fixed some dynamic lighting bugs related to glowing self
[xonotic/darkplaces.git] / r_shadow.c
index f18b155..5e3cfde 100644 (file)
@@ -1,5 +1,13 @@
 
 #include "quakedef.h"
+#include "r_shadow.h"
+
+#define SHADOWSTAGE_NONE 0
+#define SHADOWSTAGE_STENCIL 1
+#define SHADOWSTAGE_LIGHT 2
+#define SHADOWSTAGE_ERASESTENCIL 3
+
+int r_shadowstage = SHADOWSTAGE_NONE;
 
 mempool_t *r_shadow_mempool;
 
@@ -8,6 +16,23 @@ 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", "2"};
+cvar_t r_shadow2 = {0, "r_shadow2", "0"};
+cvar_t r_shadow3 = {0, "r_shadow3", "32768"};
+cvar_t r_shadow4 = {0, "r_shadow4", "0"};
+cvar_t r_shadow5 = {0, "r_shadow5", "0"};
+cvar_t r_shadow6 = {0, "r_shadow6", "0"};
+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
@@ -16,10 +41,20 @@ 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;
@@ -33,13 +68,28 @@ 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);
 }
 
-void R_ShadowVolume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float projectdistance)
+void R_Shadow_Volume(int numverts, int numtris, float *vertex, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance)
 {
        int i, *e, *n, *out, tris;
-       float *v0, *v1, *v2, dir0[3], dir1[3], temp[3], f;
+       float *v0, *v1, *v2, temp[3], f;
+       if (projectdistance < 0.1)
+       {
+               Con_Printf("R_Shadow_Volume: projectdistance %f\n");
+               return;
+       }
 // terminology:
 //
 // frontface:
@@ -57,8 +107,8 @@ void R_ShadowVolume(int numverts, int numtris, int *elements, int *neighbors, ve
 // description:
 // draws the shadow volumes of the model.
 // requirements:
-// vertex loations must already be in varray_vertex before use.
-// varray_vertex must have capacity for numverts * 2.
+// vertex loations must already be in vertex before use.
+// vertex must have capacity for numverts * 2.
 
        // make sure trianglefacinglight is big enough for this volume
        if (maxtrianglefacinglight < numtris)
@@ -81,27 +131,74 @@ void R_ShadowVolume(int numverts, int numtris, int *elements, int *neighbors, ve
        // make projected vertices
        // by clever use of elements we'll construct the whole shadow from
        // the unprojected vertices and these projected vertices
-       for (i = 0, v0 = varray_vertex, v1 = varray_vertex + numverts * 4;i < numverts;i++, v0 += 4, v1 += 4)
+       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);
+               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
        }
 
        // check which triangles are facing the light
        for (i = 0, e = elements;i < numtris;i++, e += 3)
        {
-               // calculate surface plane
-               v0 = varray_vertex + e[0] * 4;
-               v1 = varray_vertex + e[1] * 4;
-               v2 = varray_vertex + e[2] * 4;
+               // calculate triangle facing flag
+               v0 = vertex + e[0] * 4;
+               v1 = vertex + e[1] * 4;
+               v2 = vertex + e[2] * 4;
+               // we do not need to normalize the surface normal because both sides
+               // 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 0
+               // fast version
+               // subtracts v1 from v0 and v2, combined into a crossproduct,
+               // combined with a dotproduct of the light location relative to the
+               // first point of the triangle (any point works, since the triangle
+               // is obviously flat), and finally a comparison to determine if the
+               // light is infront of the triangle (the goal of this statement)
+               trianglefacinglight[i] =
+                  (relativelightorigin[0] - v0[0]) * ((v0[1] - v1[1]) * (v2[2] - v1[2]) - (v0[2] - v1[2]) * (v2[1] - v1[1]))
+                + (relativelightorigin[1] - v0[1]) * ((v0[2] - v1[2]) * (v2[0] - v1[0]) - (v0[0] - v1[0]) * (v2[2] - v1[2]))
+                + (relativelightorigin[2] - v0[2]) * ((v0[0] - v1[0]) * (v2[1] - v1[1]) - (v0[1] - v1[1]) * (v2[0] - v1[0])) > 0;
+#else
+               // readable version
+               {
+               float dir0[3], dir1[3];
+
+               // calculate two mostly perpendicular edge directions
                VectorSubtract(v0, v1, dir0);
                VectorSubtract(v2, v1, dir1);
+
+               // we have two edge directions, we can calculate a third vector from
+               // them, which is the direction of the surface normal (it's magnitude
+               // is not 1 however)
                CrossProduct(dir0, dir1, temp);
-               // we do not need to normalize the surface normal because both sides
-               // of the comparison use it, therefore they are both multiplied the
-               // same amount...
-               trianglefacinglight[i] = DotProduct(relativelightorigin, temp) >= DotProduct(v0, temp);
+
+               // this is entirely unnecessary, but kept for clarity
+               //VectorNormalize(temp);
+
+               // compare distance of light along normal, with distance of any point
+               // of the triangle along the same normal (the triangle is planar,
+               // 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);
+               f = DotProduct(relativelightorigin, temp) - DotProduct(v0, temp);
+               trianglefacinglight[i] = f > 0 && f < lightradius * sqrt(DotProduct(temp, temp));
+               }
+#endif
        }
 
        // output triangle elements
@@ -117,6 +214,7 @@ void R_ShadowVolume(int numverts, int numtris, int *elements, int *neighbors, ve
                {
                        // triangle is backface and therefore casts shadow,
                        // output front and back caps for shadow volume
+#if 1
                        // front cap (with flipped winding order)
                        out[0] = e[0];
                        out[1] = e[2];
@@ -127,8 +225,16 @@ void R_ShadowVolume(int numverts, int numtris, int *elements, int *neighbors, ve
                        out[5] = e[2] + numverts;
                        out += 6;
                        tris += 2;
+#else if 1
+                       // rear cap
+                       out[0] = e[0] + numverts;
+                       out[1] = e[1] + numverts;
+                       out[2] = e[2] + numverts;
+                       out += 3;
+                       tris += 1;
+#endif
                        // check the edges
-                       if (trianglefacinglight[n[0]])
+                       if (n[0] < 0 || trianglefacinglight[n[0]])
                        {
                                out[0] = e[0];
                                out[1] = e[1];
@@ -139,7 +245,7 @@ void R_ShadowVolume(int numverts, int numtris, int *elements, int *neighbors, ve
                                out += 6;
                                tris += 2;
                        }
-                       if (trianglefacinglight[n[1]])
+                       if (n[1] < 0 || trianglefacinglight[n[1]])
                        {
                                out[0] = e[1];
                                out[1] = e[2];
@@ -150,7 +256,7 @@ void R_ShadowVolume(int numverts, int numtris, int *elements, int *neighbors, ve
                                out += 6;
                                tris += 2;
                        }
-                       if (trianglefacinglight[n[2]])
+                       if (n[2] < 0 || trianglefacinglight[n[2]])
                        {
                                out[0] = e[2];
                                out[1] = e[0];
@@ -163,6 +269,501 @@ void R_ShadowVolume(int numverts, int numtris, int *elements, int *neighbors, ve
                        }
                }
        }
+       R_Shadow_RenderVolume(numverts * 2, tris, shadowelements);
+}
+
+void R_Shadow_RenderVolume(int numverts, int numtris, int *elements)
+{
+       if (!numverts || !numtris)
+               return;
        // draw the volume
-       R_Mesh_Draw(numverts * 2, tris, shadowelements);
+       if (r_shadowstage == SHADOWSTAGE_STENCIL)
+       {
+               // increment stencil if backface is behind depthbuffer
+               qglCullFace(GL_BACK); // quake is backwards, this culls front faces
+               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+               R_Mesh_Draw(numverts, numtris, elements);
+               // decrement stencil if frontface is behind depthbuffer
+               qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+               R_Mesh_Draw(numverts, numtris, elements);
+       }
+       else
+               R_Mesh_Draw(numverts, numtris, elements);
+}
+
+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;
+                               intensity = 1.0f - sqrt(DotProduct(v, v));
+                               if (intensity > 0)
+                                       intensity *= intensity;
+                               ilen = 127.0f * bound(0, intensity * r_shadow_atten1, 1) / sqrt(DotProduct(v, v));
+                               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;
+                       intensity = 1.0f - sqrt(DotProduct(v, v));
+                       if (intensity > 0)
+                               intensity *= intensity;
+                       intensity = bound(0, intensity * r_shadow_atten1 * 256.0f, 255.0f);
+                       d = bound(0, intensity, 255);
+                       data[0][y][x][0] = d;
+                       data[0][y][x][1] = d;
+                       data[0][y][x][2] = d;
+                       data[0][y][x][3] = d;
+               }
+       }
+       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", 128, 128, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_MIPMAP, 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;
+       R_Mesh_State(&m);
+       GL_Color(0, 0, 0, 1);
+       r_shadowstage = SHADOWSTAGE_NONE;
+}
+
+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_LESS);
+       qglClearStencil(0);
+       qglClear(GL_STENCIL_BUFFER_BIT);
+       qglEnable(GL_STENCIL_TEST);
+       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+       qglStencilFunc(GL_ALWAYS, 0, 0xFF);
+       qglEnable(GL_CULL_FACE);
+       qglEnable(GL_DEPTH_TEST);
+       r_shadowstage = SHADOWSTAGE_STENCIL;
+}
+
+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);
+       qglColorMask(1, 1, 1, 1);
+       qglDepthMask(0);
+       qglDepthFunc(GL_EQUAL);
+       qglEnable(GL_STENCIL_TEST);
+       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+       // only draw light where this geometry was already rendered AND the
+       // stencil is 0 (non-zero means shadow)
+       qglStencilFunc(GL_EQUAL, 0, 0xFF);
+       qglEnable(GL_CULL_FACE);
+       qglEnable(GL_DEPTH_TEST);
+       r_shadowstage = SHADOWSTAGE_LIGHT;
+}
+
+void R_Shadow_Stage_EraseShadowVolumes(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_LESS);
+       qglClearStencil(0);
+       qglClear(GL_STENCIL_BUFFER_BIT);
+       qglEnable(GL_STENCIL_TEST);
+       qglStencilOp(GL_ZERO, GL_KEEP, GL_KEEP);
+       qglStencilFunc(GL_NOTEQUAL, 0, 0xFF);
+       qglDisable(GL_CULL_FACE);
+       qglDisable(GL_DEPTH_TEST);
+       r_shadowstage = SHADOWSTAGE_ERASESTENCIL;
+}
+
+void R_Shadow_Stage_End(void)
+{
+       // attempt to restore state to what Mesh_State thinks it is
+       qglDisable(GL_BLEND);
+       qglBlendFunc(GL_ONE, GL_ZERO);
+       qglDepthMask(1);
+       // 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);
+       qglEnable(GL_CULL_FACE);
+       qglEnable(GL_DEPTH_TEST);
+       r_shadowstage = SHADOWSTAGE_NONE;
+}
+
+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 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;
+       }
+}
+
+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);
+               out[0] = 0.5f + DotProduct(svectors, lightvec) * iradius;
+               out[1] = 0.5f + DotProduct(tvectors, lightvec) * iradius;
+               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)
+{
+       int i;
+       float lightdir[3], iradius;
+       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)
+{
+       int i;
+       float lightdir[3], eyedir[3], halfdir[3], lightdirlen, ilen, iradius;
+       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;
+       // 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_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)
+{
+       int mult;
+       float scale, colorscale;
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       if (!bumptexture)
+               bumptexture = r_shadow_blankbumptexture;
+       // colorscale accounts for how much we multiply the brightness during combine
+       if (r_light_quality.integer == 1)
+       {
+               if (r_textureunits.integer >= 4)
+                       colorscale = r_colorscale * 0.125f / r_shadow3.value;
+               else
+                       colorscale = r_colorscale * 0.5f / r_shadow3.value;
+       }
+       else
+               colorscale = r_colorscale * 0.5f / r_shadow3.value;
+       // limit mult to 64 for sanity sake
+       for (mult = 1, scale = ixtable[mult];mult < 64 && (lightcolor[0] * scale * colorscale > 1 || lightcolor[1] * scale * colorscale > 1 || lightcolor[2] * scale * colorscale > 1);mult++, scale = ixtable[mult]);
+       colorscale *= scale;
+       for (;mult > 0;mult--)
+       {
+               if (r_light_quality.integer == 1)
+               {
+                       if (r_textureunits.integer >= 4)
+                       {
+                               // 4 texture 3D path, two pass
+                               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.tex[3] = R_GetTexture(r_notexture);
+                               m.texcombinergb[0] = GL_REPLACE;
+                               m.texcombinergb[1] = GL_DOT3_RGB_ARB;
+                               m.texcombinergb[2] = GL_MODULATE;
+                               m.texcombinergb[3] = GL_MODULATE;
+                               m.texrgbscale[1] = 2;
+                               m.texrgbscale[3] = 4;
+                               R_Mesh_TextureState(&m);
+                               GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1);
+                               memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                               memcpy(varray_texcoord[2], texcoords, numverts * sizeof(float[4]));
+                               if (lightcubemap)
+                                       R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[3], numverts, varray_vertex, relativelightorigin);
+                               else
+                               {
+                                       qglActiveTexture(GL_TEXTURE3_ARB);
+                                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB);
+                               }
+                               R_Shadow_GenTexCoords_Diffuse_Attenuation3D(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               if (!lightcubemap)
+                               {
+                                       qglActiveTexture(GL_TEXTURE3_ARB);
+                                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
+                               }
+                               if (r_light_gloss.integer && glosstexture)
+                               {
+                                       m.tex[2] = R_GetTexture(glosstexture);
+                                       R_Mesh_TextureState(&m);
+                                       R_Shadow_GenTexCoords_Specular_Attenuation3D(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, relativeeyeorigin, lightradius);
+                                       if (!lightcubemap)
+                                       {
+                                               qglActiveTexture(GL_TEXTURE3_ARB);
+                                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB);
+                                       }
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       if (!lightcubemap)
+                                       {
+                                               qglActiveTexture(GL_TEXTURE3_ARB);
+                                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
+                                       }
+                               }
+                       }
+                       else
+                       {
+                               // 2 texture 3D path, four pass
+                               m.tex[0] = R_GetTexture(bumptexture);
+                               m.tex3d[1] = R_GetTexture(r_shadow_normalsattenuationtexture);
+                               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                               m.texalphascale[1] = 2;
+                               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_Attenuation3D(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+
+                               m.tex[0] = R_GetTexture(basetexture);
+                               m.tex3d[1] = 0;
+                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+                               m.texcombinergb[1] = GL_MODULATE;
+                               m.texrgbscale[1] = 1;
+                               m.texalphascale[1] = 1;
+                               R_Mesh_TextureState(&m);
+                               qglColorMask(1,1,1,1);
+                               qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+                               qglEnable(GL_BLEND);
+                               GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1);
+                               if (lightcubemap)
+                                       R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                       }
+               }
+               else
+               {
+                       // 2 texture no3D path, six pass
+                       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_GenTexCoords_Attenuation2D1D(varray_texcoord[0], varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.tex[1] = 0;
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       m.texalphascale[1] = 2;
+                       R_Mesh_TextureState(&m);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
+                       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);
+
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       m.texcombinergb[1] = GL_MODULATE;
+                       m.texrgbscale[1] = 1;
+                       m.texalphascale[1] = 1;
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(1,1,1,1);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+                       GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1);
+                       if (lightcubemap)
+                               R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+               }
+       }
+}
+