+ colorscale = r_shadow_rtlight->ambientscale;
+ // colorscale accounts for how much we multiply the brightness
+ // during combine.
+ //
+ // 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_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
+ {
+ // 3 3D combine path (Geforce3, Radeon 8500)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+#else
+ m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+#endif
+ m.tex[1] = R_GetTexture(basetexture);
+ m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[1] = texture->currenttexmatrix;
+ m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[2] = rsurface_vertex3f;
+ m.texmatrix[2] = r_shadow_entitytolight;
+#else
+ m.pointer_texcoord3f[2] = varray_texcoord3f[2];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
+#endif
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ }
+ else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
+ {
+ // 2 3D combine path (Geforce3, original Radeon)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+#else
+ m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+#endif
+ m.tex[1] = R_GetTexture(basetexture);
+ m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[1] = texture->currenttexmatrix;
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ }
+ else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
+ {
+ // 4 2D combine path (Geforce3, Radeon 8500)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+#else
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+#endif
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.texmatrix[1] = r_shadow_entitytoattenuationz;
+#else
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
+#endif
+ m.tex[2] = R_GetTexture(basetexture);
+ m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[2] = texture->currenttexmatrix;
+ if (r_shadow_lightcubemap != r_texture_whitecube)
+ {
+ m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[3] = rsurface_vertex3f;
+ m.texmatrix[3] = r_shadow_entitytolight;
+#else
+ m.pointer_texcoord3f[3] = varray_texcoord3f[3];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
+#endif
+ }
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ }
+ else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
+ {
+ // 3 2D combine path (Geforce3, original Radeon)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+#else
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+#endif
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.texmatrix[1] = r_shadow_entitytoattenuationz;
+#else
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
+#endif
+ m.tex[2] = R_GetTexture(basetexture);
+ m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[2] = texture->currenttexmatrix;
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ }
+ else
+ {
+ // 2/2/2 2D combine path (any dot3 card)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[0] = rsurface_vertex3f;
+ m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+#else
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+#endif
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.texmatrix[1] = r_shadow_entitytoattenuationz;
+#else
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
+#endif
+ R_Mesh_State(&m);
+ GL_ColorMask(0,0,0,1);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+ GL_LockArrays(0, 0);
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = rsurface_vertex3f;
+ m.tex[0] = R_GetTexture(basetexture);
+ m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+ m.texmatrix[0] = texture->currenttexmatrix;
+ if (r_shadow_lightcubemap != r_texture_whitecube)
+ {
+ m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
+ m.texmatrix[1] = r_shadow_entitytolight;
+#else
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
+#endif
+ }
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ }
+ // this final code is shared
+ R_Mesh_State(&m);
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+ VectorScale(lightcolorbase, colorscale, color2);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+ }
+ GL_LockArrays(0, 0);
+ }
+ if (dodiffusebase)
+ {
+ GL_Color(1,1,1,1);
+ colorscale = r_shadow_rtlight->diffusescale;