]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
unfinished beginnings of support for voodoo1/voodoo2 class paths for realtime lightin...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 7 Mar 2003 09:33:07 +0000 (09:33 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 7 Mar 2003 09:33:07 +0000 (09:33 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@2812 d7cf8633-e32d-0410-b094-e92efae38249

r_shadow.c

index 0106ca579cef293c45066a9f0d754196d841b524..742ed5a6ede11065a97574713626d56105ffbec6 100644 (file)
@@ -946,6 +946,39 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        return false;
 }
 
+void R_Shadow_VertexLighting(float *color, int numverts, const float *vertex, const float *normal, const float *lightcolor, const float *relativelightorigin, float lightradius)
+{
+       float dist, dot, intensity, iradius = 1.0f / lightradius, radius2 = lightradius * lightradius, v[3];
+       for (;numverts > 0;numverts--, vertex += 4, color += 4, normal += 4)
+       {
+               VectorSubtract(vertex, relativelightorigin, v);
+               if ((dot = DotProduct(normal, v)) > 0 && (dist = DotProduct(v, v)) < radius2)
+               {
+                       dist = sqrt(dist);
+                       intensity = pow(1 - (dist * iradius), r_shadow_attenpower) * r_shadow_attenscale * dot / dist;
+                       VectorScale(lightcolor, intensity, color);
+               }
+               else
+                       VectorClear(color);
+       }
+}
+
+void R_Shadow_VertexLightingWithXYAttenuationTexture(float *color, int numverts, const float *vertex, const float *normal, const float *lightcolor, const float *relativelightorigin, float lightradius, const float *zdir)
+{
+       float dist, dot, intensity, iradius = 1.0f / lightradius, v[3];
+       for (;numverts > 0;numverts--, vertex += 4, color += 4, normal += 4)
+       {
+               VectorSubtract(vertex, relativelightorigin, v);
+               if ((dot = DotProduct(normal, v)) > 0 && (dist = fabs(DotProduct(zdir, v))) < lightradius)
+               {
+                       intensity = pow(1 - (dist * iradius), r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(v,v));
+                       VectorScale(lightcolor, intensity, color);
+               }
+               else
+                       VectorClear(color);
+       }
+}
+
 // FIXME: this should be done in a vertex program when possible
 // FIXME: if vertex program not available, this would really benefit from 3DNow! or SSE
 void R_Shadow_TransformVertices(float *out, int numverts, const float *vertex, const matrix4x4_t *matrix)
@@ -991,240 +1024,291 @@ void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out, int numverts, cons
        }
 }
 
-void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtofilter, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
 {
        int renders;
        float color[3];
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       if (!bumptexture)
-               bumptexture = r_shadow_blankbumptexture;
-       // 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_textureunits.integer >= 4)
-       {
-               // 3/2 3D combine path
-               m.tex[0] = R_GetTexture(bumptexture);
-               m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
-               m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.texcombinergb[0] = GL_REPLACE;
-               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               R_Mesh_TextureState(&m);
-               qglColorMask(0,0,0,1);
-               qglDisable(GL_BLEND);
-               GL_Color(1,1,1,1);
-               memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
-               R_Shadow_TransformVertices(varray_texcoord[2], numverts, varray_vertex, matrix_worldtoattenuationxyz);
-               R_Mesh_Draw(numverts, numtriangles, elements);
-               c_rt_lightmeshes++;
-               c_rt_lighttris += numtriangles;
-
-               m.tex[0] = R_GetTexture(basetexture);
-               m.tex[1] = 0;
-               m.texcubemap[1] = R_GetTexture(lightcubemap);
-               m.tex3d[2] = 0;
-               m.texcombinergb[0] = GL_MODULATE;
-               m.texcombinergb[1] = GL_MODULATE;
-               R_Mesh_TextureState(&m);
-               qglColorMask(1,1,1,0);
-               qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-               qglEnable(GL_BLEND);
-               if (lightcubemap)
-                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtofilter);
-
-               VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
-               for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+       if (gl_dot3arb)
+       {
+               if (!bumptexture)
+                       bumptexture = r_shadow_blankbumptexture;
+               // 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_textureunits.integer >= 4)
                {
-                       GL_Color(color[0], color[1], color[2], 1);
+                       // 3/2 3D combine path
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+                       m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(0,0,0,1);
+                       qglDisable(GL_BLEND);
+                       GL_Color(1,1,1,1);
+                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
+                       R_Shadow_TransformVertices(varray_texcoord[2], numverts, varray_vertex, matrix_modeltoattenuationxyz);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.tex[1] = 0;
+                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       m.tex3d[2] = 0;
+                       m.texcombinergb[0] = GL_MODULATE;
+                       m.texcombinergb[1] = GL_MODULATE;
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(1,1,1,0);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+                       qglEnable(GL_BLEND);
+                       if (lightcubemap)
+                               R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltofilter);
+
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+                       for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+                       {
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
                }
-       }
-       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
-       {
-               // 1/2/2 3D combine path
-               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-               R_Mesh_TextureState(&m);
-               qglColorMask(0,0,0,1);
-               qglDisable(GL_BLEND);
-               GL_Color(1,1,1,1);
-               R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_worldtoattenuationxyz);
-               R_Mesh_Draw(numverts, numtriangles, elements);
-               c_rt_lightmeshes++;
-               c_rt_lighttris += numtriangles;
-
-               m.tex[0] = R_GetTexture(bumptexture);
-               m.tex3d[0] = 0;
-               m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
-               m.texcombinergb[0] = GL_REPLACE;
-               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               R_Mesh_TextureState(&m);
-               qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
-               qglEnable(GL_BLEND);
-               memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
-               R_Mesh_Draw(numverts, numtriangles, elements);
-               c_rt_lightmeshes++;
-               c_rt_lighttris += numtriangles;
-
-               m.tex[0] = R_GetTexture(basetexture);
-               m.texcubemap[1] = R_GetTexture(lightcubemap);
-               m.texcombinergb[0] = GL_MODULATE;
-               m.texcombinergb[1] = GL_MODULATE;
-               R_Mesh_TextureState(&m);
-               qglColorMask(1,1,1,0);
-               qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-               if (lightcubemap)
-                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtofilter);
-
-               VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
-               for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
                {
-                       GL_Color(color[0], color[1], color[2], 1);
+                       // 1/2/2 3D combine path
+                       m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(0,0,0,1);
+                       qglDisable(GL_BLEND);
+                       GL_Color(1,1,1,1);
+                       R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_modeltoattenuationxyz);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.tex3d[0] = 0;
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       R_Mesh_TextureState(&m);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
+                       qglEnable(GL_BLEND);
+                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       m.texcombinergb[0] = GL_MODULATE;
+                       m.texcombinergb[1] = GL_MODULATE;
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(1,1,1,0);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+                       if (lightcubemap)
+                               R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltofilter);
+
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+                       for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+                       {
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
                }
-       }
-       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
-       {
-               // 2/2 3D combine path
-               m.tex[0] = R_GetTexture(bumptexture);
-               m.tex3d[0] = 0;
-               m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
-               m.texcombinergb[0] = GL_REPLACE;
-               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               R_Mesh_TextureState(&m);
-               GL_Color(1,1,1,1);
-               qglColorMask(0,0,0,1);
-               qglDisable(GL_BLEND);
-               memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
-               R_Mesh_Draw(numverts, numtriangles, elements);
-               c_rt_lightmeshes++;
-               c_rt_lighttris += numtriangles;
-
-               m.tex[0] = R_GetTexture(basetexture);
-               m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.texcombinergb[0] = GL_MODULATE;
-               m.texcombinergb[1] = GL_MODULATE;
-               R_Mesh_TextureState(&m);
-               qglColorMask(1,1,1,0);
-               qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-               qglEnable(GL_BLEND);
-               R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtoattenuationxyz);
-
-               VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
-               for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
                {
-                       GL_Color(color[0], color[1], color[2], 1);
+                       // 2/2 3D combine path
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.tex3d[0] = 0;
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       R_Mesh_TextureState(&m);
+                       GL_Color(1,1,1,1);
+                       qglColorMask(0,0,0,1);
+                       qglDisable(GL_BLEND);
+                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+                       m.texcombinergb[0] = GL_MODULATE;
+                       m.texcombinergb[1] = GL_MODULATE;
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(1,1,1,0);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+                       qglEnable(GL_BLEND);
+                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltoattenuationxyz);
+
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+                       for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+                       {
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
                }
-       }
-       else if (r_textureunits.integer >= 4)
-       {
-               // 4/2 2D combine path
-               m.tex[0] = R_GetTexture(bumptexture);
-               m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
-               m.texcombinergb[0] = GL_REPLACE;
-               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
-               R_Mesh_TextureState(&m);
-               qglColorMask(0,0,0,1);
-               qglDisable(GL_BLEND);
-               GL_Color(1,1,1,1);
-               memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
-               R_Shadow_TransformVertices(varray_texcoord[2], numverts, varray_vertex, matrix_worldtoattenuationxyz);
-               R_Shadow_TransformVertices(varray_texcoord[3], numverts, varray_vertex, matrix_worldtoattenuationz);
-               R_Mesh_Draw(numverts, numtriangles, elements);
-               c_rt_lightmeshes++;
-               c_rt_lighttris += numtriangles;
-
-               m.tex[0] = R_GetTexture(basetexture);
-               m.texcubemap[1] = R_GetTexture(lightcubemap);
-               m.texcombinergb[0] = GL_MODULATE;
-               m.texcombinergb[1] = GL_MODULATE;
-               m.tex[2] = 0;
-               m.tex[3] = 0;
-               R_Mesh_TextureState(&m);
-               qglColorMask(1,1,1,0);
-               qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-               qglEnable(GL_BLEND);
-               if (lightcubemap)
-                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtofilter);
-
-               VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
-               for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+               else if (r_textureunits.integer >= 4)
                {
-                       GL_Color(color[0], color[1], color[2], 1);
+                       // 4/2 2D combine path
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(0,0,0,1);
+                       qglDisable(GL_BLEND);
+                       GL_Color(1,1,1,1);
+                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
+                       R_Shadow_TransformVertices(varray_texcoord[2], numverts, varray_vertex, matrix_modeltoattenuationxyz);
+                       R_Shadow_TransformVertices(varray_texcoord[3], numverts, varray_vertex, matrix_modeltoattenuationz);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       m.texcombinergb[0] = GL_MODULATE;
+                       m.texcombinergb[1] = GL_MODULATE;
+                       m.tex[2] = 0;
+                       m.tex[3] = 0;
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(1,1,1,0);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+                       qglEnable(GL_BLEND);
+                       if (lightcubemap)
+                               R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltofilter);
+
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+                       for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+                       {
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+               }
+               else
+               {
+                       // 2/2/2 2D combine path
+                       m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(0,0,0,1);
+                       qglDisable(GL_BLEND);
+                       GL_Color(1,1,1,1);
+                       R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_modeltoattenuationxyz);
+                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltoattenuationz);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.tex[1] = 0;
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       R_Mesh_TextureState(&m);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
+                       qglEnable(GL_BLEND);
+                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       m.texcombinergb[0] = GL_MODULATE;
+                       m.texcombinergb[1] = GL_MODULATE;
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(1,1,1,0);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+                       if (lightcubemap)
+                               R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltofilter);
+
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+                       for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+                       {
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
                }
        }
        else
        {
-               // 2/2/2 2D combine path
-               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               R_Mesh_TextureState(&m);
-               qglColorMask(0,0,0,1);
-               qglDisable(GL_BLEND);
-               GL_Color(1,1,1,1);
-               R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_worldtoattenuationxyz);
-               R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtoattenuationz);
-               R_Mesh_Draw(numverts, numtriangles, elements);
-               c_rt_lightmeshes++;
-               c_rt_lighttris += numtriangles;
-
-               m.tex[0] = R_GetTexture(bumptexture);
-               m.tex[1] = 0;
-               m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
-               m.texcombinergb[0] = GL_REPLACE;
-               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               R_Mesh_TextureState(&m);
-               qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
-               qglEnable(GL_BLEND);
-               memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
-               R_Mesh_Draw(numverts, numtriangles, elements);
-               c_rt_lightmeshes++;
-               c_rt_lighttris += numtriangles;
-
-               m.tex[0] = R_GetTexture(basetexture);
-               m.texcubemap[1] = R_GetTexture(lightcubemap);
-               m.texcombinergb[0] = GL_MODULATE;
-               m.texcombinergb[1] = GL_MODULATE;
-               R_Mesh_TextureState(&m);
-               qglColorMask(1,1,1,0);
-               qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-               if (lightcubemap)
-                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtofilter);
-
-               VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
-               for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+               if (r_textureunits.integer >= 2)
                {
-                       GL_Color(color[0], color[1], color[2], 1);
+                       // voodoo2
+#if 1
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       R_Mesh_TextureState(&m);
+                       qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       qglEnable(GL_BLEND);
+#else
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       m.blendfunc1 = GL_SRC_ALPHA;
+                       m.blendfunc2 = GL_ONE;
+                       R_Mesh_State(&m);
+#endif
+                       GL_UseColorArray();
+                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltoattenuationxyz);
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+                       R_Shadow_VertexLightingWithXYAttenuationTexture(varray_color, numverts, varray_vertex, normals, color, relativelightorigin, lightradius, matrix_modeltofilter->m[2]);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+               }
+               else
+               {
+                       // voodoo1
+#if 1
+                       m.tex[0] = R_GetTexture(basetexture);
+                       R_Mesh_TextureState(&m);
+                       qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       qglEnable(GL_BLEND);
+#else
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.blendfunc1 = GL_SRC_ALPHA;
+                       m.blendfunc2 = GL_ONE;
+                       R_Mesh_State(&m);
+#endif
+                       GL_UseColorArray();
+                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+                       R_Shadow_VertexLighting(varray_color, numverts, varray_vertex, normals, color, relativelightorigin, lightradius);
                        R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
                }
        }
 }
 
-void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtofilter, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
 {
        int renders;
        float color[3];
        rmeshstate_t m;
+       if (!gl_dot3arb)
+               return;
        memset(&m, 0, sizeof(m));
        if (!bumptexture)
                bumptexture = r_shadow_blankbumptexture;
@@ -1272,7 +1356,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                        R_Mesh_TextureState(&m);
                        qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
-                       R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_worldtoattenuationxyz);
+                       R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_modeltoattenuationxyz);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
@@ -1285,7 +1369,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        qglBlendFunc(GL_DST_ALPHA, GL_ONE);
                        memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
                        if (lightcubemap)
-                               R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtofilter);
+                               R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltofilter);
 
                        VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color);
                        for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
@@ -1336,7 +1420,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                        m.tex[1] = R_GetTexture(glosstexture);
                        R_Mesh_TextureState(&m);
-                       R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_worldtoattenuationxyz);
+                       R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_modeltoattenuationxyz);
                        memcpy(varray_texcoord[1], texcoords, numverts * sizeof(float[4]));
                        qglColorMask(1,1,1,0);
                        qglBlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -1394,8 +1478,8 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                        R_Mesh_TextureState(&m);
                        qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
-                       R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_worldtoattenuationxyz);
-                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtoattenuationz);
+                       R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_modeltoattenuationxyz);
+                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltoattenuationz);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
@@ -1407,7 +1491,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        qglBlendFunc(GL_DST_ALPHA, GL_ONE);
                        memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
                        if (lightcubemap)
-                               R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtofilter);
+                               R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltofilter);
 
                        VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color);
                        for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))