]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
Generate a pvs for refraction renders just like for reflection renders, this fixes...
[xonotic/darkplaces.git] / r_shadow.c
index b880ab00795cd6a7c271ca664345cc68a890afda..dd7114bf1b32003cb6fcfd0cc6861fc98d650812 100644 (file)
@@ -139,12 +139,6 @@ demonstrated by the game Doom3.
 #include "cl_collision.h"
 #include "portals.h"
 #include "image.h"
-#include "dpsoftrast.h"
-
-#ifdef SUPPORTD3D
-#include <d3d9.h>
-extern LPDIRECT3DDEVICE9 vid_d3d9dev;
-#endif
 
 static void R_Shadow_EditLights_Init(void);
 
@@ -157,10 +151,6 @@ typedef enum r_shadow_rendermode_e
        R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
        R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
        R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
-       R_SHADOW_RENDERMODE_LIGHT_VERTEX,
-       R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
-       R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
-       R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
        R_SHADOW_RENDERMODE_LIGHT_GLSL,
        R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
        R_SHADOW_RENDERMODE_VISIBLELIGHTING,
@@ -342,7 +332,7 @@ cvar_t r_shadow_culllights_trace = {CVAR_SAVE, "r_shadow_culllights_trace", "1",
 cvar_t r_shadow_culllights_trace_eyejitter = {CVAR_SAVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"};
 cvar_t r_shadow_culllights_trace_enlarge = {CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0", "make light bounds bigger by *(1.0+enlarge)"};
 cvar_t r_shadow_culllights_trace_expand = {CVAR_SAVE, "r_shadow_culllights_trace_expand", "8", "make light bounds bigger by this many units"};
-cvar_t r_shadow_culllights_trace_pad = {CVAR_SAVE, "r_shadow_culllights_trace_expand", "8", "accept traces that hit within this many units of the light bounds"};
+cvar_t r_shadow_culllights_trace_pad = {CVAR_SAVE, "r_shadow_culllights_trace_pad", "8", "accept traces that hit within this many units of the light bounds"};
 cvar_t r_shadow_culllights_trace_samples = {CVAR_SAVE, "r_shadow_culllights_trace_samples", "16", "use this many traces to random positions (in addition to center trace)"};
 cvar_t r_shadow_culllights_trace_tempsamples = {CVAR_SAVE, "r_shadow_culllights_trace_tempsamples", "16", "use this many traces if the light was created by csqc (no inter-frame caching), -1 disables the check (to avoid flicker entirely)"};
 cvar_t r_shadow_culllights_trace_delay = {CVAR_SAVE, "r_shadow_culllights_trace_delay", "1", "light will be considered visible for this many seconds after any trace connects"};
@@ -510,17 +500,6 @@ static void R_Shadow_SetShadowMode(void)
                                r_shadow_shadowmapsampler = false;
                        r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
                        break;
-               case RENDERPATH_D3D9:
-               case RENDERPATH_D3D10:
-               case RENDERPATH_D3D11:
-               case RENDERPATH_SOFT:
-                       r_shadow_shadowmapsampler = false;
-                       r_shadow_shadowmappcf = 1;
-                       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
-                       break;
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GLES1:
                case RENDERPATH_GLES2:
                        break;
                }
@@ -638,15 +617,6 @@ static void r_shadow_start(void)
                // for performance reasons, do not use directional shading on GLES devices
                r_shadow_bouncegrid_state.capable = vid.support.ext_texture_3d;
                break;
-               // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               break;
        }
 }
 
@@ -2075,29 +2045,7 @@ void R_Shadow_RenderMode_Begin(void)
                r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
        }
 
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL20:
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_GLES2:
-               r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
-               break;
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
-               if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
-                       r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
-               else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
-                       r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
-               else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
-                       r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
-               else
-                       r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
-               break;
-       }
+       r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
 
        CHECKGLERROR
 #if 0
@@ -2249,21 +2197,10 @@ void R_Shadow_ClearShadowMapTexture(void)
                GL_ColorMask(0, 0, 0, 0);
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                GL_CullFace(r_refdef.view.cullface_back);
                break;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               // we invert the cull mode because we flip the projection matrix
-               // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
-               GL_CullFace(r_refdef.view.cullface_front);
-               break;
        }
        Vector4Set(clearcolor, 1, 1, 1, 1);
        if (r_shadow_shadowmap2ddepthbuffer)
@@ -2335,21 +2272,10 @@ static void R_Shadow_RenderMode_ShadowMap(int side, int size, int x, int y)
                GL_ColorMask(0,0,0,0);
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                GL_CullFace(r_refdef.view.cullface_back);
                break;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               // we invert the cull mode because we flip the projection matrix
-               // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
-               GL_CullFace(r_refdef.view.cullface_front);
-               break;
        }
 
        // used in R_Q1BSP_DrawShadowMap code to check surfacesides[]
@@ -3708,176 +3634,6 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        return false;
 }
 
-static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
-{
-       int i;
-       const float *vertex3f;
-       const float *normal3f;
-       float *color4f;
-       float dist, dot, distintensity, shadeintensity, v[3], n[3];
-       switch (r_shadow_rendermode)
-       {
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
-               if (VectorLength2(diffusecolor) > 0)
-               {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
-                       {
-                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                               Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
-                               if ((dot = DotProduct(n, v)) < 0)
-                               {
-                                       shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                                       VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
-                               }
-                               else
-                                       VectorCopy(ambientcolor, color4f);
-                               if (r_refdef.fogenabled)
-                               {
-                                       float f;
-                                       f = RSurf_FogVertex(vertex3f);
-                                       VectorScale(color4f, f, color4f);
-                               }
-                               color4f[3] = 1;
-                       }
-               }
-               else
-               {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
-                       {
-                               VectorCopy(ambientcolor, color4f);
-                               if (r_refdef.fogenabled)
-                               {
-                                       float f;
-                                       Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                                       f = RSurf_FogVertex(vertex3f);
-                                       VectorScale(color4f + 4*i, f, color4f);
-                               }
-                               color4f[3] = 1;
-                       }
-               }
-               break;
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
-               if (VectorLength2(diffusecolor) > 0)
-               {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
-                       {
-                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                               if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
-                               {
-                                       Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
-                                       if ((dot = DotProduct(n, v)) < 0)
-                                       {
-                                               shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                                               color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
-                                               color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
-                                               color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
-                                       }
-                                       else
-                                       {
-                                               color4f[0] = ambientcolor[0] * distintensity;
-                                               color4f[1] = ambientcolor[1] * distintensity;
-                                               color4f[2] = ambientcolor[2] * distintensity;
-                                       }
-                                       if (r_refdef.fogenabled)
-                                       {
-                                               float f;
-                                               f = RSurf_FogVertex(vertex3f);
-                                               VectorScale(color4f, f, color4f);
-                                       }
-                               }
-                               else
-                                       VectorClear(color4f);
-                               color4f[3] = 1;
-                       }
-               }
-               else
-               {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
-                       {
-                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                               if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
-                               {
-                                       color4f[0] = ambientcolor[0] * distintensity;
-                                       color4f[1] = ambientcolor[1] * distintensity;
-                                       color4f[2] = ambientcolor[2] * distintensity;
-                                       if (r_refdef.fogenabled)
-                                       {
-                                               float f;
-                                               f = RSurf_FogVertex(vertex3f);
-                                               VectorScale(color4f, f, color4f);
-                                       }
-                               }
-                               else
-                                       VectorClear(color4f);
-                               color4f[3] = 1;
-                       }
-               }
-               break;
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-               if (VectorLength2(diffusecolor) > 0)
-               {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
-                       {
-                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                               if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
-                               {
-                                       distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
-                                       Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
-                                       if ((dot = DotProduct(n, v)) < 0)
-                                       {
-                                               shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                                               color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
-                                               color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
-                                               color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
-                                       }
-                                       else
-                                       {
-                                               color4f[0] = ambientcolor[0] * distintensity;
-                                               color4f[1] = ambientcolor[1] * distintensity;
-                                               color4f[2] = ambientcolor[2] * distintensity;
-                                       }
-                                       if (r_refdef.fogenabled)
-                                       {
-                                               float f;
-                                               f = RSurf_FogVertex(vertex3f);
-                                               VectorScale(color4f, f, color4f);
-                                       }
-                               }
-                               else
-                                       VectorClear(color4f);
-                               color4f[3] = 1;
-                       }
-               }
-               else
-               {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
-                       {
-                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                               if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
-                               {
-                                       distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
-                                       color4f[0] = ambientcolor[0] * distintensity;
-                                       color4f[1] = ambientcolor[1] * distintensity;
-                                       color4f[2] = ambientcolor[2] * distintensity;
-                                       if (r_refdef.fogenabled)
-                                       {
-                                               float f;
-                                               f = RSurf_FogVertex(vertex3f);
-                                               VectorScale(color4f, f, color4f);
-                                       }
-                               }
-                               else
-                                       VectorClear(color4f);
-                               color4f[3] = 1;
-                       }
-               }
-               break;
-       default:
-               break;
-       }
-}
-
 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
 {
        // used to display how many times a surface is lit for level design purposes
@@ -3893,161 +3649,6 @@ static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msu
        RSurf_DrawBatch();
 }
 
-static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
-{
-       int renders;
-       int i;
-       int stop;
-       int newfirstvertex;
-       int newlastvertex;
-       int newnumtriangles;
-       int *newe;
-       const int *e;
-       float *c;
-       int maxtriangles = 1024;
-       int newelements[1024*3];
-       R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
-       for (renders = 0;renders < 4;renders++)
-       {
-               stop = true;
-               newfirstvertex = 0;
-               newlastvertex = 0;
-               newnumtriangles = 0;
-               newe = newelements;
-               // due to low fillrate on the cards this vertex lighting path is
-               // designed for, we manually cull all triangles that do not
-               // contain a lit vertex
-               // this builds batches of triangles from multiple surfaces and
-               // renders them at once
-               for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
-               {
-                       if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
-                       {
-                               if (newnumtriangles)
-                               {
-                                       newfirstvertex = min(newfirstvertex, e[0]);
-                                       newlastvertex  = max(newlastvertex, e[0]);
-                               }
-                               else
-                               {
-                                       newfirstvertex = e[0];
-                                       newlastvertex = e[0];
-                               }
-                               newfirstvertex = min(newfirstvertex, e[1]);
-                               newlastvertex  = max(newlastvertex, e[1]);
-                               newfirstvertex = min(newfirstvertex, e[2]);
-                               newlastvertex  = max(newlastvertex, e[2]);
-                               newe[0] = e[0];
-                               newe[1] = e[1];
-                               newe[2] = e[2];
-                               newnumtriangles++;
-                               newe += 3;
-                               if (newnumtriangles >= maxtriangles)
-                               {
-                                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
-                                       newnumtriangles = 0;
-                                       newe = newelements;
-                                       stop = false;
-                               }
-                       }
-               }
-               if (newnumtriangles >= 1)
-               {
-                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
-                       stop = false;
-               }
-               // if we couldn't find any lit triangles, exit early
-               if (stop)
-                       break;
-               // now reduce the intensity for the next overbright pass
-               // we have to clamp to 0 here incase the drivers have improper
-               // handling of negative colors
-               // (some old drivers even have improper handling of >1 color)
-               stop = true;
-               for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
-               {
-                       if (c[0] > 1 || c[1] > 1 || c[2] > 1)
-                       {
-                               c[0] = max(0, c[0] - 1);
-                               c[1] = max(0, c[1] - 1);
-                               c[2] = max(0, c[2] - 1);
-                               stop = false;
-                       }
-                       else
-                               VectorClear(c);
-               }
-               // another check...
-               if (stop)
-                       break;
-       }
-}
-
-static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const float ambientcolor[3], const float diffusecolor[3])
-{
-       // OpenGL 1.1 path (anything)
-       float ambientcolorbase[3], diffusecolorbase[3];
-       float ambientcolorpants[3], diffusecolorpants[3];
-       float ambientcolorshirt[3], diffusecolorshirt[3];
-       const float *surfacepants = rsurface.texture->render_colormap_pants;
-       const float *surfaceshirt = rsurface.texture->render_colormap_shirt;
-       rtexture_t *basetexture = rsurface.texture->basetexture;
-       rtexture_t *pantstexture = rsurface.texture->pantstexture;
-       rtexture_t *shirttexture = rsurface.texture->shirttexture;
-       qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
-       qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
-       VectorCopy(ambientcolor, ambientcolorbase);
-       VectorCopy(diffusecolor, diffusecolorbase);
-       ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
-       diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
-       ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
-       diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
-       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (VectorLength2(diffusecolor) > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
-       rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
-       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
-       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
-       R_Mesh_TexBind(0, basetexture);
-       R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
-       R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
-       switch(r_shadow_rendermode)
-       {
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
-               R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
-               R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
-               R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
-               R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-               break;
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
-               R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
-               R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
-               R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
-               R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-               // fall through
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
-               R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
-               R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
-               R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
-               R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-               break;
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-               break;
-       default:
-               break;
-       }
-       //R_Mesh_TexBind(0, basetexture);
-       R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
-       if (dopants)
-       {
-               R_Mesh_TexBind(0, pantstexture);
-               R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
-       }
-       if (doshirt)
-       {
-               R_Mesh_TexBind(0, shirttexture);
-               R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
-       }
-}
-
 extern cvar_t gl_lightmaps;
 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
 {
@@ -4085,12 +3686,6 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
        case R_SHADOW_RENDERMODE_LIGHT_GLSL:
                R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, ambientcolor, diffusecolor, specularcolor);
                break;
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-               R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, ambientcolor, diffusecolor);
-               break;
        default:
                Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
                break;
@@ -5366,10 +4961,6 @@ void R_Shadow_PrepareLights(void)
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-       case RENDERPATH_SOFT:
 #ifndef USE_GLES2
                if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
                {
@@ -5413,9 +5004,6 @@ void R_Shadow_PrepareLights(void)
                }
 #endif
                break;
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                r_shadow_usingdeferredprepass = false;
                break;
@@ -5760,32 +5348,6 @@ static void R_Shadow_DrawModelShadowMaps(void)
        Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
        Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
        Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
-
-       switch (vid.renderpath)
-       {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_GLES1:
-       case RENDERPATH_GLES2:
-               break;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-#ifdef MATRIX4x4_OPENGLORIENTATION
-               r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
-               r_shadow_shadowmapmatrix.m[0][1]        *= -1.0f;
-               r_shadow_shadowmapmatrix.m[0][2]        *= -1.0f;
-               r_shadow_shadowmapmatrix.m[0][3]        *= -1.0f;
-#else
-               r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
-               r_shadow_shadowmapmatrix.m[1][0]        *= -1.0f;
-               r_shadow_shadowmapmatrix.m[2][0]        *= -1.0f;
-               r_shadow_shadowmapmatrix.m[3][0]        *= -1.0f;
-#endif
-               break;
-       }
 }
 
 void R_Shadow_DrawModelShadows(void)
@@ -5901,10 +5463,7 @@ static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequer
 
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_GLES1:
                case RENDERPATH_GLES2:
 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
                        CHECKGLERROR
@@ -5924,18 +5483,6 @@ static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequer
                        CHECKGLERROR
 #endif
                        break;
-               case RENDERPATH_D3D9:
-                       Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_SOFT:
-                       //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
                }
        }
        rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
@@ -5955,7 +5502,6 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                switch(vid.renderpath)
                {
                case RENDERPATH_GL20:
-               case RENDERPATH_GLES1:
                case RENDERPATH_GLES2:
 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
                        // See if we can use the GPU-side method to prevent implicit sync
@@ -5976,13 +5522,6 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                                CHECKGLERROR
                                break;
                        }
-                       // fallthrough
-#else
-                       return;
-#endif
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
                        CHECKGLERROR
                        qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
                        qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
@@ -5995,20 +5534,6 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
 #else
                        return;
 #endif
-               case RENDERPATH_D3D9:
-                       Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       return;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       return;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       return;
-               case RENDERPATH_SOFT:
-                       //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       return;
-               default:
-                       return;
                }
        }
        else
@@ -6057,10 +5582,7 @@ void R_Shadow_DrawCoronas(void)
        r_numqueries = 0;
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
@@ -6089,20 +5611,6 @@ void R_Shadow_DrawCoronas(void)
                }
 #endif
                break;
-       case RENDERPATH_D3D9:
-               usequery = false;
-               //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_SOFT:
-               usequery = false;
-               //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
        }
        for (lightindex = 0;lightindex < range;lightindex++)
        {