]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
GLSL shader per pixel lighting implemented (with optimized permutations)
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 23 Jan 2005 22:16:33 +0000 (22:16 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 23 Jan 2005 22:16:33 +0000 (22:16 +0000)
offset mapping implemented in GLSL lighting shader (looks really cool if a little slow, enabled by default)
cleaned up some internal handling ambientscale/diffusescale/specularscale/gloss mode design issues in R_Shadow_RenderLighting

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@4954 d7cf8633-e32d-0410-b094-e92efae38249

r_shadow.c

index 50676b3074f21838ab62294b7ae1b54bf5d15655..56a4e5fd75d7a44162e8efb76d28f80ba5af19e5 100644 (file)
@@ -157,6 +157,8 @@ rtexture_t *r_shadow_attenuation3dtexture;
 rtexture_t *r_shadow_blankbumptexture;
 rtexture_t *r_shadow_blankglosstexture;
 rtexture_t *r_shadow_blankwhitetexture;
+rtexture_t *r_shadow_blankwhitecubetexture;
+rtexture_t *r_shadow_blankblacktexture;
 
 // lights are reloaded when this changes
 char r_shadow_mapname[MAX_QPATH];
@@ -189,6 +191,10 @@ cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegener
 cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
+cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
+cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "1"};
+cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "0.04"};
+cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "-0.02"};
 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
 cvar_t r_editlights = {0, "r_editlights", "0"};
 cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
@@ -222,9 +228,13 @@ cubemapinfo_t;
 static int numcubemaps;
 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
 
-GLhandleARB r_shadow_program_light_diffusegloss = 0;
-GLhandleARB r_shadow_program_light_diffuse = 0;
-GLhandleARB r_shadow_program_light_gloss = 0;
+#define SHADERPERMUTATION_SPECULAR (1<<0)
+#define SHADERPERMUTATION_FOG (1<<1)
+#define SHADERPERMUTATION_CUBEFILTER (1<<2)
+#define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
+#define SHADERPERMUTATION_COUNT (1<<4)
+
+GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
 
 void R_Shadow_UncompileWorldLights(void);
 void R_Shadow_ClearWorldLights(void);
@@ -237,18 +247,147 @@ void R_Shadow_ValidateCvars(void);
 static void R_Shadow_MakeTextures(void);
 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
 
-// beginnings of GL_ARB_shaders support, not done yet
-GLhandleARB GL_Backend_LoadProgram(const char *vertexshaderfilename, const char *fragmentshaderfilename)
-{
-       return 0;
-}
-
-void GL_Backend_FreeProgram(GLhandleARB prog)
-{
-}
+const char *builtinshader_light_vert =
+"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
+"// written by Forest 'LordHavoc' Hale\n"
+"\n"
+"uniform vec3 LightPosition;\n"
+"\n"
+"varying vec2 TexCoord;\n"
+"varying vec3 CubeVector;\n"
+"varying vec3 LightVector;\n"
+"\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+"uniform vec3 EyePosition;\n"
+"varying vec3 EyeVector;\n"
+"#endif\n"
+"\n"
+"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      // copy the surface texcoord\n"
+"      TexCoord = gl_MultiTexCoord0.st;\n"
+"\n"
+"      // transform vertex position into light attenuation/cubemap space\n"
+"      // (-1 to +1 across the light box)\n"
+"      CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
+"\n"
+"      // transform unnormalized light direction into tangent space\n"
+"      // (we use unnormalized to ensure that it interpolates correctly and then\n"
+"      //  normalize it per pixel)\n"
+"      vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
+"      LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
+"      LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
+"      LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
+"\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+"      // transform unnormalized eye direction into tangent space\n"
+"      vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
+"      EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
+"      EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
+"      EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+"      // transform vertex to camera space, using ftransform to match non-VS\n"
+"      // rendering\n"
+"      gl_Position = ftransform();\n"
+"}\n"
+;
+
+const char *builtinshader_light_frag =
+"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
+"// written by Forest 'LordHavoc' Hale\n"
+"\n"
+"uniform vec3 LightColor;\n"
+"\n"
+"#ifdef USEOFFSETMAPPING\n"
+"uniform float OffsetMapping_Scale;\n"
+"uniform float OffsetMapping_Bias;\n"
+"#endif\n"
+"#ifdef USESPECULAR\n"
+"uniform float SpecularPower;\n"
+"#endif\n"
+"#ifdef USEFOG\n"
+"uniform float FogRangeRecip;\n"
+"#endif\n"
+"uniform float AmbientScale;\n"
+"uniform float DiffuseScale;\n"
+"#ifdef USESPECULAR\n"
+"uniform float SpecularScale;\n"
+"#endif\n"
+"\n"
+"uniform sampler2D Texture_Normal;\n"
+"uniform sampler2D Texture_Color;\n"
+"#ifdef USESPECULAR\n"
+"uniform sampler2D Texture_Gloss;\n"
+"#endif\n"
+"#ifdef USECUBEFILTER\n"
+"uniform samplerCube Texture_Cube;\n"
+"#endif\n"
+"#ifdef USEFOG\n"
+"uniform sampler2D Texture_FogMask;\n"
+"#endif\n"
+"\n"
+"varying vec2 TexCoord;\n"
+"varying vec3 CubeVector;\n"
+"varying vec3 LightVector;\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+"varying vec3 EyeVector;\n"
+"#endif\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      // attenuation\n"
+"      //\n"
+"      // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
+"      // center and sharp falloff at the edge, this is about the most efficient\n"
+"      // we can get away with as far as providing illumination.\n"
+"      //\n"
+"      // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
+"      // provide significant illumination, large = slow = pain.\n"
+"      float colorscale = clamp(1.0 - dot(CubeVector, CubeVector), 0.0, 1.0);\n"
+"\n"
+"#ifdef USEFOG\n"
+"      // apply fog\n"
+"      colorscale *= texture2D(Texture_FogMask, vec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
+"#endif\n"
+"\n"
+"#ifdef USEOFFSETMAPPING\n"
+"      vec2 OffsetVector = normalize(EyeVector).xy * vec2(-1, 1);\n"
+"      TexCoord += OffsetVector * (texture2D(Texture_Normal, TexCoord).w * OffsetMapping_Scale + OffsetMapping_Bias);\n"
+"      TexCoord += OffsetVector * (texture2D(Texture_Normal, TexCoord).w * OffsetMapping_Scale + OffsetMapping_Bias);\n"
+"      TexCoord += OffsetVector * (texture2D(Texture_Normal, TexCoord).w * OffsetMapping_Scale + OffsetMapping_Bias);\n"
+"      TexCoord += OffsetVector * (texture2D(Texture_Normal, TexCoord).w * OffsetMapping_Scale + OffsetMapping_Bias);\n"
+"#endif\n"
+"\n"
+"#ifdef USECUBEFILTER\n"
+"      // apply light cubemap filter\n"
+"      LightColor *= vec3(textureCube(Texture_Cube, CubeVector));\n"
+"#endif\n"
+"\n"
+"      // get the texels - with a blendmap we'd need to blend multiple here\n"
+"      vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) * 2.0 - 1.0;\n"
+"      vec3 colortexel = vec3(texture2D(Texture_Color, TexCoord));\n"
+"#ifdef USESPECULAR\n"
+"      vec3 glosstexel = vec3(texture2D(Texture_Gloss, TexCoord));\n"
+"#endif\n"
+"\n"
+"      // calculate shading\n"
+"      vec3 diffusenormal = normalize(LightVector);\n"
+"      vec3 color = colortexel * (AmbientScale + DiffuseScale * clamp(dot(surfacenormal, diffusenormal), 0.0, 1.0));\n"
+"#ifdef USESPECULAR\n"
+"      color += glosstexel * (SpecularScale * pow(clamp(dot(surfacenormal, normalize(diffusenormal + normalize(EyeVector))), 0.0, 1.0), SpecularPower));\n"
+"#endif\n"
+"\n"
+"      // calculate fragment color\n"
+"      gl_FragColor = vec4(LightColor * color * colorscale, 1);\n"
+"}\n"
+;
 
 void r_shadow_start(void)
 {
+       int i;
        // allocate vertex processing arrays
        numcubemaps = 0;
        r_shadow_normalcubetexture = NULL;
@@ -257,6 +396,8 @@ void r_shadow_start(void)
        r_shadow_blankbumptexture = NULL;
        r_shadow_blankglosstexture = NULL;
        r_shadow_blankwhitetexture = NULL;
+       r_shadow_blankwhitecubetexture = NULL;
+       r_shadow_blankblacktexture = NULL;
        r_shadow_texturepool = NULL;
        r_shadow_filters_texturepool = NULL;
        R_Shadow_ValidateCvars();
@@ -278,23 +419,79 @@ void r_shadow_start(void)
        r_shadow_buffer_numsurfacepvsbytes = 0;
        r_shadow_buffer_surfacepvs = NULL;
        r_shadow_buffer_surfacelist = NULL;
+       for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+               r_shadow_program_light[i] = 0;
        if (gl_support_fragment_shader)
        {
-               r_shadow_program_light_diffusegloss = GL_Backend_LoadProgram("glsl/diffusegloss.vert", "glsl/diffusegloss.frag");
-               r_shadow_program_light_diffuse = GL_Backend_LoadProgram("glsl/diffuse.vert", "glsl/diffuse.frag");
-               r_shadow_program_light_gloss = GL_Backend_LoadProgram("glsl/gloss.vert", "glsl/gloss.frag");
+               char *vertstring, *fragstring;
+               int vertstrings_count;
+               int fragstrings_count;
+               const char *vertstrings_list[SHADERPERMUTATION_COUNT];
+               const char *fragstrings_list[SHADERPERMUTATION_COUNT];
+               vertstring = FS_LoadFile("glsl/light.vert", tempmempool, false);
+               fragstring = FS_LoadFile("glsl/light.frag", tempmempool, false);
+               for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+               {
+                       vertstrings_count = 0;
+                       fragstrings_count = 0;
+                       if (i & SHADERPERMUTATION_SPECULAR)
+                       {
+                               vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
+                               fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
+                       }
+                       if (i & SHADERPERMUTATION_FOG)
+                       {
+                               vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
+                               fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
+                       }
+                       if (i & SHADERPERMUTATION_CUBEFILTER)
+                       {
+                               vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
+                               fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
+                       }
+                       if (i & SHADERPERMUTATION_OFFSETMAPPING)
+                       {
+                               vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
+                               fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
+                       }
+                       vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
+                       fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
+                       r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
+                       qglUseProgramObjectARB(r_shadow_program_light[i]);
+                       qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
+                       qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
+                       if (i & SHADERPERMUTATION_SPECULAR)
+                       {
+                               qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
+                       }
+                       if (i & SHADERPERMUTATION_CUBEFILTER)
+                       {
+                               qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
+                       }
+                       if (i & SHADERPERMUTATION_FOG)
+                       {
+                               qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
+                       }
+               }
+               if (fragstring)
+                       Mem_Free(fragstring);
+               if (vertstring)
+                       Mem_Free(vertstring);
        }
 }
 
 void r_shadow_shutdown(void)
 {
+       int i;
        R_Shadow_UncompileWorldLights();
-       GL_Backend_FreeProgram(r_shadow_program_light_diffusegloss);
-       r_shadow_program_light_diffusegloss = 0;
-       GL_Backend_FreeProgram(r_shadow_program_light_diffuse);
-       r_shadow_program_light_diffuse = 0;
-       GL_Backend_FreeProgram(r_shadow_program_light_gloss);
-       r_shadow_program_light_gloss = 0;
+       for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+       {
+               if (r_shadow_program_light[i])
+               {
+                       GL_Backend_FreeProgram(r_shadow_program_light[i]);
+                       r_shadow_program_light[i] = 0;
+               }
+       }
        numcubemaps = 0;
        r_shadow_normalcubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
@@ -302,6 +499,8 @@ void r_shadow_shutdown(void)
        r_shadow_blankbumptexture = NULL;
        r_shadow_blankglosstexture = NULL;
        r_shadow_blankwhitetexture = NULL;
+       r_shadow_blankwhitecubetexture = NULL;
+       r_shadow_blankblacktexture = NULL;
        R_FreeTexturePool(&r_shadow_texturepool);
        R_FreeTexturePool(&r_shadow_filters_texturepool);
        maxshadowelements = 0;
@@ -405,6 +604,10 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_staticworldlights);
        Cvar_RegisterVariable(&r_shadow_texture3d);
        Cvar_RegisterVariable(&r_shadow_visiblevolumes);
+       Cvar_RegisterVariable(&r_shadow_glsl);
+       Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
+       Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
+       Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
        Cvar_RegisterVariable(&gl_ext_stenciltwoside);
        if (gamemode == GAME_TENEBRAE)
        {
@@ -748,8 +951,22 @@ static void R_Shadow_MakeTextures(void)
        data[2] = 255;
        data[3] = 255;
        r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       data[0] = 0;
+       data[1] = 0;
+       data[2] = 0;
+       data[3] = 255;
+       r_shadow_blankblacktexture = R_LoadTexture2D(r_shadow_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       r_shadow_blankwhitecubetexture = NULL;
+       r_shadow_normalcubetexture = NULL;
        if (gl_texturecubemap)
        {
+               data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
+               data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
+               data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
+               data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
+               data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
+               data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
+               r_shadow_blankwhitecubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "blankwhitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
                for (side = 0;side < 6;side++)
                {
                        for (y = 0;y < NORMSIZE;y++)
@@ -801,8 +1018,6 @@ static void R_Shadow_MakeTextures(void)
                }
                r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
        }
-       else
-               r_shadow_normalcubetexture = NULL;
        for (y = 0;y < ATTEN2DSIZE;y++)
        {
                for (x = 0;x < ATTEN2DSIZE;x++)
@@ -1355,19 +1570,101 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
        int renders;
        float color[3], color2[3], colorscale;
        rmeshstate_t m;
-       if (!bumptexture)
-               bumptexture = r_shadow_blankbumptexture;
-       if (!glosstexture)
-               glosstexture = r_shadow_blankglosstexture;
        // FIXME: support EF_NODEPTHTEST
        GL_DepthMask(false);
        GL_DepthTest(true);
-       if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
+       if (!bumptexture)
+               bumptexture = r_shadow_blankbumptexture;
+       specularscale *= r_shadow_glossintensity.value;
+       if (!glosstexture)
+       {
+               if (r_shadow_gloss.integer >= 2)
+               {
+                       glosstexture = r_shadow_blankglosstexture;
+                       specularscale *= r_shadow_gloss2intensity.value;
+               }
+               else
+               {
+                       glosstexture = r_shadow_blankblacktexture;
+                       specularscale = 0;
+               }
+       }
+       if (r_shadow_gloss.integer < 1)
+               specularscale = 0;
+       if (!lightcubemap)
+               lightcubemap = r_shadow_blankwhitecubetexture;
+       if (ambientscale + diffusescale + specularscale < 0.01)
+               return;
+       if (r_shadow_glsl.integer && r_shadow_program_light[0])
+       {
+               unsigned int perm, prog;
+               // GLSL shader path (GFFX5200, Radeon 9500)
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = vertex3f;
+               m.pointer_texcoord[0] = texcoord2f;
+               m.pointer_texcoord3f[1] = svector3f;
+               m.pointer_texcoord3f[2] = tvector3f;
+               m.pointer_texcoord3f[3] = normal3f;
+               m.tex[0] = R_GetTexture(bumptexture);
+               m.tex[1] = R_GetTexture(basetexture);
+               m.tex[2] = R_GetTexture(glosstexture);
+               m.texcubemap[3] = R_GetTexture(lightcubemap);
+               // TODO: support fog (after renderer is converted to texture fog)
+               m.tex[4] = R_GetTexture(r_shadow_blankwhitetexture);
+               m.texmatrix[3] = *matrix_modeltolight;
+               R_Mesh_State(&m);
+               GL_BlendFunc(GL_ONE, GL_ONE);
+               GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+               CHECKGLERROR
+               perm = 0;
+               if (specularscale)
+                       perm |= SHADERPERMUTATION_SPECULAR;
+               //if (fog)
+               //      perm |= SHADERPERMUTATION_FOG;
+               if (lightcubemap)
+                       perm |= SHADERPERMUTATION_CUBEFILTER;
+               if (r_shadow_glsl_offsetmapping.integer)
+                       perm |= SHADERPERMUTATION_OFFSETMAPPING;
+               prog = r_shadow_program_light[perm];
+               qglUseProgramObjectARB(r_shadow_program_light[perm]);
+               // TODO: support fog (after renderer is converted to texture fog)
+               if (perm & SHADERPERMUTATION_FOG)
+                       qglUniform1fARB(qglGetUniformLocationARB(prog, "FogRangeRecip"), 0);
+               qglUniform1fARB(qglGetUniformLocationARB(prog, "AmbientScale"), ambientscale);
+               qglUniform1fARB(qglGetUniformLocationARB(prog, "DiffuseScale"), diffusescale);
+               if (perm & SHADERPERMUTATION_SPECULAR)
+               {
+                       qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularPower"), 8);
+                       qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularScale"), specularscale);
+               }
+               qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolor[0], lightcolor[1], lightcolor[2]);
+               qglUniform3fARB(qglGetUniformLocationARB(prog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);
+               if (perm & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
+                       qglUniform3fARB(qglGetUniformLocationARB(prog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);
+               if (perm & SHADERPERMUTATION_OFFSETMAPPING)
+               {
+                       // these are * 0.25 because the offsetmapping shader does the process 4 times
+                       qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value * 0.25);
+                       qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value * 0.25);
+               }
+               CHECKGLERROR
+               GL_LockArrays(0, numverts);
+               R_Mesh_Draw(numverts, numtriangles, elements);
+               c_rt_lightmeshes++;
+               c_rt_lighttris += numtriangles;
+               GL_LockArrays(0, 0);
+               qglUseProgramObjectARB(0);
+       }
+       else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
        {
+               if (!bumptexture)
+                       bumptexture = r_shadow_blankbumptexture;
+               if (!glosstexture)
+                       glosstexture = r_shadow_blankglosstexture;
                if (ambientscale)
                {
                        GL_Color(1,1,1,1);
-                       colorscale = r_shadow_lightintensityscale.value * ambientscale;
+                       colorscale = ambientscale;
                        // colorscale accounts for how much we multiply the brightness
                        // during combine.
                        //
@@ -1542,7 +1839,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                if (diffusescale)
                {
                        GL_Color(1,1,1,1);
-                       colorscale = r_shadow_lightintensityscale.value * diffusescale;
+                       colorscale = diffusescale;
                        // colorscale accounts for how much we multiply the brightness
                        // during combine.
                        //
@@ -1819,14 +2116,12 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                        }
                        GL_LockArrays(0, 0);
                }
-               if (specularscale && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture)))
+               if (specularscale && glosstexture != r_shadow_blankblacktexture)
                {
                        // FIXME: detect blendsquare!
                        //if (gl_support_blendsquare)
                        {
-                               colorscale = r_shadow_lightintensityscale.value * r_shadow_glossintensity.value * specularscale;
-                               if (glosstexture == r_shadow_blankglosstexture)
-                                       colorscale *= r_shadow_gloss2intensity.value;
+                               colorscale = specularscale;
                                GL_Color(1,1,1,1);
                                if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
                                {
@@ -2057,7 +2352,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                if (ambientscale)
                {
                        GL_BlendFunc(GL_ONE, GL_ONE);
-                       VectorScale(lightcolor, r_shadow_lightintensityscale.value * ambientscale, color2);
+                       VectorScale(lightcolor, ambientscale, color2);
                        memset(&m, 0, sizeof(m));
                        m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(basetexture);
@@ -2112,7 +2407,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                if (diffusescale)
                {
                        GL_BlendFunc(GL_ONE, GL_ONE);
-                       VectorScale(lightcolor, r_shadow_lightintensityscale.value * diffusescale, color2);
+                       VectorScale(lightcolor, diffusescale, color2);
                        memset(&m, 0, sizeof(m));
                        m.pointer_vertex = vertex3f;
                        m.pointer_color = varray_color4f;
@@ -2345,7 +2640,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
        if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < 0.01)
                return;
 
-       f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f);
+       f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
        VectorScale(rtlight->color, f, lightcolor);
        if (VectorLength2(lightcolor) < 0.01)
                return;