]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
worked around an ATI driver bug with glColor during GL_EXT_compiled_vertex_array...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 22 Mar 2004 10:04:48 +0000 (10:04 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 22 Mar 2004 10:04:48 +0000 (10:04 +0000)
reorganized R_Shadow_RenderLighting to reduce code duplication a bit
enabled scissor without stencil support (the bug was in the lack of a valid projectmatrix)
added 3 tmu vertex lighting path (uses XYZ attenuation via textures, and vertex shading) which is mainly for use on 3+ tmu cards in 16bit color mode
renamed R_Shadow_VertexLighting functions to R_Shadow_VertexShading and made their names more clear
fixed a bug in the R_Shadow_VertexShading math (now normalizes the vertex->light vector as well as normal vector)
made some functions static
added an #ifndef USETEXMATRIX around the cpu matrix transform functions as they're not used anymore due to USETEXMATRIX code

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@4046 d7cf8633-e32d-0410-b094-e92efae38249

r_shadow.c

index d307787bb0769db9452188724c75b4e84f023743..72d06b22c32edc2e7b3ad05a64585660878cde09 100644 (file)
@@ -930,9 +930,7 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        if (!r_shadow_scissor.integer)
                return false;
        // if view is inside the box, just say yes it's visible
-       // LordHavoc: for some odd reason scissor seems broken without stencil
-       // (?!?  seems like a driver bug) so abort if gl_stencil is false
-       if (!gl_stencil || BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
+       if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
        {
                GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
                return false;
@@ -1094,7 +1092,7 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        return false;
 }
 
-void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
+static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
 {
        float *color4f = varray_color4f;
        float dist, dot, intensity, v[3], n[3];
@@ -1107,7 +1105,8 @@ void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *n
                        if ((dot = DotProduct(n, v)) > 0)
                        {
                                dist = sqrt(dist);
-                               intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
+                               intensity = dot / (VectorLength(v) * VectorLength(n));
+                               intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
                                VectorScale(lightcolor, intensity, color4f);
                                color4f[3] = 1;
                        }
@@ -1125,7 +1124,7 @@ void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *n
        }
 }
 
-void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
+static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
 {
        float *color4f = varray_color4f;
        float dist, dot, intensity, v[3], n[3];
@@ -1137,7 +1136,8 @@ void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *
                        Matrix4x4_Transform3x3(m, normal3f, n);
                        if ((dot = DotProduct(n, v)) > 0)
                        {
-                               intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
+                               intensity = dot / (VectorLength(v) * VectorLength(n));
+                               intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
                                VectorScale(lightcolor, intensity, color4f);
                                color4f[3] = 1;
                        }
@@ -1155,9 +1155,33 @@ void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *
        }
 }
 
-// FIXME: this should be done in a vertex program when possible
+static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
+{
+       float *color4f = varray_color4f;
+       float dot, intensity, v[3], n[3];
+       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+       {
+               Matrix4x4_Transform(m, vertex3f, v);
+               Matrix4x4_Transform3x3(m, normal3f, n);
+               if ((dot = DotProduct(n, v)) > 0)
+               {
+                       intensity = dot / (VectorLength(v) * VectorLength(n));
+                       VectorScale(lightcolor, intensity, color4f);
+                       color4f[3] = 1;
+               }
+               else
+               {
+                       VectorClear(color4f);
+                       color4f[3] = 1;
+               }
+       }
+}
+
+#define USETEXMATRIX 1
+#ifndef USETEXMATRIX
+// FIXME: this should be done in a texture matrix or vertex program when possible
 // FIXME: if vertex program not available, this would really benefit from 3DNow! or SSE
-void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
+static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
 {
        do
        {
@@ -1170,7 +1194,7 @@ void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const flo
        while (--numverts);
 }
 
-void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
+static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
 {
        do
        {
@@ -1181,8 +1205,9 @@ void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const flo
        }
        while (--numverts);
 }
+#endif
 
-void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
+static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
 {
        int i;
        float lightdir[3];
@@ -1196,7 +1221,7 @@ void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, con
        }
 }
 
-void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
+static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
 {
        int i;
        float lightdir[3], eyedir[3], halfdir[3];
@@ -1214,7 +1239,6 @@ void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, co
        }
 }
 
-#define USETEXMATRIX 1
 void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, int lighting)
 {
        int renders;
@@ -1231,10 +1255,14 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                if (lighting & LIGHTING_DIFFUSE)
                {
                        GL_Color(1,1,1,1);
-                       // colorscale accounts for how much we multiply the brightness during combine
+                       colorscale = r_shadow_lightintensityscale.value;
+                       // 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
+                       // performed to get more brightness than otherwise possible.
+                       //
+                       // Limit mult to 64 for sanity sake.
                        if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
                        {
                                // 3/2 3D combine path (Geforce3, Radeon 8500)
@@ -1279,22 +1307,6 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
 #endif
                                }
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, numverts);
-                               GL_ColorMask(1,1,1,0);
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                               VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                               {
-                                       color[0] = bound(0, color2[0], 1);
-                                       color[1] = bound(0, color2[1], 1);
-                                       color[2] = bound(0, color2[2], 1);
-                                       GL_Color(color[0], color[1], color[2], 1);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-                               }
-                               GL_LockArrays(0, 0);
                        }
                        else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
                        {
@@ -1350,22 +1362,6 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
 #endif
                                }
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, numverts);
-                               GL_ColorMask(1,1,1,0);
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                               VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                               {
-                                       color[0] = bound(0, color2[0], 1);
-                                       color[1] = bound(0, color2[1], 1);
-                                       color[2] = bound(0, color2[2], 1);
-                                       GL_Color(color[0], color[1], color[2], 1);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-                               }
-                               GL_LockArrays(0, 0);
                        }
                        else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
                        {
@@ -1400,22 +1396,6 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
                                R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
 #endif
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, numverts);
-                               GL_ColorMask(1,1,1,0);
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                               VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                               {
-                                       color[0] = bound(0, color2[0], 1);
-                                       color[1] = bound(0, color2[1], 1);
-                                       color[2] = bound(0, color2[2], 1);
-                                       GL_Color(color[0], color[1], color[2], 1);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-                               }
-                               GL_LockArrays(0, 0);
                        }
                        else if (r_textureunits.integer >= 4)
                        {
@@ -1469,22 +1449,6 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
 #endif
                                }
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, numverts);
-                               GL_ColorMask(1,1,1,0);
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                               VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                               {
-                                       color[0] = bound(0, color2[0], 1);
-                                       color[1] = bound(0, color2[1], 1);
-                                       color[2] = bound(0, color2[2], 1);
-                                       GL_Color(color[0], color[1], color[2], 1);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-                               }
-                               GL_LockArrays(0, 0);
                        }
                        else
                        {
@@ -1548,284 +1512,251 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
 #endif
                                }
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, numverts);
-                               GL_ColorMask(1,1,1,0);
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                               VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                               {
-                                       color[0] = bound(0, color2[0], 1);
-                                       color[1] = bound(0, color2[1], 1);
-                                       color[2] = bound(0, color2[2], 1);
-                                       GL_Color(color[0], color[1], color[2], 1);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-                               }
-                               GL_LockArrays(0, 0);
                        }
-               }
-               if ((lighting & LIGHTING_SPECULAR) && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture)))
-               {
-                       colorscale = r_shadow_glossintensity.value;
-                       if (glosstexture == r_shadow_blankglosstexture)
-                               colorscale *= r_shadow_gloss2intensity.value;
-                       GL_Color(1,1,1,1);
-                       if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+                       // this final code is shared
+                       R_Mesh_State(&m);
+                       GL_ColorMask(1,1,1,0);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       VectorScale(lightcolor, colorscale, color2);
+                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
-                               // 2/0/0/1/2 3D combine blendsquare path
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(bumptexture);
-                               m.pointer_texcoord[0] = texcoord2f;
-                               m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
-                               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
-                               R_Mesh_State(&m);
-                               GL_ColorMask(0,0,0,1);
-                               // this squares the result
-                               GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+                               GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
                                GL_LockArrays(0, numverts);
                                R_Mesh_Draw(numverts, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
-       
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, numverts);
-                               // square alpha in framebuffer a few times to make it shiny
-                               GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
-                               // these comments are a test run through this math for intensity 0.5
-                               // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
-                               // 0.25 * 0.25 = 0.0625 (this is another pass)
-                               // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-                               GL_LockArrays(0, 0);
-       
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+                       }
+               }
+               if ((lighting & LIGHTING_SPECULAR) && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture)))
+               {
+                       // FIXME: detect blendsquare!
+                       //if (gl_support_blendsquare)
+                       {
+                               colorscale = r_shadow_lightintensityscale.value * r_shadow_glossintensity.value;
+                               if (glosstexture == r_shadow_blankglosstexture)
+                                       colorscale *= r_shadow_gloss2intensity.value;
+                               GL_Color(1,1,1,1);
+                               if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+                               {
+                                       // 2/0/0/1/2 3D combine blendsquare path
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex[0] = R_GetTexture(bumptexture);
+                                       m.pointer_texcoord[0] = texcoord2f;
+                                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                                       R_Mesh_State(&m);
+                                       GL_ColorMask(0,0,0,1);
+                                       // this squares the result
+                                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+                                       GL_LockArrays(0, numverts);
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       GL_LockArrays(0, 0);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+               
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       R_Mesh_State(&m);
+                                       GL_LockArrays(0, numverts);
+                                       // square alpha in framebuffer a few times to make it shiny
+                                       GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+                                       // these comments are a test run through this math for intensity 0.5
+                                       // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+                                       // 0.25 * 0.25 = 0.0625 (this is another pass)
+                                       // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                                       GL_LockArrays(0, 0);
+               
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
 #if USETEXMATRIX
-                               m.pointer_texcoord3f[0] = vertex3f;
-                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+                                       m.pointer_texcoord3f[0] = vertex3f;
+                                       m.texmatrix[0] = *matrix_modeltoattenuationxyz;
 #else
-                               m.pointer_texcoord3f[0] = varray_texcoord3f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                                       m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
 #endif
-                               R_Mesh_State(&m);
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-       
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(glosstexture);
-                               m.pointer_texcoord[0] = texcoord2f;
-                               if (lightcubemap)
-                               {
-                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                                       R_Mesh_State(&m);
+                                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+                                       GL_LockArrays(0, numverts);
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       GL_LockArrays(0, 0);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+               
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex[0] = R_GetTexture(glosstexture);
+                                       m.pointer_texcoord[0] = texcoord2f;
+                                       if (lightcubemap)
+                                       {
+                                               m.texcubemap[1] = R_GetTexture(lightcubemap);
 #if USETEXMATRIX
-                                       m.pointer_texcoord3f[1] = vertex3f;
-                                       m.texmatrix[1] = *matrix_modeltolight;
+                                               m.pointer_texcoord3f[1] = vertex3f;
+                                               m.texmatrix[1] = *matrix_modeltolight;
 #else
-                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+                                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
 #endif
+                                       }
                                }
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, numverts);
-                               GL_ColorMask(1,1,1,0);
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                               VectorScale(lightcolor, colorscale, color2);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
                                {
-                                       color[0] = bound(0, color2[0], 1);
-                                       color[1] = bound(0, color2[1], 1);
-                                       color[2] = bound(0, color2[2], 1);
-                                       GL_Color(color[0], color[1], color[2], 1);
+                                       // 2/0/0/2 3D combine blendsquare path
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex[0] = R_GetTexture(bumptexture);
+                                       m.pointer_texcoord[0] = texcoord2f;
+                                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                                       R_Mesh_State(&m);
+                                       GL_ColorMask(0,0,0,1);
+                                       // this squares the result
+                                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+                                       GL_LockArrays(0, numverts);
                                        R_Mesh_Draw(numverts, numtriangles, elements);
+                                       GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
-                               }
-                               GL_LockArrays(0, 0);
-                       }
-                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
-                       {
-                               // 2/0/0/2 3D combine blendsquare path
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(bumptexture);
-                               m.pointer_texcoord[0] = texcoord2f;
-                               m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
-                               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
-                               R_Mesh_State(&m);
-                               GL_ColorMask(0,0,0,1);
-                               // this squares the result
-                               GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-       
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, numverts);
-                               // square alpha in framebuffer a few times to make it shiny
-                               GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
-                               // these comments are a test run through this math for intensity 0.5
-                               // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
-                               // 0.25 * 0.25 = 0.0625 (this is another pass)
-                               // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-                               GL_LockArrays(0, 0);
-       
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(glosstexture);
-                               m.pointer_texcoord[0] = texcoord2f;
-                               m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+               
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       R_Mesh_State(&m);
+                                       GL_LockArrays(0, numverts);
+                                       // square alpha in framebuffer a few times to make it shiny
+                                       GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+                                       // these comments are a test run through this math for intensity 0.5
+                                       // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+                                       // 0.25 * 0.25 = 0.0625 (this is another pass)
+                                       // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                                       GL_LockArrays(0, 0);
+               
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex[0] = R_GetTexture(glosstexture);
+                                       m.pointer_texcoord[0] = texcoord2f;
+                                       m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
 #if USETEXMATRIX
-                               m.pointer_texcoord3f[1] = vertex3f;
-                               m.texmatrix[1] = *matrix_modeltoattenuationxyz;
+                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.texmatrix[1] = *matrix_modeltoattenuationxyz;
 #else
-                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
 #endif
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, numverts);
-                               GL_ColorMask(1,1,1,0);
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                               VectorScale(lightcolor, colorscale, color2);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                               }
+                               else
                                {
-                                       color[0] = bound(0, color2[0], 1);
-                                       color[1] = bound(0, color2[1], 1);
-                                       color[2] = bound(0, color2[2], 1);
-                                       GL_Color(color[0], color[1], color[2], 1);
+                                       // 2/0/0/2/2 2D combine blendsquare path
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex[0] = R_GetTexture(bumptexture);
+                                       m.pointer_texcoord[0] = texcoord2f;
+                                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                                       R_Mesh_State(&m);
+                                       GL_ColorMask(0,0,0,1);
+                                       // this squares the result
+                                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+                                       GL_LockArrays(0, numverts);
                                        R_Mesh_Draw(numverts, numtriangles, elements);
+                                       GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
-                               }
-                               GL_LockArrays(0, 0);
-                       }
-                       else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
-                       {
-                               // 2/0/0/2/2 2D combine blendsquare path
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(bumptexture);
-                               m.pointer_texcoord[0] = texcoord2f;
-                               m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
-                               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
-                               R_Mesh_State(&m);
-                               GL_ColorMask(0,0,0,1);
-                               // this squares the result
-                               GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-       
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, numverts);
-                               // square alpha in framebuffer a few times to make it shiny
-                               GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
-                               // these comments are a test run through this math for intensity 0.5
-                               // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
-                               // 0.25 * 0.25 = 0.0625 (this is another pass)
-                               // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-                               GL_LockArrays(0, 0);
-       
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+               
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       R_Mesh_State(&m);
+                                       GL_LockArrays(0, numverts);
+                                       // square alpha in framebuffer a few times to make it shiny
+                                       GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+                                       // these comments are a test run through this math for intensity 0.5
+                                       // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+                                       // 0.25 * 0.25 = 0.0625 (this is another pass)
+                                       // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                                       GL_LockArrays(0, 0);
+               
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
 #if USETEXMATRIX
-                               m.pointer_texcoord3f[0] = vertex3f;
-                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+                                       m.pointer_texcoord3f[0] = vertex3f;
+                                       m.texmatrix[0] = *matrix_modeltoattenuationxyz;
 #else
-                               m.pointer_texcoord[0] = varray_texcoord2f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                                       m.pointer_texcoord[0] = varray_texcoord2f[0];
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
 #endif
-                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-#if USETEXMATRIX
-                               m.pointer_texcoord3f[1] = vertex3f;
-                               m.texmatrix[1] = *matrix_modeltoattenuationz;
-#else
-                               m.pointer_texcoord[1] = varray_texcoord2f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
-#endif
-                               R_Mesh_State(&m);
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-       
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(glosstexture);
-                               m.pointer_texcoord[0] = texcoord2f;
-                               if (lightcubemap)
-                               {
-                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #if USETEXMATRIX
                                        m.pointer_texcoord3f[1] = vertex3f;
-                                       m.texmatrix[1] = *matrix_modeltolight;
+                                       m.texmatrix[1] = *matrix_modeltoattenuationz;
 #else
-                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+                                       m.pointer_texcoord[1] = varray_texcoord2f[1];
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
 #endif
-                               }
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, numverts);
-                               GL_ColorMask(1,1,1,0);
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                               VectorScale(lightcolor, colorscale, color2);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                               {
-                                       color[0] = bound(0, color2[0], 1);
-                                       color[1] = bound(0, color2[1], 1);
-                                       color[2] = bound(0, color2[2], 1);
-                                       GL_Color(color[0], color[1], color[2], 1);
+                                       R_Mesh_State(&m);
+                                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+                                       GL_LockArrays(0, numverts);
                                        R_Mesh_Draw(numverts, numtriangles, elements);
+                                       GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
+               
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex[0] = R_GetTexture(glosstexture);
+                                       m.pointer_texcoord[0] = texcoord2f;
+                                       if (lightcubemap)
+                                       {
+                                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+#if USETEXMATRIX
+                                               m.pointer_texcoord3f[1] = vertex3f;
+                                               m.texmatrix[1] = *matrix_modeltolight;
+#else
+                                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+                                       }
                                }
-                               GL_LockArrays(0, 0);
                        }
+                       R_Mesh_State(&m);
+                       GL_ColorMask(1,1,1,0);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       VectorScale(lightcolor, colorscale, color2);
+                       GL_LockArrays(0, numverts);
+                       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(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+                       GL_LockArrays(0, 0);
                }
        }
        else
@@ -1850,6 +1781,18 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                m.pointer_texcoord[1] = varray_texcoord2f[1];
                                R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
 #endif
+                               if (r_textureunits.integer >= 3)
+                               {
+                                       // Geforce3/Radeon class but not using dot3
+                                       m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+#if USETEXMATRIX
+                                       m.pointer_texcoord3f[2] = vertex3f;
+                                       m.texmatrix[2] = *matrix_modeltoattenuationz;
+#else
+                                       m.pointer_texcoord[2] = varray_texcoord2f[2];
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationz);
+#endif
+                               }
                        }
                        R_Mesh_State(&m);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
@@ -1857,10 +1800,12 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                color[0] = bound(0, color2[0], 1);
                                color[1] = bound(0, color2[1], 1);
                                color[2] = bound(0, color2[2], 1);
-                               if (r_textureunits.integer >= 2)
-                                       R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+                               if (r_textureunits.integer >= 3)
+                                       R_Shadow_VertexShading(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+                               else if (r_textureunits.integer >= 2)
+                                       R_Shadow_VertexShadingWithZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight);
                                else
-                                       R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+                                       R_Shadow_VertexShadingWithXYZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight);
                                GL_LockArrays(0, numverts);
                                R_Mesh_Draw(numverts, numtriangles, elements);
                                GL_LockArrays(0, 0);