m_LocalFlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
	}

	BaseClass::ClientThink();
}