]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
changed gloss behavior, now darkens light intensity (to 25% of normal) instead of...
[xonotic/darkplaces.git] / r_shadow.c
index e2964debe866f42f8fa545b4c312ab7132eb982b..0106ca579cef293c45066a9f0d754196d841b524 100644 (file)
@@ -26,6 +26,7 @@ qbyte *trianglefacinglight;
 rtexturepool_t *r_shadow_texturepool;
 rtexture_t *r_shadow_normalscubetexture;
 rtexture_t *r_shadow_attenuation2dtexture;
+rtexture_t *r_shadow_attenuation3dtexture;
 rtexture_t *r_shadow_blankbumptexture;
 rtexture_t *r_shadow_blankglosstexture;
 rtexture_t *r_shadow_blankwhitetexture;
@@ -41,6 +42,8 @@ cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
 cvar_t r_shadow_shadownudge = {0, "r_shadow_shadownudge", "1"};
 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
+cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "100000"};
+cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
 
 int c_rt_lights, c_rt_clears, c_rt_scissored;
 int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
@@ -62,6 +65,7 @@ void r_shadow_start(void)
        trianglefacinglight = NULL;
        r_shadow_normalscubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
+       r_shadow_attenuation3dtexture = NULL;
        r_shadow_blankbumptexture = NULL;
        r_shadow_blankglosstexture = NULL;
        r_shadow_blankwhitetexture = NULL;
@@ -76,6 +80,7 @@ void r_shadow_shutdown(void)
        r_shadow_reloadlights = true;
        r_shadow_normalscubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
+       r_shadow_attenuation3dtexture = NULL;
        r_shadow_blankbumptexture = NULL;
        r_shadow_blankglosstexture = NULL;
        r_shadow_blankwhitetexture = NULL;
@@ -106,6 +111,8 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
        Cvar_RegisterVariable(&r_shadow_shadownudge);
        Cvar_RegisterVariable(&r_shadow_portallight);
+       Cvar_RegisterVariable(&r_shadow_projectdistance);
+       Cvar_RegisterVariable(&r_shadow_texture3d);
        R_Shadow_EditLights_Init();
        R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
 }
@@ -367,22 +374,25 @@ void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
 float r_shadow_attenpower, r_shadow_attenscale;
 static void R_Shadow_MakeTextures(void)
 {
-       int x, y, d, side;
+       int x, y, z, d, side;
        float v[3], s, t, intensity;
        qbyte *data;
        R_FreeTexturePool(&r_shadow_texturepool);
        r_shadow_texturepool = R_AllocTexturePool();
        r_shadow_attenpower = r_shadow_lightattenuationpower.value;
        r_shadow_attenscale = r_shadow_lightattenuationscale.value;
-       data = Mem_Alloc(tempmempool, 6*128*128*4);
+#define NORMSIZE 64
+#define ATTEN2DSIZE 64
+#define ATTEN3DSIZE 32
+       data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)));
        data[0] = 128;
        data[1] = 128;
        data[2] = 255;
        data[3] = 255;
        r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-       data[0] = 64;
-       data[1] = 64;
-       data[2] = 64;
+       data[0] = 255;
+       data[1] = 255;
+       data[2] = 255;
        data[3] = 255;
        r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
        data[0] = 255;
@@ -392,12 +402,12 @@ static void R_Shadow_MakeTextures(void)
        r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
        for (side = 0;side < 6;side++)
        {
-               for (y = 0;y < 128;y++)
+               for (y = 0;y < NORMSIZE;y++)
                {
-                       for (x = 0;x < 128;x++)
+                       for (x = 0;x < NORMSIZE;x++)
                        {
-                               s = (x + 0.5f) * (2.0f / 128.0f) - 1.0f;
-                               t = (y + 0.5f) * (2.0f / 128.0f) - 1.0f;
+                               s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+                               t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
                                switch(side)
                                {
                                case 0:
@@ -432,33 +442,56 @@ static void R_Shadow_MakeTextures(void)
                                        break;
                                }
                                intensity = 127.0f / sqrt(DotProduct(v, v));
-                               data[((side*128+y)*128+x)*4+0] = 128.0f + intensity * v[0];
-                               data[((side*128+y)*128+x)*4+1] = 128.0f + intensity * v[1];
-                               data[((side*128+y)*128+x)*4+2] = 128.0f + intensity * v[2];
-                               data[((side*128+y)*128+x)*4+3] = 255;
+                               data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0];
+                               data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1];
+                               data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2];
+                               data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255;
                        }
                }
        }
-       r_shadow_normalscubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalscube", 128, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
-       for (y = 0;y < 128;y++)
+       r_shadow_normalscubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalscube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+       for (y = 0;y < ATTEN2DSIZE;y++)
        {
-               for (x = 0;x < 128;x++)
+               for (x = 0;x < ATTEN2DSIZE;x++)
                {
-                       v[0] = (x + 0.5f) * (2.0f / (128.0f - 8.0f)) - 1.0f;
-                       v[1] = (y + 0.5f) * (2.0f / (128.0f - 8.0f)) - 1.0f;
+                       v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
+                       v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
                        v[2] = 0;
                        intensity = 1.0f - sqrt(DotProduct(v, v));
                        if (intensity > 0)
-                               intensity = pow(intensity, r_shadow_attenpower);
-                       intensity = bound(0, intensity * r_shadow_attenscale * 256.0f, 255.0f);
+                               intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
                        d = bound(0, intensity, 255);
-                       data[((0*128+y)*128+x)*4+0] = d;
-                       data[((0*128+y)*128+x)*4+1] = d;
-                       data[((0*128+y)*128+x)*4+2] = d;
-                       data[((0*128+y)*128+x)*4+3] = d;
+                       data[(y*ATTEN2DSIZE+x)*4+0] = d;
+                       data[(y*ATTEN2DSIZE+x)*4+1] = d;
+                       data[(y*ATTEN2DSIZE+x)*4+2] = d;
+                       data[(y*ATTEN2DSIZE+x)*4+3] = d;
                }
        }
-       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", 128, 128, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
+       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
+       if (r_shadow_texture3d.integer)
+       {
+               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 / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
+                                       v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
+                                       v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
+                                       intensity = 1.0f - sqrt(DotProduct(v, v));
+                                       if (intensity > 0)
+                                               intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
+                                       d = bound(0, intensity, 255);
+                                       data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
+                                       data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
+                                       data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
+                                       data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
+                               }
+                       }
+               }
+               r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
+       }
        Mem_Free(data);
 }
 
@@ -466,8 +499,12 @@ void R_Shadow_Stage_Begin(void)
 {
        rmeshstate_t m;
 
+       if (r_shadow_texture3d.integer && !gl_texture3d)
+               Cvar_SetValueQuick(&r_shadow_texture3d, 0);
+
        //cl.worldmodel->numlights = min(cl.worldmodel->numlights, 1);
        if (!r_shadow_attenuation2dtexture
+        || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
         || r_shadow_lightattenuationpower.value != r_shadow_attenpower
         || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
                R_Shadow_MakeTextures();
@@ -597,6 +634,7 @@ void R_Shadow_Stage_End(void)
        r_shadowstage = SHADOWSTAGE_NONE;
 }
 
+#if 0
 int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius)
 {
        int i, ix1, iy1, ix2, iy2;
@@ -735,36 +773,190 @@ int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const
        c_rt_scissored++;
        return false;
 }
+#endif
 
-void R_Shadow_GenTexCoords_Attenuation2D1D(float *out2d, float *out1d, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, float lightradius)
+int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
 {
-       int i;
-       float lightvec[3], iradius;
-       iradius = 0.5f / lightradius;
-       for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out2d += 4, out1d += 4)
-       {
-               VectorSubtract(vertex, relativelightorigin, lightvec);
-               out2d[0] = 0.5f + DotProduct(svectors, lightvec) * iradius;
-               out2d[1] = 0.5f + DotProduct(tvectors, lightvec) * iradius;
-               out2d[2] = 0;
-               out1d[0] = 0.5f + DotProduct(normals, lightvec) * iradius;
-               out1d[1] = 0.5f;
-               out1d[2] = 0;
+       int i, ix1, iy1, ix2, iy2;
+       float x1, y1, x2, y2, x, y, f;
+       vec3_t smins, smaxs;
+       vec4_t v, v2;
+       if (!r_shadow_scissor.integer)
+               return false;
+       // if view is inside the box, just say yes it's visible
+       if (BoxesOverlap(r_origin, r_origin, mins, maxs))
+       {
+               qglDisable(GL_SCISSOR_TEST);
+               return false;
+       }
+       for (i = 0;i < 3;i++)
+       {
+               if (vpn[i] >= 0)
+               {
+                       v[i] = mins[i];
+                       v2[i] = maxs[i];
+               }
+               else
+               {
+                       v[i] = maxs[i];
+                       v2[i] = mins[i];
+               }
+       }
+       f = DotProduct(vpn, r_origin) + 1;
+       if (DotProduct(vpn, v2) <= f)
+       {
+               // entirely behind nearclip plane
+               qglDisable(GL_SCISSOR_TEST);
+               return false;
+       }
+       if (DotProduct(vpn, v) >= f)
+       {
+               // entirely infront of nearclip plane
+               x1 = y1 = x2 = y2 = 0;
+               for (i = 0;i < 8;i++)
+               {
+                       v[0] = (i & 1) ? mins[0] : maxs[0];
+                       v[1] = (i & 2) ? mins[1] : maxs[1];
+                       v[2] = (i & 4) ? mins[2] : maxs[2];
+                       v[3] = 1.0f;
+                       GL_TransformToScreen(v, v2);
+                       //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
+                       x = v2[0];
+                       y = v2[1];
+                       if (i)
+                       {
+                               if (x1 > x) x1 = x;
+                               if (x2 < x) x2 = x;
+                               if (y1 > y) y1 = y;
+                               if (y2 < y) y2 = y;
+                       }
+                       else
+                       {
+                               x1 = x2 = x;
+                               y1 = y2 = y;
+                       }
+               }
+       }
+       else
+       {
+               // clipped by nearclip plane
+               // this is nasty and crude...
+               // create viewspace bbox
+               for (i = 0;i < 8;i++)
+               {
+                       v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_origin[0];
+                       v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_origin[1];
+                       v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_origin[2];
+                       v2[0] = DotProduct(v, vright);
+                       v2[1] = DotProduct(v, vup);
+                       v2[2] = DotProduct(v, vpn);
+                       if (i)
+                       {
+                               if (smins[0] > v2[0]) smins[0] = v2[0];
+                               if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
+                               if (smins[1] > v2[1]) smins[1] = v2[1];
+                               if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
+                               if (smins[2] > v2[2]) smins[2] = v2[2];
+                               if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
+                       }
+                       else
+                       {
+                               smins[0] = smaxs[0] = v2[0];
+                               smins[1] = smaxs[1] = v2[1];
+                               smins[2] = smaxs[2] = v2[2];
+                       }
+               }
+               // now we have a bbox in viewspace
+               // clip it to the view plane
+               if (smins[2] < 1)
+                       smins[2] = 1;
+               // return true if that culled the box
+               if (smins[2] >= smaxs[2])
+                       return true;
+               // ok some of it is infront of the view, transform each corner back to
+               // worldspace and then to screenspace and make screen rect
+               // initialize these variables just to avoid compiler warnings
+               x1 = y1 = x2 = y2 = 0;
+               for (i = 0;i < 8;i++)
+               {
+                       v2[0] = (i & 1) ? smins[0] : smaxs[0];
+                       v2[1] = (i & 2) ? smins[1] : smaxs[1];
+                       v2[2] = (i & 4) ? smins[2] : smaxs[2];
+                       v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_origin[0];
+                       v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_origin[1];
+                       v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_origin[2];
+                       v[3] = 1.0f;
+                       GL_TransformToScreen(v, v2);
+                       //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
+                       x = v2[0];
+                       y = v2[1];
+                       if (i)
+                       {
+                               if (x1 > x) x1 = x;
+                               if (x2 < x) x2 = x;
+                               if (y1 > y) y1 = y;
+                               if (y2 < y) y2 = y;
+                       }
+                       else
+                       {
+                               x1 = x2 = x;
+                               y1 = y2 = y;
+                       }
+               }
+               /*
+               // this code doesn't handle boxes with any points behind view properly
+               x1 = 1000;x2 = -1000;
+               y1 = 1000;y2 = -1000;
+               for (i = 0;i < 8;i++)
+               {
+                       v[0] = (i & 1) ? mins[0] : maxs[0];
+                       v[1] = (i & 2) ? mins[1] : maxs[1];
+                       v[2] = (i & 4) ? mins[2] : maxs[2];
+                       v[3] = 1.0f;
+                       GL_TransformToScreen(v, v2);
+                       //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
+                       if (v2[2] > 0)
+                       {
+                               x = v2[0];
+                               y = v2[1];
+
+                               if (x1 > x) x1 = x;
+                               if (x2 < x) x2 = x;
+                               if (y1 > y) y1 = y;
+                               if (y2 < y) y2 = y;
+                       }
+               }
+               */
        }
+       ix1 = x1 - 1.0f;
+       iy1 = y1 - 1.0f;
+       ix2 = x2 + 1.0f;
+       iy2 = y2 + 1.0f;
+       //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
+       if (ix1 < r_refdef.x) ix1 = r_refdef.x;
+       if (iy1 < r_refdef.y) iy1 = r_refdef.y;
+       if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width;
+       if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height;
+       if (ix2 <= ix1 || iy2 <= iy1)
+               return true;
+       // set up the scissor rectangle
+       qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
+       qglEnable(GL_SCISSOR_TEST);
+       c_rt_scissored++;
+       return false;
 }
 
-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)
+// FIXME: this should be done in a vertex program when possible
+// FIXME: if vertex program not available, this would really benefit from 3DNow! or SSE
+void R_Shadow_TransformVertices(float *out, int numverts, const float *vertex, const matrix4x4_t *matrix)
 {
-       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)
+       do
        {
-               VectorSubtract(vertex, relativelightorigin, lightvec);
-               out[0] = 0.5f + DotProduct(svectors, lightvec) * iradius;
-               out[1] = 0.5f + DotProduct(tvectors, lightvec) * iradius;
-               out[2] = 0.5f + DotProduct(normals, lightvec) * iradius;
+               Matrix4x4_Transform(matrix, vertex, out);
+               vertex += 4;
+               out += 4;
        }
+       while (--numverts);
 }
 
 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)
@@ -781,27 +973,6 @@ void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out, int numverts, const
        }
 }
 
-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, 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)
 {
        int i;
@@ -820,16 +991,7 @@ void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out, int numverts, cons
        }
 }
 
-void R_Shadow_GenTexCoords_LightCubeMap(float *out, int numverts, const float *vertex, const vec3_t relativelightorigin)
-{
-       int i;
-       // FIXME: this needs to be written
-       // this code assumes the vertices are in worldspace (a false assumption)
-       for (i = 0;i < numverts;i++, vertex += 4, out += 4)
-               VectorSubtract(vertex, relativelightorigin, out);
-}
-
-void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtofilter, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
 {
        int renders;
        float color[3];
@@ -841,38 +1003,37 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
        // mult is how many times the final pass of the lighting will be
        // performed to get more brightness than otherwise possible
        // limit mult to 64 for sanity sake
-       if (r_textureunits.integer >= 4)
+       if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
        {
-               // 4 texture no3D combine path, two pass
+               // 3/2 3D combine path
                m.tex[0] = R_GetTexture(bumptexture);
                m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+               m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.texcombinergb[0] = GL_REPLACE;
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
                R_Mesh_TextureState(&m);
                qglColorMask(0,0,0,1);
                qglDisable(GL_BLEND);
                GL_Color(1,1,1,1);
                memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
                R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
-               R_Shadow_GenTexCoords_Attenuation2D1D(varray_texcoord[2], varray_texcoord[3], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
+               R_Shadow_TransformVertices(varray_texcoord[2], numverts, varray_vertex, matrix_worldtoattenuationxyz);
                R_Mesh_Draw(numverts, numtriangles, elements);
                c_rt_lightmeshes++;
                c_rt_lighttris += numtriangles;
 
                m.tex[0] = R_GetTexture(basetexture);
+               m.tex[1] = 0;
                m.texcubemap[1] = R_GetTexture(lightcubemap);
+               m.tex3d[2] = 0;
                m.texcombinergb[0] = GL_MODULATE;
                m.texcombinergb[1] = GL_MODULATE;
-               m.tex[2] = 0;
-               m.tex[3] = 0;
                R_Mesh_TextureState(&m);
                qglColorMask(1,1,1,0);
                qglBlendFunc(GL_DST_ALPHA, GL_ONE);
                qglEnable(GL_BLEND);
                if (lightcubemap)
-                       R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin);
+                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtofilter);
 
                VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
                for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
@@ -883,22 +1044,21 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        c_rt_lighttris += numtriangles;
                }
        }
-       else
+       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
        {
-               // 2 texture no3D combine path, three pass
-               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+               // 1/2/2 3D combine path
+               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                R_Mesh_TextureState(&m);
                qglColorMask(0,0,0,1);
                qglDisable(GL_BLEND);
                GL_Color(1,1,1,1);
-               R_Shadow_GenTexCoords_Attenuation2D1D(varray_texcoord[0], varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
+               R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_worldtoattenuationxyz);
                R_Mesh_Draw(numverts, numtriangles, elements);
                c_rt_lightmeshes++;
                c_rt_lighttris += numtriangles;
 
                m.tex[0] = R_GetTexture(bumptexture);
-               m.tex[1] = 0;
+               m.tex3d[0] = 0;
                m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
                m.texcombinergb[0] = GL_REPLACE;
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
@@ -919,7 +1079,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                qglColorMask(1,1,1,0);
                qglBlendFunc(GL_DST_ALPHA, GL_ONE);
                if (lightcubemap)
-                       R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin);
+                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtofilter);
 
                VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
                for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
@@ -930,74 +1090,124 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        c_rt_lighttris += numtriangles;
                }
        }
-}
-
-void R_Shadow_SpecularLighting(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 *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
-{
-       int renders;
-       float color[3];
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       if (!bumptexture)
-               bumptexture = r_shadow_blankbumptexture;
-       if (!glosstexture)
-               glosstexture = r_shadow_blankglosstexture;
-       if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
+       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
        {
-               // 2 texture no3D combine path, five pass
-               memset(&m, 0, sizeof(m));
-
+               // 2/2 3D combine path
                m.tex[0] = R_GetTexture(bumptexture);
+               m.tex3d[0] = 0;
                m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+               m.texcombinergb[0] = GL_REPLACE;
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                R_Mesh_TextureState(&m);
+               GL_Color(1,1,1,1);
                qglColorMask(0,0,0,1);
                qglDisable(GL_BLEND);
-               GL_Color(1,1,1,1);
                memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-               R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, relativeeyeorigin);
+               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
                R_Mesh_Draw(numverts, numtriangles, elements);
                c_rt_lightmeshes++;
                c_rt_lighttris += numtriangles;
 
-               m.tex[0] = 0;
-               m.texcubemap[1] = 0;
+               m.tex[0] = R_GetTexture(basetexture);
+               m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+               m.texcombinergb[0] = GL_MODULATE;
                m.texcombinergb[1] = GL_MODULATE;
                R_Mesh_TextureState(&m);
-               // square alpha in framebuffer a few times to make it shiny
-               qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
+               qglColorMask(1,1,1,0);
+               qglBlendFunc(GL_DST_ALPHA, GL_ONE);
                qglEnable(GL_BLEND);
-               // these comments are a test run through this math for intensity 0.5
-               // 0.5 * 0.5 = 0.25
-               R_Mesh_Draw(numverts, numtriangles, elements);
-               c_rt_lightmeshes++;
-               c_rt_lighttris += numtriangles;
-               // 0.25 * 0.25 = 0.0625
+               R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtoattenuationxyz);
+
+               VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+               for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+               {
+                       GL_Color(color[0], color[1], color[2], 1);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+               }
+       }
+       else if (r_textureunits.integer >= 4)
+       {
+               // 4/2 2D combine path
+               m.tex[0] = R_GetTexture(bumptexture);
+               m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+               m.texcombinergb[0] = GL_REPLACE;
+               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+               m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+               m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
+               R_Mesh_TextureState(&m);
+               qglColorMask(0,0,0,1);
+               qglDisable(GL_BLEND);
+               GL_Color(1,1,1,1);
+               memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
+               R_Shadow_TransformVertices(varray_texcoord[2], numverts, varray_vertex, matrix_worldtoattenuationxyz);
+               R_Shadow_TransformVertices(varray_texcoord[3], numverts, varray_vertex, matrix_worldtoattenuationz);
                R_Mesh_Draw(numverts, numtriangles, elements);
                c_rt_lightmeshes++;
                c_rt_lighttris += numtriangles;
-               // 0.0625 * 0.0625 = 0.00390625
+
+               m.tex[0] = R_GetTexture(basetexture);
+               m.texcubemap[1] = R_GetTexture(lightcubemap);
+               m.texcombinergb[0] = GL_MODULATE;
+               m.texcombinergb[1] = GL_MODULATE;
+               m.tex[2] = 0;
+               m.tex[3] = 0;
+               R_Mesh_TextureState(&m);
+               qglColorMask(1,1,1,0);
+               qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+               qglEnable(GL_BLEND);
+               if (lightcubemap)
+                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtofilter);
+
+               VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+               for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+               {
+                       GL_Color(color[0], color[1], color[2], 1);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+               }
+       }
+       else
+       {
+               // 2/2/2 2D combine path
+               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+               R_Mesh_TextureState(&m);
+               qglColorMask(0,0,0,1);
+               qglDisable(GL_BLEND);
+               GL_Color(1,1,1,1);
+               R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_worldtoattenuationxyz);
+               R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtoattenuationz);
                R_Mesh_Draw(numverts, numtriangles, elements);
                c_rt_lightmeshes++;
                c_rt_lighttris += numtriangles;
 
-               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+               m.tex[0] = R_GetTexture(bumptexture);
+               m.tex[1] = 0;
+               m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+               m.texcombinergb[0] = GL_REPLACE;
+               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                R_Mesh_TextureState(&m);
                qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
-               R_Shadow_GenTexCoords_Attenuation2D1D(varray_texcoord[0], varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
+               qglEnable(GL_BLEND);
+               memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
                R_Mesh_Draw(numverts, numtriangles, elements);
                c_rt_lightmeshes++;
                c_rt_lighttris += numtriangles;
 
-               m.tex[0] = R_GetTexture(glosstexture);
+               m.tex[0] = R_GetTexture(basetexture);
                m.texcubemap[1] = R_GetTexture(lightcubemap);
+               m.texcombinergb[0] = GL_MODULATE;
+               m.texcombinergb[1] = GL_MODULATE;
                R_Mesh_TextureState(&m);
                qglColorMask(1,1,1,0);
                qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-               memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
                if (lightcubemap)
-                       R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin);
+                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtofilter);
 
                VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
                for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
@@ -1010,6 +1220,207 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
        }
 }
 
+void R_Shadow_SpecularLighting(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, const matrix4x4_t *matrix_worldtofilter, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+{
+       int renders;
+       float color[3];
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       if (!bumptexture)
+               bumptexture = r_shadow_blankbumptexture;
+       if (!glosstexture)
+               glosstexture = r_shadow_blankglosstexture;
+       if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
+       {
+               if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+               {
+                       // 2/0/0/0/1/2 3D combine blendsquare path
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(0,0,0,1);
+                       qglDisable(GL_BLEND);
+                       GL_Color(1,1,1,1);
+                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, relativeeyeorigin);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = 0;
+                       m.texcubemap[1] = 0;
+                       m.texcombinergb[1] = GL_MODULATE;
+                       R_Mesh_TextureState(&m);
+                       // square alpha in framebuffer a few times to make it shiny
+                       qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
+                       qglEnable(GL_BLEND);
+                       // these comments are a test run through this math for intensity 0.5
+                       // 0.5 * 0.5 = 0.25
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+                       // 0.25 * 0.25 = 0.0625
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+                       // 0.0625 * 0.0625 = 0.00390625
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+                       R_Mesh_TextureState(&m);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
+                       R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_worldtoattenuationxyz);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex3d[0] = 0;
+                       m.tex[0] = R_GetTexture(glosstexture);
+                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(1,1,1,0);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                       if (lightcubemap)
+                               R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtofilter);
+
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color);
+                       for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+                       {
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+               }
+               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+               {
+                       // 2/0/0/0/2 3D combine blendsquare path
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(0,0,0,1);
+                       qglDisable(GL_BLEND);
+                       GL_Color(1,1,1,1);
+                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, relativeeyeorigin);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = 0;
+                       m.texcubemap[1] = 0;
+                       m.texcombinergb[1] = GL_MODULATE;
+                       R_Mesh_TextureState(&m);
+                       // square alpha in framebuffer a few times to make it shiny
+                       qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
+                       qglEnable(GL_BLEND);
+                       // these comments are a test run through this math for intensity 0.5
+                       // 0.5 * 0.5 = 0.25
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+                       // 0.25 * 0.25 = 0.0625
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+                       // 0.0625 * 0.0625 = 0.00390625
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+                       m.tex[1] = R_GetTexture(glosstexture);
+                       R_Mesh_TextureState(&m);
+                       R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_worldtoattenuationxyz);
+                       memcpy(varray_texcoord[1], texcoords, numverts * sizeof(float[4]));
+                       qglColorMask(1,1,1,0);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color);
+                       for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+                       {
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+               }
+               else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+               {
+                       // 2/0/0/0/2/2 2D combine blendsquare path
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(0,0,0,1);
+                       qglDisable(GL_BLEND);
+                       GL_Color(1,1,1,1);
+                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, relativeeyeorigin);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = 0;
+                       m.texcubemap[1] = 0;
+                       m.texcombinergb[1] = GL_MODULATE;
+                       R_Mesh_TextureState(&m);
+                       // square alpha in framebuffer a few times to make it shiny
+                       qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
+                       qglEnable(GL_BLEND);
+                       // these comments are a test run through this math for intensity 0.5
+                       // 0.5 * 0.5 = 0.25
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+                       // 0.25 * 0.25 = 0.0625
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+                       // 0.0625 * 0.0625 = 0.00390625
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       R_Mesh_TextureState(&m);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
+                       R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_worldtoattenuationxyz);
+                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtoattenuationz);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = R_GetTexture(glosstexture);
+                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(1,1,1,0);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                       if (lightcubemap)
+                               R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtofilter);
+
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color);
+                       for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+                       {
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+               }
+       }
+}
+
 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light)
 {
        R_Mesh_Matrix(matrix);
@@ -1032,8 +1443,7 @@ static int castshadowcount = 1;
 void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname, int castshadow)
 {
        int i, j, k, l, maxverts, *mark, tris;
-       float *verts, *v, f, temp[3], radius2;
-       //float projectdistance, *v0, *v1, temp2[3], temp3[3];
+       float *verts;
        worldlight_t *e;
        shadowmesh_t *mesh, *castmesh;
        mleaf_t *leaf;
@@ -1060,12 +1470,11 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
        e->castshadows = castshadow;
 
        e->cullradius = e->lightradius;
-       e->mins[0] = e->origin[0] - e->lightradius;
-       e->maxs[0] = e->origin[0] + e->lightradius;
-       e->mins[1] = e->origin[1] - e->lightradius;
-       e->maxs[1] = e->origin[1] + e->lightradius;
-       e->mins[2] = e->origin[2] - e->lightradius;
-       e->maxs[2] = e->origin[2] + e->lightradius;
+       for (k = 0;k < 3;k++)
+       {
+               e->mins[k] = e->origin[k] - e->lightradius;
+               e->maxs[k] = e->origin[k] + e->lightradius;
+       }
 
        e->next = r_shadow_worldlightchain;
        r_shadow_worldlightchain = e;
@@ -1078,43 +1487,24 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
        if (cl.worldmodel)
        {
                castshadowcount++;
-               if (r_shadow_portallight.integer)
+               i = Mod_PointContents(e->origin, cl.worldmodel);
+               if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY)
                {
                        qbyte *byteleafpvs;
                        qbyte *bytesurfacepvs;
+
                        byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->numleafs + 1);
                        bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->numsurfaces);
-                       Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, e->lightradius);
+
+                       Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin));
 
                        for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
-                       {
-                               if (byteleafpvs[i+1])
-                               {
-                                       temp[0] = bound(leaf->mins[0], e->origin[0], leaf->maxs[0]) - e->origin[0];
-                                       temp[1] = bound(leaf->mins[1], e->origin[1], leaf->maxs[1]) - e->origin[1];
-                                       temp[2] = bound(leaf->mins[2], e->origin[2], leaf->maxs[2]) - e->origin[2];
-                                       if (DotProduct(temp, temp) < e->lightradius * e->lightradius)
-                                               leaf->worldnodeframe = castshadowcount;
-                               }
-                       }
+                               if (byteleafpvs[i+1] && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
+                                       leaf->worldnodeframe = castshadowcount;
 
                        for (i = 0, surf = cl.worldmodel->surfaces;i < cl.worldmodel->numsurfaces;i++, surf++)
-                       {
-                               if (bytesurfacepvs[i])
-                               {
-                                       f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
-                                       if (surf->flags & SURF_PLANEBACK)
-                                               f = -f;
-                                       if (f > 0 && f < e->lightradius)
-                                       {
-                                               temp[0] = bound(surf->poly_mins[0], e->origin[0], surf->poly_maxs[0]) - e->origin[0];
-                                               temp[1] = bound(surf->poly_mins[1], e->origin[1], surf->poly_maxs[1]) - e->origin[1];
-                                               temp[2] = bound(surf->poly_mins[2], e->origin[2], surf->poly_maxs[2]) - e->origin[2];
-                                               if (DotProduct(temp, temp) < e->lightradius * e->lightradius)
-                                                       surf->castshadow = castshadowcount;
-                                       }
-                               }
-                       }
+                               if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs))
+                                       surf->castshadow = castshadowcount;
 
                        Mem_Free(byteleafpvs);
                        Mem_Free(bytesurfacepvs);
@@ -1125,37 +1515,14 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                        pvs = Mod_LeafPVS(leaf, cl.worldmodel);
                        for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
                        {
-                               if (pvs[i >> 3] & (1 << (i & 7)))
+                               if (pvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
                                {
-                                       VectorCopy(origin, temp);
-                                       if (temp[0] < leaf->mins[0]) temp[0] = leaf->mins[0];
-                                       if (temp[0] > leaf->maxs[0]) temp[0] = leaf->maxs[0];
-                                       if (temp[1] < leaf->mins[1]) temp[1] = leaf->mins[1];
-                                       if (temp[1] > leaf->maxs[1]) temp[1] = leaf->maxs[1];
-                                       if (temp[2] < leaf->mins[2]) temp[2] = leaf->mins[2];
-                                       if (temp[2] > leaf->maxs[2]) temp[2] = leaf->maxs[2];
-                                       VectorSubtract(temp, origin, temp);
-                                       if (DotProduct(temp, temp) < e->lightradius * e->lightradius)
+                                       leaf->worldnodeframe = castshadowcount;
+                                       for (j = 0, mark = leaf->firstmarksurface;j < leaf->nummarksurfaces;j++, mark++)
                                        {
-                                               leaf->worldnodeframe = castshadowcount;
-                                               for (j = 0, mark = leaf->firstmarksurface;j < leaf->nummarksurfaces;j++, mark++)
-                                               {
-                                                       surf = cl.worldmodel->surfaces + *mark;
-                                                       if (surf->castshadow != castshadowcount)
-                                                       {
-                                                               f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
-                                                               if (surf->flags & SURF_PLANEBACK)
-                                                                       f = -f;
-                                                               if (f > 0 && f < e->lightradius)
-                                                               {
-                                                                       temp[0] = bound(surf->poly_mins[0], e->origin[0], surf->poly_maxs[0]) - e->origin[0];
-                                                                       temp[1] = bound(surf->poly_mins[1], e->origin[1], surf->poly_maxs[1]) - e->origin[1];
-                                                                       temp[2] = bound(surf->poly_mins[2], e->origin[2], surf->poly_maxs[2]) - e->origin[2];
-                                                                       if (DotProduct(temp, temp) < e->lightradius * e->lightradius)
-                                                                               surf->castshadow = castshadowcount;
-                                                               }
-                                                       }
-                                               }
+                                               surf = cl.worldmodel->surfaces + *mark;
+                                               if (surf->castshadow != castshadowcount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs))
+                                                       surf->castshadow = castshadowcount;
                                        }
                                }
                        }
@@ -1182,34 +1549,26 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
                        if (surf->castshadow == castshadowcount)
                                e->surfaces[e->numsurfaces++] = surf;
-               // find bounding box and sphere of lit surfaces
-               // (these will be used for creating a shape to clip the light)
-               radius2 = 0;
+
+               // find bounding box of lit leafs
                VectorCopy(e->origin, e->mins);
                VectorCopy(e->origin, e->maxs);
-               for (j = 0;j < e->numsurfaces;j++)
+               for (j = 0;j < e->numleafs;j++)
                {
-                       surf = e->surfaces[j];
-                       for (k = 0, v = surf->poly_verts;k < surf->poly_numverts;k++, v += 3)
+                       leaf = e->leafs[j];
+                       for (k = 0;k < 3;k++)
                        {
-                               if (e->mins[0] > v[0]) e->mins[0] = v[0];if (e->maxs[0] < v[0]) e->maxs[0] = v[0];
-                               if (e->mins[1] > v[1]) e->mins[1] = v[1];if (e->maxs[1] < v[1]) e->maxs[1] = v[1];
-                               if (e->mins[2] > v[2]) e->mins[2] = v[2];if (e->maxs[2] < v[2]) e->maxs[2] = v[2];
-                               VectorSubtract(v, e->origin, temp);
-                               f = DotProduct(temp, temp);
-                               if (radius2 < f)
-                                       radius2 = f;
+                               if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
+                               if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
                        }
                }
-               e->cullradius = sqrt(radius2);
-               if (e->cullradius > e->lightradius)
-                       e->cullradius = e->lightradius;
-               if (e->mins[0] < e->origin[0] - e->lightradius) e->mins[0] = e->origin[0] - e->lightradius;
-               if (e->maxs[0] > e->origin[0] + e->lightradius) e->maxs[0] = e->origin[0] + e->lightradius;
-               if (e->mins[1] < e->origin[1] - e->lightradius) e->mins[1] = e->origin[1] - e->lightradius;
-               if (e->maxs[1] > e->origin[1] + e->lightradius) e->maxs[1] = e->origin[1] + e->lightradius;
-               if (e->mins[2] < e->origin[2] - e->lightradius) e->mins[2] = e->origin[2] - e->lightradius;
-               if (e->maxs[2] > e->origin[2] + e->lightradius) e->maxs[2] = e->origin[2] + e->lightradius;
+
+               for (k = 0;k < 3;k++)
+               {
+                       if (e->mins[k] < e->origin[k] - e->lightradius) e->mins[k] = e->origin[k] - e->lightradius;
+                       if (e->maxs[k] > e->origin[k] + e->lightradius) e->maxs[k] = e->origin[k] + e->lightradius;
+               }
+               e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin);
 
                if (e->castshadows)
                {
@@ -1253,7 +1612,7 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
 
                                // now that we have the buffers big enough, construct shadow volume mesh
                                memcpy(verts, castmesh->verts, castmesh->numverts * sizeof(float[4]));
-                               R_Shadow_ProjectVertices(verts, castmesh->numverts, e->origin, 10000000.0f);//, e->lightradius);
+                               R_Shadow_ProjectVertices(verts, castmesh->numverts, e->origin, r_shadow_projectdistance.value);//, e->lightradius);
                                R_Shadow_MakeTriangleShadowFlags(castmesh->elements, verts, castmesh->numtriangles, trianglefacinglight, e->origin, e->lightradius);
                                tris = R_Shadow_BuildShadowVolumeTriangles(castmesh->elements, castmesh->neighbors, castmesh->numtriangles, castmesh->numverts, trianglefacinglight, shadowelements);
                                // add the constructed shadow volume mesh
@@ -1676,7 +2035,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                }
                if (light <= 0 && islight)
                        light = 300;
-               radius = bound(15, light * r_editlights_quakelightsizescale.value / scale, 1048576);
+               radius = min(light * r_editlights_quakelightsizescale.value / scale, 1048576);
                light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f);
                if (color[0] == 1 && color[1] == 1 && color[2] == 1)
                        VectorCopy(overridecolor, color);