]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
R_LoadTexture functions take a palette pointer now
[xonotic/darkplaces.git] / r_shadow.c
index c13a9779d631727405390ba6e0565fa8069fbb79..f648a5e54b038b73a12c429ab196cfa79212ddf4 100644 (file)
@@ -9,6 +9,23 @@ int *shadowelements;
 int maxtrianglefacinglight;
 qbyte *trianglefacinglight;
 
+rtexturepool_t *r_shadow_texturepool;
+rtexture_t *r_shadow_normalsattenuationtexture;
+rtexture_t *r_shadow_normalscubetexture;
+rtexture_t *r_shadow_attenuation2dtexture;
+rtexture_t *r_shadow_blankbumptexture;
+
+cvar_t r_shadow1 = {0, "r_shadow1", "16"};
+cvar_t r_shadow2 = {0, "r_shadow2", "2"};
+cvar_t r_shadow3 = {0, "r_shadow3", "65536"};
+cvar_t r_shadow4 = {0, "r_shadow4", "1"};
+cvar_t r_shadow5 = {0, "r_shadow5", "0"};
+cvar_t r_shadow6 = {0, "r_shadow6", "1"};
+cvar_t r_light_realtime = {0, "r_light_realtime", "0"};
+cvar_t r_light_quality = {0, "r_light_quality", "1"};
+cvar_t r_light_gloss = {0, "r_light_gloss", "0"};
+cvar_t r_light_debuglight = {0, "r_light_debuglight", "-1"};
+
 void r_shadow_start(void)
 {
        // allocate vertex processing arrays
@@ -17,10 +34,20 @@ void r_shadow_start(void)
        shadowelements = NULL;
        maxtrianglefacinglight = 0;
        trianglefacinglight = NULL;
+       r_shadow_normalsattenuationtexture = NULL;
+       r_shadow_normalscubetexture = NULL;
+       r_shadow_attenuation2dtexture = NULL;
+       r_shadow_blankbumptexture = NULL;
+       r_shadow_texturepool = NULL;
 }
 
 void r_shadow_shutdown(void)
 {
+       r_shadow_normalsattenuationtexture = NULL;
+       r_shadow_normalscubetexture = NULL;
+       r_shadow_attenuation2dtexture = NULL;
+       r_shadow_blankbumptexture = NULL;
+       R_FreeTexturePool(&r_shadow_texturepool);
        maxshadowelements = 0;
        shadowelements = NULL;
        maxtrianglefacinglight = 0;
@@ -34,6 +61,16 @@ void r_shadow_newmap(void)
 
 void R_Shadow_Init(void)
 {
+       Cvar_RegisterVariable(&r_shadow1);
+       Cvar_RegisterVariable(&r_shadow2);
+       Cvar_RegisterVariable(&r_shadow3);
+       Cvar_RegisterVariable(&r_shadow4);
+       Cvar_RegisterVariable(&r_shadow5);
+       Cvar_RegisterVariable(&r_shadow6);
+       Cvar_RegisterVariable(&r_light_realtime);
+       Cvar_RegisterVariable(&r_light_quality);
+       Cvar_RegisterVariable(&r_light_gloss);
+       Cvar_RegisterVariable(&r_light_debuglight);
        R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
 }
 
@@ -89,13 +126,18 @@ void R_Shadow_Volume(int numverts, int numtris, float *vertex, int *elements, in
        // the unprojected vertices and these projected vertices
        for (i = 0, v0 = vertex, v1 = vertex + numverts * 4;i < numverts;i++, v0 += 4, v1 += 4)
        {
+#if 1
+               v1[0] = v0[0] + 50.0f * (v0[0] - relativelightorigin[0]);
+               v1[1] = v0[1] + 50.0f * (v0[1] - relativelightorigin[1]);
+               v1[2] = v0[2] + 50.0f * (v0[2] - relativelightorigin[2]);
+#elif 0
                VectorSubtract(v0, relativelightorigin, temp);
-#if 0
                f = lightradius / sqrt(DotProduct(temp,temp));
                if (f < 1)
                        f = 1;
                VectorMA(relativelightorigin, f, temp, v1);
 #else
+               VectorSubtract(v0, relativelightorigin, temp);
                f = projectdistance / sqrt(DotProduct(temp,temp));
                VectorMA(v0, f, temp, v1);
 #endif
@@ -112,7 +154,7 @@ void R_Shadow_Volume(int numverts, int numtris, float *vertex, int *elements, in
                // of the comparison use it, therefore they are both multiplied the
                // same amount...  furthermore the subtract can be done on the
                // vectors, saving a little bit of math in the dotproducts
-#if 1
+#if 0
                // fast version
                // subtracts v1 from v0 and v2, combined into a crossproduct,
                // combined with a dotproduct of the light location relative to the
@@ -145,7 +187,10 @@ void R_Shadow_Volume(int numverts, int numtris, float *vertex, int *elements, in
                // I.E. flat, so all points give the same answer)
                // the normal is not normalized because it is used on both sides of
                // the comparison, so it's magnitude does not matter
-               trianglefacinglight[i] = DotProduct(relativelightorigin, temp) >= DotProduct(v0, temp);
+               //trianglefacinglight[i] = DotProduct(relativelightorigin, temp) >= DotProduct(v0, temp);
+               f = DotProduct(relativelightorigin, temp) - DotProduct(v0, temp);
+               trianglefacinglight[i] = f > 0 && f < lightradius * sqrt(DotProduct(temp, temp));
+               }
 #endif
        }
 
@@ -173,7 +218,7 @@ void R_Shadow_Volume(int numverts, int numtris, float *vertex, int *elements, in
                        out[5] = e[2] + numverts;
                        out += 6;
                        tris += 2;
-#else
+#else if 1
                        // rear cap
                        out[0] = e[0] + numverts;
                        out[1] = e[1] + numverts;
@@ -225,9 +270,9 @@ void R_Shadow_RenderVolume(int numverts, int numtris, int *elements, int visible
        // draw the volume
        if (visiblevolume)
        {
-               qglDisable(GL_CULL_FACE);
+               //qglDisable(GL_CULL_FACE);
                R_Mesh_Draw(numverts, numtris, elements);
-               qglEnable(GL_CULL_FACE);
+               //qglEnable(GL_CULL_FACE);
        }
        else
        {
@@ -242,9 +287,155 @@ void R_Shadow_RenderVolume(int numverts, int numtris, int *elements, int visible
        }
 }
 
-void R_Shadow_Stage_Depth(void)
+float r_shadow_atten1, r_shadow_atten2, r_shadow_atten5;
+#define ATTEN3DSIZE 64
+static void R_Shadow_Make3DTextures(void)
+{
+       int x, y, z, d;
+       float v[3], intensity, ilen, length, bordercolor[4];
+       qbyte data[ATTEN3DSIZE][ATTEN3DSIZE][ATTEN3DSIZE][4];
+       if (r_light_quality.integer != 1 || !gl_texture3d)
+               return;
+       for (z = 0;z < ATTEN3DSIZE;z++)
+       {
+               for (y = 0;y < ATTEN3DSIZE;y++)
+               {
+                       for (x = 0;x < ATTEN3DSIZE;x++)
+                       {
+                               v[0] = (x + 0.5f) * (2.0f / (float) ATTEN3DSIZE) - 1.0f;
+                               v[1] = (y + 0.5f) * (2.0f / (float) ATTEN3DSIZE) - 1.0f;
+                               v[2] = (z + 0.5f) * (2.0f / (float) ATTEN3DSIZE) - 1.0f;
+                               length = sqrt(DotProduct(v, v));
+                               if (DotProduct(v, v) < 1)
+                                       intensity = (((r_shadow_atten1 / (length*length + r_shadow_atten5)) - (r_shadow_atten1 * r_shadow_atten2))) / 256.0f;
+                               else
+                                       intensity = 0;
+                               ilen = 127.0f * bound(0, intensity, 1) / length;
+                               data[z][y][x][0] = 128.0f + ilen * v[0];
+                               data[z][y][x][1] = 128.0f + ilen * v[1];
+                               data[z][y][x][2] = 128.0f + ilen * v[2];
+                               data[z][y][x][3] = 255;
+                       }
+               }
+       }
+       r_shadow_normalsattenuationtexture = R_LoadTexture3D(r_shadow_texturepool, "normalsattenuation", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+       bordercolor[0] = 0.5f;
+       bordercolor[1] = 0.5f;
+       bordercolor[2] = 0.5f;
+       bordercolor[3] = 1.0f;
+       qglTexParameterfv(GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, bordercolor);
+}
+
+static void R_Shadow_MakeTextures(void)
+{
+       int x, y, z, d, side;
+       float v[3], s, t, intensity;
+       qbyte data[6][128][128][4];
+       R_FreeTexturePool(&r_shadow_texturepool);
+       r_shadow_texturepool = R_AllocTexturePool();
+       r_shadow_atten1 = r_shadow1.value;
+       r_shadow_atten2 = r_shadow2.value;
+       r_shadow_atten5 = r_shadow5.value;
+       for (y = 0;y < 128;y++)
+       {
+               for (x = 0;x < 128;x++)
+               {
+                       data[0][y][x][0] = 128;
+                       data[0][y][x][1] = 128;
+                       data[0][y][x][2] = 255;
+                       data[0][y][x][3] = 255;
+               }
+       }
+       r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 128, 128, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       for (side = 0;side < 6;side++)
+       {
+               for (y = 0;y < 128;y++)
+               {
+                       for (x = 0;x < 128;x++)
+                       {
+                               s = (x + 0.5f) * (2.0f / 128.0f) - 1.0f;
+                               t = (y + 0.5f) * (2.0f / 128.0f) - 1.0f;
+                               switch(side)
+                               {
+                               case 0:
+                                       v[0] = 1;
+                                       v[1] = -t;
+                                       v[2] = -s;
+                                       break;
+                               case 1:
+                                       v[0] = -1;
+                                       v[1] = -t;
+                                       v[2] = s;
+                                       break;
+                               case 2:
+                                       v[0] = s;
+                                       v[1] = 1;
+                                       v[2] = t;
+                                       break;
+                               case 3:
+                                       v[0] = s;
+                                       v[1] = -1;
+                                       v[2] = -t;
+                                       break;
+                               case 4:
+                                       v[0] = s;
+                                       v[1] = -t;
+                                       v[2] = 1;
+                                       break;
+                               case 5:
+                                       v[0] = -s;
+                                       v[1] = -t;
+                                       v[2] = -1;
+                                       break;
+                               }
+                               intensity = 127.0f / sqrt(DotProduct(v, v));
+                               data[side][y][x][0] = 128.0f + intensity * v[0];
+                               data[side][y][x][1] = 128.0f + intensity * v[1];
+                               data[side][y][x][2] = 128.0f + intensity * v[2];
+                               data[side][y][x][3] = 255;
+                       }
+               }
+       }
+       r_shadow_normalscubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalscube", 128, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+       for (y = 0;y < 128;y++)
+       {
+               for (x = 0;x < 128;x++)
+               {
+                       v[0] = (x + 0.5f) * (2.0f / 128.0f) - 1.0f;
+                       v[1] = (y + 0.5f) * (2.0f / 128.0f) - 1.0f;
+                       v[2] = 0;
+                       if (DotProduct(v, v) < 1)
+                               intensity = (((r_shadow_atten1 / (DotProduct(v, v)+r_shadow_atten5)) - (r_shadow_atten1 * r_shadow_atten2))) / 256.0f;
+                       else
+                               intensity = 0;
+                       d = bound(0, intensity, 255) / sqrt(DotProduct(v, v));
+                       data[0][y][x][0] = d;
+                       data[0][y][x][1] = d;
+                       data[0][y][x][2] = d;
+                       data[0][y][x][3] = 255;
+               }
+       }
+       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", 128, 128, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+       R_Shadow_Make3DTextures();
+}
+
+void R_Shadow_Stage_Begin(void)
 {
        rmeshstate_t m;
+
+       if (r_light_quality.integer == 1 && !gl_texture3d)
+       {
+               Con_Printf("3D texture support not detected, falling back on slower 2D + 1D + normalization lighting\n");
+               Cvar_SetValueQuick(&r_light_quality, 0);
+       }
+       //cl.worldmodel->numlights = min(cl.worldmodel->numlights, 1);
+       if (!r_shadow_attenuation2dtexture
+        || (r_light_quality.integer == 1 && !r_shadow_normalsattenuationtexture)
+        || r_shadow1.value != r_shadow_atten1
+        || r_shadow2.value != r_shadow_atten2
+        || r_shadow5.value != r_shadow_atten5)
+               R_Shadow_MakeTextures();
+
        memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_ONE;
        m.blendfunc2 = GL_ZERO;
@@ -254,11 +445,14 @@ void R_Shadow_Stage_Depth(void)
 
 void R_Shadow_Stage_ShadowVolumes(void)
 {
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       R_Mesh_TextureState(&m);
        GL_Color(1, 1, 1, 1);
        qglColorMask(0, 0, 0, 0);
        qglDisable(GL_BLEND);
        qglDepthMask(0);
-       qglDepthFunc(GL_LEQUAL);
+       qglDepthFunc(GL_LESS);
        qglClearStencil(0);
        qglClear(GL_STENCIL_BUFFER_BIT);
        qglEnable(GL_STENCIL_TEST);
@@ -268,6 +462,11 @@ void R_Shadow_Stage_ShadowVolumes(void)
 
 void R_Shadow_Stage_Light(void)
 {
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       R_Mesh_TextureState(&m);
+       qglActiveTexture(GL_TEXTURE0_ARB);
+
        qglEnable(GL_BLEND);
        qglBlendFunc(GL_ONE, GL_ONE);
        GL_Color(1, 1, 1, 1);
@@ -281,71 +480,198 @@ void R_Shadow_Stage_Light(void)
        qglStencilFunc(GL_EQUAL, 0, 0xFF);
 }
 
-void R_Shadow_Stage_Textures(void)
+void R_Shadow_Stage_End(void)
 {
        rmeshstate_t m;
        // attempt to restore state to what Mesh_State thinks it is
        qglDisable(GL_BLEND);
        qglBlendFunc(GL_ONE, GL_ZERO);
        qglDepthMask(1);
-
-       // now change to a more useful state
-       memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_DST_COLOR;
-       m.blendfunc2 = GL_SRC_COLOR;
-       R_Mesh_State(&m);
-
-       // now hack some more
-       GL_Color(1, 1, 1, 1);
-       qglColorMask(1, 1, 1, 1);
-       qglDepthFunc(GL_EQUAL);
-       qglEnable(GL_STENCIL_TEST);
-       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-       // only draw in lit areas
-       qglStencilFunc(GL_EQUAL, 0, 0xFF);
-}
-
-void R_Shadow_Stage_End(void)
-{
-       rmeshstate_t m;
+       // now restore the rest of the state to normal
        GL_Color(1, 1, 1, 1);
        qglColorMask(1, 1, 1, 1);
        qglDepthFunc(GL_LEQUAL);
        qglDisable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        qglStencilFunc(GL_ALWAYS, 0, 0xFF);
+}
 
-       // now change to a more useful state
-       memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_ONE;
-       m.blendfunc2 = GL_ZERO;
-       R_Mesh_State(&m);
+void R_Shadow_GenTexCoords_Attenuation2D(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const vec3_t relativelightorigin, float lightradius)
+{
+       int i;
+       float lightvec[3], iradius;
+       iradius = 0.5f / lightradius;
+       for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, out += 4)
+       {
+               VectorSubtract(vertex, relativelightorigin, lightvec);
+               out[0] = 0.5f + DotProduct(svectors, lightvec) * iradius;
+               out[1] = 0.5f + DotProduct(tvectors, lightvec) * iradius;
+       }
 }
 
-void R_Shadow_VertexLight(int numverts, float *vertex, float *normals, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor)
+void R_Shadow_GenTexCoords_Attenuation1D(float *out, int numverts, const float *vertex, const float *normals, const vec3_t relativelightorigin, float lightradius)
 {
        int i;
-       float *n, *v, *c, f, dist, temp[3], light[3];
-       // calculate vertex colors
-       VectorCopy(lightcolor, light);
-       for (i = 0, v = vertex, c = varray_color, n = normals;i < numverts;i++, v += 4, c += 4, n += 3)
+       float lightvec[3], iradius;
+       iradius = 0.5f / lightradius;
+       for (i = 0;i < numverts;i++, vertex += 4, normals += 4, out += 4)
        {
-               VectorSubtract(relativelightorigin, v, temp);
-               c[0] = 0;
-               c[1] = 0;
-               c[2] = 0;
-               c[3] = 1;
-               f = DotProduct(n, temp);
-               if (f > 0)
+               VectorSubtract(vertex, relativelightorigin, lightvec);
+               out[0] = 0.5f + DotProduct(normals, lightvec) * iradius;
+               out[1] = 0.5f;
+       }
+}
+
+void R_Shadow_GenTexCoords_Diffuse_Attenuation3D(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, float lightradius)
+{
+       int i;
+       float lightvec[3], iradius;
+       iradius = 0.5f / lightradius;
+       for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
+       {
+               VectorSubtract(vertex, relativelightorigin, lightvec);
+               if (r_shadow6.integer != 0)
                {
-                       dist = DotProduct(temp, temp);
-                       if (dist < lightradius2)
-                       {
-                               f = ((1.0f / (dist + lightdistbias)) - lightsubtract) * (f / sqrt(dist));
-                               c[0] = f * light[0];
-                               c[1] = f * light[1];
-                               c[2] = f * light[2];
-                       }
+                       VectorClear(lightvec);
+                       if (r_shadow6.integer > 0)
+                               lightvec[(r_shadow6.integer - 1) % 3] = 64;
+                       else
+                               lightvec[((-r_shadow6.integer) - 1) % 3] = -64;
+               }
+               if (r_shadow4.integer & 8)
+                       lightvec[0] = -lightvec[0];
+               if (r_shadow4.integer & 16)
+                       lightvec[1] = -lightvec[1];
+               if (r_shadow4.integer & 32)
+                       lightvec[2] = -lightvec[2];
+               if (r_shadow4.integer & 1)
+                       out[0] = 0.5f - DotProduct(svectors, lightvec) * iradius;
+               else
+                       out[0] = 0.5f + DotProduct(svectors, lightvec) * iradius;
+               if (r_shadow4.integer & 2)
+                       out[1] = 0.5f - DotProduct(tvectors, lightvec) * iradius;
+               else
+                       out[2] = 0.5f + DotProduct(tvectors, lightvec) * iradius;
+               if (r_shadow4.integer & 4)
+                       out[2] = 0.5f - DotProduct(normals, lightvec) * iradius;
+               else
+                       out[2] = 0.5f + DotProduct(normals, lightvec) * iradius;
+       }
+}
+
+void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, float lightradius)
+{
+       int i;
+       float lightdir[3], iradius;
+       iradius = 0.5f / lightradius;
+       for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
+       {
+               VectorSubtract(vertex, relativelightorigin, lightdir);
+               // the cubemap normalizes this for us
+               out[0] = DotProduct(svectors, lightdir);
+               out[1] = DotProduct(tvectors, lightdir);
+               out[2] = DotProduct(normals, lightdir);
+       }
+}
+
+void R_Shadow_GenTexCoords_Specular_Attenuation3D(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin, float lightradius)
+{
+       int i;
+       float lightdir[3], eyedir[3], halfdir[3], lightdirlen, ilen, iradius;
+       iradius = 0.5f / lightradius;
+       for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
+       {
+               VectorSubtract(vertex, relativelightorigin, lightdir);
+               // this is used later to make the attenuation correct
+               lightdirlen = sqrt(DotProduct(lightdir, lightdir)) * iradius;
+               VectorNormalizeFast(lightdir);
+               VectorSubtract(vertex, relativeeyeorigin, eyedir);
+               VectorNormalizeFast(eyedir);
+               VectorAdd(lightdir, eyedir, halfdir);
+               VectorNormalizeFast(halfdir);
+               out[0] = 0.5f + DotProduct(svectors, halfdir) * lightdirlen;
+               out[1] = 0.5f + DotProduct(tvectors, halfdir) * lightdirlen;
+               out[2] = 0.5f + DotProduct(normals, halfdir) * lightdirlen;
+       }
+}
+
+void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin, float lightradius)
+{
+       int i;
+       float lightdir[3], eyedir[3], halfdir[3], lightdirlen, ilen, iradius;
+       iradius = 0.5f / lightradius;
+       for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
+       {
+               VectorSubtract(vertex, relativelightorigin, lightdir);
+               VectorNormalizeFast(lightdir);
+               VectorSubtract(vertex, relativeeyeorigin, eyedir);
+               VectorNormalizeFast(eyedir);
+               VectorAdd(lightdir, eyedir, halfdir);
+               // the cubemap normalizes this for us
+               out[0] = DotProduct(svectors, halfdir);
+               out[1] = DotProduct(tvectors, halfdir);
+               out[2] = DotProduct(normals, halfdir);
+       }
+}
+
+void R_Shadow_GenTexCoords_LightCubeMap(float *out, int numverts, const float *vertex, const vec3_t relativelightorigin)
+{
+       int i;
+       for (i = 0;i < numverts;i++, vertex += 4, out += 4)
+               VectorSubtract(vertex, relativelightorigin, out);
+}
+
+void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, rtexture_t *basetexture, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+{
+       float f;
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       if (!bumptexture)
+               bumptexture = r_shadow_blankbumptexture;
+       f = 1.0f / r_shadow3.value;
+       if (r_light_quality.integer == 1)
+       {
+               // 4 texture 3D path, two pass
+               GL_Color(1,1,1,1);
+               //lightcolor[0] * f, lightcolor[1] * f, lightcolor[2] * f, 1);
+               memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+               memcpy(varray_texcoord[2], texcoords, numverts * sizeof(float[4]));
+               if (r_light_gloss.integer != 2)
+               {
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.tex3d[1] = R_GetTexture(r_shadow_normalsattenuationtexture);
+                       m.tex[2] = R_GetTexture(basetexture);
+                       m.texcubemap[3] = R_GetTexture(lightcubemap);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.texcombinergb[1] = GL_DOT3_RGB_ARB;
+                       m.texcombinergb[2] = GL_MODULATE;
+                       m.texcombinergb[3] = GL_MODULATE;
+                       m.texrgbscale[2] = 2;
+                       R_Mesh_TextureState(&m);
+                       R_Shadow_GenTexCoords_Diffuse_Attenuation3D(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
+                       if (m.texcubemap[3])
+                               R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[3], numverts, varray_vertex, relativelightorigin);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+               }
+               if (r_light_gloss.integer && glosstexture)
+               {
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.tex3d[1] = R_GetTexture(r_shadow_normalsattenuationtexture);
+                       m.tex[2] = R_GetTexture(glosstexture);
+                       m.texcubemap[3] = R_GetTexture(lightcubemap);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.texcombinergb[1] = GL_DOT3_RGB_ARB;
+                       m.texcombinergb[2] = GL_MODULATE;
+                       m.texcombinergb[3] = GL_MODULATE;
+                       m.texrgbscale[2] = 2;
+                       R_Mesh_TextureState(&m);
+                       R_Shadow_GenTexCoords_Specular_Attenuation3D(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, relativeeyeorigin, lightradius);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
                }
        }
+       else
+       {
+               //R_Mesh_TextureState(&m);
+       }
 }
+