]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
conback lives... again!
[xonotic/darkplaces.git] / gl_rsurf.c
index 7a24a5975d1c488b41431fc1a1d4975bb8cba8aa..e21fcc1a7acebbcf2ebdc485ab97d7fa38df0e5b 100644 (file)
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -20,244 +20,28 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // r_surf.c: surface-related refresh code
 
 #include "quakedef.h"
-
-int            lightmap_textures;
-
-// LordHavoc: skinny but tall lightmaps for quicker subimage uploads
-#define        BLOCK_WIDTH             256
-#define        BLOCK_HEIGHT    256
-// LordHavoc: increased lightmap limit from 64 to 1024
-#define        MAX_LIGHTMAPS   1024
-#define LIGHTMAPSIZE   (BLOCK_WIDTH*BLOCK_HEIGHT*4)
-
-int                    active_lightmaps;
-
-short allocated[MAX_LIGHTMAPS][BLOCK_WIDTH];
-
-byte *lightmaps[MAX_LIGHTMAPS];
-short lightmapupdate[MAX_LIGHTMAPS][2];
-
-signed int blocklights[BLOCK_WIDTH*BLOCK_HEIGHT*3]; // LordHavoc: *3 for colored lighting
-
-int lightmapalign, lightmapalignmask; // LordHavoc: NVIDIA's broken subimage fix, see BuildLightmaps for notes
-cvar_t gl_lightmapalign = {"gl_lightmapalign", "4"};
-cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "1"};
-cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"};
-cvar_t gl_nosubimage = {"gl_nosubimage", "0"};
-cvar_t r_ambient = {"r_ambient", "0"};
-cvar_t gl_vertex = {"gl_vertex", "0"};
-cvar_t r_leafworldnode = {"r_leafworldnode", "0"};
-cvar_t r_portalworldnode = {"r_portalworldnode", "0"};
-//cvar_t r_oldclip = {"r_oldclip", "1"};
-cvar_t r_dlightmap = {"r_dlightmap", "1"};
-cvar_t r_drawportals = {"r_drawportals", "0"};
-cvar_t r_novis = {"r_novis","0"};
-
-qboolean lightmaprgba, nosubimagefragments, nosubimage;
-int lightmapbytes;
-
-int wateralpha;
-
-void gl_surf_start()
-{
-}
-
-void gl_surf_shutdown()
-{
-}
-
-void gl_surf_newmap()
-{
-}
-
-void GL_Surf_Init()
-{
-       int i;
-       for (i = 0;i < MAX_LIGHTMAPS;i++)
-               lightmaps[i] = NULL;
-       Cvar_RegisterVariable(&gl_lightmapalign);
-       Cvar_RegisterVariable(&gl_lightmaprgba);
-       Cvar_RegisterVariable(&gl_nosubimagefragments);
-       Cvar_RegisterVariable(&gl_nosubimage);
-       Cvar_RegisterVariable(&r_ambient);
-       Cvar_RegisterVariable(&gl_vertex);
-       Cvar_RegisterVariable(&r_leafworldnode);
-       Cvar_RegisterVariable(&r_portalworldnode);
-//     Cvar_RegisterVariable(&r_oldclip);
-       Cvar_RegisterVariable(&r_dlightmap);
-       Cvar_RegisterVariable(&r_drawportals);
-       Cvar_RegisterVariable(&r_novis);
-
-       R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
-}
-
-int         dlightdivtable[32768];
-
-/*
-       R_AddDynamicLights
-*/
-int R_AddDynamicLights (msurface_t *surf)
-{
-       int         sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, red, green, blue, lit, dist2, impacts, impactt;
-       unsigned int *bl;
-       float       dist;
-       vec3_t      impact, local;
-
-       // LordHavoc: use 64bit integer...  shame it's not very standardized...
-#if _MSC_VER || __BORLANDC__
-       __int64     k;
-#else
-       long long   k;
-#endif
-
-       lit = false;
-
-       if (!dlightdivtable[1])
-       {
-               dlightdivtable[0] = 4194304;
-               for (s = 1; s < 32768; s++)
-                       dlightdivtable[s] = 4194304 / (s << 7);
-       }
-
-       smax = (surf->extents[0] >> 4) + 1;
-       tmax = (surf->extents[1] >> 4) + 1;
-
-       for (lnum = 0; lnum < MAX_DLIGHTS; lnum++)
-       {
-               if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
-                       continue;                                       // not lit by this light
-
-               VectorSubtract (cl_dlights[lnum].origin, currententity->render.origin, local);
-               dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
-
-               // for comparisons to minimum acceptable light
-               maxdist = (int) ((cl_dlights[lnum].radius * cl_dlights[lnum].radius));
-
-               // clamp radius to avoid exceeding 32768 entry division table
-               if (maxdist > 4194304)
-                       maxdist = 4194304;
-
-               dist2 = dist * dist;
-               if (dist2 >= maxdist)
-                       continue;
-
-               impact[0] = cl_dlights[lnum].origin[0] - surf->plane->normal[0] * dist;
-               impact[1] = cl_dlights[lnum].origin[1] - surf->plane->normal[1] * dist;
-               impact[2] = cl_dlights[lnum].origin[2] - surf->plane->normal[2] * dist;
-
-               impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
-               impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
-
-               s = bound(0, impacts, smax * 16) - impacts;
-               t = bound(0, impactt, tmax * 16) - impactt;
-               i = s * s + t * t + dist2;
-               if (i > maxdist)
-                       continue;
-
-               // reduce calculations
-               for (s = 0, i = impacts; s < smax; s++, i -= 16)
-                       sdtable[s] = i * i + dist2 + LIGHTOFFSET;
-
-               maxdist3 = maxdist - (int) (dist * dist);
-
-               // convert to 8.8 blocklights format and scale up by radius
-               red = cl_dlights[lnum].color[0] * maxdist;
-               green = cl_dlights[lnum].color[1] * maxdist;
-               blue = cl_dlights[lnum].color[2] * maxdist;
-               bl = blocklights;
-
-               i = impactt;
-               for (t = 0; t < tmax; t++, i -= 16)
-               {
-                       td = i * i;
-                       // make sure some part of it is visible on this line
-                       if (td < maxdist3)
-                       {
-                               maxdist2 = maxdist - td;
-                               for (s = 0; s < smax; s++)
-                               {
-                                       if (sdtable[s] < maxdist2)
-                                       {
-                                               k = dlightdivtable[(sdtable[s] + td) >> 7];
-                                               bl[0] += (red   * k) >> 9;
-                                               bl[1] += (green * k) >> 9;
-                                               bl[2] += (blue  * k) >> 9;
-                                               lit = true;
-                                       }
-                                       bl += 3;
-                               }
-                       }
-                       else // skip line
-                               bl += smax * 3;
-               }
-       }
-       return lit;
-}
-
-
-void R_ConvertLightmap (int *in, byte *out, int width, int height, int stride)
-{
-       int i, j;
-       stride -= (width*lightmapbytes);
-       if (lighthalf)
-       {
-               // LordHavoc: I shift down by 8 unlike GLQuake's 7,
-               // the image is brightened as a processing pass
-               if (lightmaprgba)
-               {
-                       for (i = 0;i < height;i++, out += stride)
-                       {
-                               for (j = 0;j < width;j++, in += 3, out += 4)
-                               {
-                                       out[0] = min(in[0] >> 8, 255);
-                                       out[1] = min(in[1] >> 8, 255);
-                                       out[2] = min(in[2] >> 8, 255);
-                                       out[3] = 255;
-                               }
-                       }
-               }
-               else
-               {
-                       for (i = 0;i < height;i++, out += stride)
-                       {
-                               for (j = 0;j < width;j++, in += 3, out += 3)
-                               {
-                                       out[0] = min(in[0] >> 8, 255);
-                                       out[1] = min(in[1] >> 8, 255);
-                                       out[2] = min(in[2] >> 8, 255);
-                               }
-                       }
-               }
-       }
-       else
-       {
-               if (lightmaprgba)
-               {
-                       for (i = 0;i < height;i++, out += stride)
-                       {
-                               for (j = 0;j < width;j++, in += 3, out += 4)
-                               {
-                                       out[0] = min(in[0] >> 7, 255);
-                                       out[1] = min(in[1] >> 7, 255);
-                                       out[2] = min(in[2] >> 7, 255);
-                                       out[3] = 255;
-                               }
-                       }
-               }
-               else
-               {
-                       for (i = 0;i < height;i++, out += stride)
-                       {
-                               for (j = 0;j < width;j++, in += 3, out += 3)
-                               {
-                                       out[0] = min(in[0] >> 7, 255);
-                                       out[1] = min(in[1] >> 7, 255);
-                                       out[2] = min(in[2] >> 7, 255);
-                               }
-                       }
-               }
-       }
-}
+#include "r_shadow.h"
+#include "portals.h"
+
+#define MAX_LIGHTMAP_SIZE 256
+
+cvar_t r_ambient = {0, "r_ambient", "0", "brighter world cheat (not allowed in multiplayer), value is 0-128"};
+cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
+cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
+cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
+cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"};
+cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
+
+// flag arrays used for visibility checking on world model
+// (all other entities have no per-surface/per-leaf visibility checks)
+// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters
+unsigned char r_pvsbits[(32768+7)>>3];
+// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs
+unsigned char r_worldleafvisible[32768];
+// TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces
+unsigned char r_worldsurfacevisible[262144];
+// if true, the view is currently in a leaf without pvs data
+qboolean r_worldnovis;
 
 /*
 ===============
@@ -266,1563 +50,911 @@ R_BuildLightMap
 Combine and scale multiple lightmaps into the 8.8 format in blocklights
 ===============
 */
-void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
+void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
 {
-       int                     smax, tmax;
-       int                     i, j, size, size3;
-       byte            *lightmap;
-       int                     scale;
-       int                     maps;
-       int                     *bl;
-
-       surf->cached_dlight = 0;
-       surf->cached_lighthalf = lighthalf;
-       surf->cached_ambient = r_ambient.value;
-
-       smax = (surf->extents[0]>>4)+1;
-       tmax = (surf->extents[1]>>4)+1;
+       int smax, tmax, i, size, size3, maps, l;
+       int *bl, scale;
+       unsigned char *lightmap, *out, *stain;
+       model_t *model = ent->model;
+       static int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
+       static unsigned char templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
+
+       // update cached lighting info
+       surface->cached_dlight = 0;
+
+       smax = (surface->lightmapinfo->extents[0]>>4)+1;
+       tmax = (surface->lightmapinfo->extents[1]>>4)+1;
        size = smax*tmax;
        size3 = size*3;
-       lightmap = surf->samples;
+       lightmap = surface->lightmapinfo->samples;
 
 // set to full bright if no light data
-       if ((currententity && (currententity->render.effects & EF_FULLBRIGHT)) || !cl.worldmodel->lightdata)
+       bl = intblocklights;
+       if (!model->brushq1.lightdata)
        {
-               bl = blocklights;
-               for (i=0 ; i<size ; i++)
-               {
-                       *bl++ = 255*256;
-                       *bl++ = 255*256;
-                       *bl++ = 255*256;
-               }
+               for (i = 0;i < size3;i++)
+                       bl[i] = 255*256;
        }
        else
        {
 // clear to no light
-               j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style
-               if (j)
-               {
-                       bl = blocklights;
-                       for (i = 0;i < size3;i++)
-                               *bl++ = j;
-               }
-               else
-                       memset(&blocklights[0], 0, size*3*sizeof(int));
+               memset(bl, 0, size3*sizeof(*bl));
 
 // add all the lightmaps
                if (lightmap)
-               {
-                       for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
-                       {
-                               scale = d_lightstylevalue[surf->styles[maps]];
-                               surf->cached_light[maps] = scale;       // 8.8 fraction
-                               bl = blocklights;
-                               for (i = 0;i < size3;i++)
-                                       *bl++ += *lightmap++ * scale;
-                       }
-               }
-               if (r_dlightmap.value && surf->dlightframe == r_framecount)
-                       if ((surf->cached_dlight = R_AddDynamicLights(surf)))
-                               c_light_polys++;
+                       for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
+                               for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
+                                       bl[i] += lightmap[i] * scale;
        }
-       R_ConvertLightmap(blocklights, dest, smax, tmax, stride);
-}
-
-byte templight[BLOCK_WIDTH*BLOCK_HEIGHT*4];
-
-void R_UpdateLightmap(msurface_t *s, int lnum)
-{
-       int smax, tmax;
-       // upload the new lightmap texture fragment
-       if(r_upload.value)
-               glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum);
-       if (nosubimage || nosubimagefragments)
-       {
-               if (lightmapupdate[lnum][0] > s->light_t)
-                       lightmapupdate[lnum][0] = s->light_t;
-               if (lightmapupdate[lnum][1] < (s->light_t + ((s->extents[1]>>4)+1)))
-                       lightmapupdate[lnum][1] = (s->light_t + ((s->extents[1]>>4)+1));
-               if (lightmaprgba)
-                       R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 4, BLOCK_WIDTH * 4);
-               else
-                       R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 3, BLOCK_WIDTH * 3);
-       }
-       else
-       {
-               smax = ((s->extents[0]>>4)+lightmapalign) & lightmapalignmask;
-               tmax = (s->extents[1]>>4)+1;
-               if (lightmaprgba)
-               {
-                       R_BuildLightMap (s, templight, smax * 4);
-                       if(r_upload.value)
-                               glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
-               }
-               else
-               {
-                       R_BuildLightMap (s, templight, smax * 3);
-                       if(r_upload.value)
-                               glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
-               }
-       }
-}
-
-
-/*
-===============
-R_TextureAnimation
-
-Returns the proper texture for a given time and base texture
-===============
-*/
-texture_t *R_TextureAnimation (texture_t *base)
-{
-//     texture_t *original;
-//     int             relative;
-//     int             count;
-
-       if (currententity->render.frame)
-       {
-               if (base->alternate_anims)
-                       base = base->alternate_anims;
-       }
-       
-       if (!base->anim_total)
-               return base;
-
-       return base->anim_frames[(int)(cl.time*5) % base->anim_total];
-
-       /*
-       original = base;
-
-       relative = (int)(cl.time*5) % base->anim_total;
-
-       count = 0;      
-       while (base->anim_min > relative || base->anim_max <= relative)
-       {
-               base = base->anim_next;
-               if (!base)
-               {
-                       Con_Printf("R_TextureAnimation: broken cycle");
-                       return original;
-               }
-               if (++count > 100)
-               {
-                       Con_Printf("R_TextureAnimation: infinite cycle");
-                       return original;
-               }
-       }
-
-       return base;
-       */
-}
-
-
-/*
-=============================================================
-
-       BRUSH MODELS
-
-=============================================================
-*/
-
-
-extern int             solidskytexture;
-extern int             alphaskytexture;
-extern float   speedscale;             // for top sky and bottom sky
-
-extern char skyname[];
-
-float  turbsin[256] =
-{
-       #include "gl_warp_sin.h"
-};
-#define TURBSCALE (256.0 / (2 * M_PI))
-
-
-void UploadLightmaps()
-{
-       int i;
-       if (nosubimage || nosubimagefragments)
-       {
-               for (i = 0;i < MAX_LIGHTMAPS;i++)
-               {
-                       if (lightmapupdate[i][0] < lightmapupdate[i][1])
-                       {
-                               if(r_upload.value)
-                               {
-                                       glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
-                                       if (nosubimage)
-                                       {
-                                               if (lightmaprgba)
-                                                       glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
-                                               else
-                                                       glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
-                                       }
-                                       else
-                                       {
-                                               if (lightmaprgba)
-                                                       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 4 * lightmapupdate[i][0]));
-                                               else
-                                                       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 3 * lightmapupdate[i][0]));
-                                       }
-                               }
-                       }
-                       lightmapupdate[i][0] = BLOCK_HEIGHT;
-                       lightmapupdate[i][1] = 0;
-               }
-       }
-}
-
-float  wvert[1024*6]; // used by the following functions
-
-extern qboolean hlbsp;
-
-void RSurf_DrawSky(msurface_t *s, int transform)
-{
-       glpoly_t *p;
-       int i;
-       float *v;
-
-       // LordHavoc: HalfLife maps have freaky skypolys...
-       if (hlbsp)
-               return;
-
-       for (p=s->polys ; p ; p=p->next)
-       {
-               if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS)
-               {
-                       skypoly[currentskypoly].firstvert = currentskyvert;
-                       skypoly[currentskypoly++].verts = p->numverts;
-                       if (transform)
-                       {
-                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                               {
-                                       softwaretransform(v, skyvert[currentskyvert].v);
-                                       currentskyvert++;
-                               }
-                       }
-                       else
-                       {
-                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                               {
-                                       VectorCopy(v, skyvert[currentskyvert].v);
-                                       currentskyvert++;
-                               }
-                       }
-               }
-       }
-}
-
-int RSurf_Light(int *dlightbits, glpoly_t *polys)
-{
-       float           cr, cg, cb, radius, radius2, f, *v, *wv;
-       int                     i, a, b, lit = false;
-       unsigned int c, d;
-       dlight_t        *light;
-       vec_t           *lightorigin;
-       glpoly_t        *p;
-       for (a = 0;a < 8;a++)
-       {
-               if ((c = dlightbits[a]))
-               {
-                       for (b = 0, d = 1;c;b++, d <<= 1)
-                       {
-                               if (c & d)
-                               {
-                                       c -= d;
-                                       light = &cl_dlights[a * 32 + b];
-                                       lightorigin = light->origin;
-                                       cr = light->color[0];
-                                       cg = light->color[1];
-                                       cb = light->color[2];
-                                       radius = light->radius*light->radius;
-                                       radius2 = radius * 256.0f;
-                                       wv = wvert;
-                                       for (p = polys;p;p = p->next)
-                                       {
-                                               for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                               {
-                                                       f = VectorDistance2(wv, lightorigin);
-                                                       if (f < radius)
-                                                       {
-                                                               f = radius2 / (f + LIGHTOFFSET);
-                                                               wv[3] += cr * f;
-                                                               wv[4] += cg * f;
-                                                               wv[5] += cb * f;
-                                                               lit = true;
-                                                       }
-                                                       wv += 6;
-                                               }
-                                       }
-                               }
-                       }
-               }
-       }
-       return lit;
-}
-
-void RSurf_DrawWater(msurface_t *s, texture_t *t, int transform, int alpha)
-{
-       int             i;
-       float   os = turbsin[(int)(cl.time * TURBSCALE) & 255], ot = turbsin[(int)(cl.time * TURBSCALE + 96.0) & 255];
-       glpoly_t *p;
-       float   *v;
-       // FIXME: make fog texture if water texture is transparent?
-
-       if (s->dlightframe != r_framecount)
-       {
-               vec3_t temp;
-               // LordHavoc: fast path for no vertex lighting cases
-               if (transform)
-               {
-                       if (r_waterripple.value)
-                       {
-                               for (p=s->polys ; p ; p=p->next)
-                               {
-                                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
-                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                       {
-                                               softwaretransform(v, temp);
-                                               transpolyvert(temp[0], temp[1], temp[2] + r_waterripple.value * turbsin[(int)((temp[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((temp[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
-                                       }
-                                       transpolyend();
-                               }
-                       }
-                       else
-                       {
-                               for (p=s->polys ; p ; p=p->next)
-                               {
-                                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
-                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                       {
-                                               softwaretransform(v, temp);
-                                               transpolyvert(temp[0], temp[1], temp[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
-                                       }
-                                       transpolyend();
-                               }
-                       }
-               }
-               else
-               {
-                       if (r_waterripple.value)
-                       {
-                               for (p=s->polys ; p ; p=p->next)
-                               {
-                                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
-                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                               transpolyvert(v[0], v[1], v[2] + r_waterripple.value * turbsin[(int)((v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
-                                       transpolyend();
-                               }
-                       }
-                       else
-                       {
-                               for (p=s->polys ; p ; p=p->next)
-                               {
-                                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
-                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                               transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
-                                       transpolyend();
-                               }
-                       }
-               }
-       }
-       else
-       {
-               float *wv;
-               wv = wvert;
-               for (p = s->polys;p;p = p->next)
-               {
-                       for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                       {
-                               if (transform)
-                                       softwaretransform(v, wv);
-                               else
-                                       VectorCopy(v, wv);
-                               if (r_waterripple.value)
-                                       wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                               wv[3] = wv[4] = wv[5] = 128.0f;
-                               wv += 6;
-                       }
-               }
-               if (s->dlightframe == r_framecount)
-                       RSurf_Light(s->dlightbits, s->polys);
-               wv = wvert;
-               for (p=s->polys ; p ; p=p->next)
-               {
-                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
-                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
-                               transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), wv[3], wv[4], wv[5], alpha);
-                       transpolyend();
-               }
-       }
-}
-
-void RSurf_DrawWall(msurface_t *s, texture_t *t, int transform)
-{
-       int             i, lit = false, polys = 0, verts = 0;
-       float   *v;
-       glpoly_t *p;
-       wallpoly_t *wp;
-       wallvert_t *out;
-       wallvertcolor_t *outcolor;
-       // check for lightmap modification
-       if (s->cached_dlight
-        || (r_dynamic.value && r_dlightmap.value && s->dlightframe == r_framecount)
-        || r_ambient.value != s->cached_ambient
-        || lighthalf != s->cached_lighthalf
-        || (r_dynamic.value
-        && ((s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
-        || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
-        || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
-        || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))))
-               R_UpdateLightmap(s, s->lightmaptexturenum);
-       if (r_dlightmap.value || s->dlightframe != r_framecount)
-       {
-               // LordHavoc: fast path version for no vertex lighting cases
-               wp = &wallpoly[currentwallpoly];
-               out = &wallvert[currentwallvert];
-               for (p = s->polys;p;p = p->next)
-               {
-                       if ((currentwallpoly >= MAX_WALLPOLYS) || (currentwallvert+p->numverts > MAX_WALLVERTS))
-                               return;
-                       wp->texnum = (unsigned short) R_GetTexture(t->texture);
-                       wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum);
-                       wp->glowtexnum = (unsigned short) R_GetTexture(t->glowtexture);
-                       wp->firstvert = currentwallvert;
-                       wp->numverts = p->numverts;
-                       wp->lit = lit;
-                       wp++;
-                       currentwallpoly++;
-                       currentwallvert += p->numverts;
-                       v = p->verts[0];
-                       if (transform)
-                       {
-                               for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, out++)
-                               {
-                                       softwaretransform(v, out->vert);
-                                       out->vert[3] = v[3];
-                                       out->vert[4] = v[4];
-                                       out->vert[5] = v[5];
-                                       out->vert[6] = v[6];
-                               }
-                       }
-                       else
-                       {
-                               /*
-                               for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, out++)
-                               {
-                                       VectorCopy(v, out->vert);
-                                       out->vert[3] = v[3];
-                                       out->vert[4] = v[4];
-                                       out->vert[5] = v[5];
-                                       out->vert[6] = v[6];
-                               }
-                               */
-                               memcpy(out, v, sizeof(vec_t) * VERTEXSIZE * p->numverts);
-                               out += p->numverts;
-                       }
-               }
-       }
-       else
-       {
-               float *wv;
-               wv = wvert;
-               for (p = s->polys;p;p = p->next)
-               {
-                       for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                       {
-                               if (transform)
-                                       softwaretransform(v, wv);
-                               else
-                                       VectorCopy(v, wv);
-                               wv[3] = wv[4] = wv[5] = 0.0f;
-                               wv += 6;
-                       }
-                       verts += p->numverts;
-                       polys++;
-               }
-               if ((currentwallpoly + polys > MAX_WALLPOLYS) || (currentwallvert+verts > MAX_WALLVERTS))
-                       return;
-               if ((!r_dlightmap.value) && s->dlightframe == r_framecount)
-                       lit = RSurf_Light(s->dlightbits, s->polys);
-               wv = wvert;
-               wp = &wallpoly[currentwallpoly];
-               out = &wallvert[currentwallvert];
-               outcolor = &wallvertcolor[currentwallvert];
-               currentwallpoly += polys;
-               for (p = s->polys;p;p = p->next)
-               {
-                       v = p->verts[0];
-                       wp->texnum = (unsigned short) R_GetTexture(t->texture);
-                       wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum);
-                       wp->glowtexnum = (unsigned short) R_GetTexture(t->glowtexture);
-                       wp->firstvert = currentwallvert;
-                       wp->numverts = p->numverts;
-                       wp->lit = lit;
-                       wp++;
-                       currentwallvert += p->numverts;
-                       for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, wv += 6, out++, outcolor++)
-                       {
-                               if (lit)
-                               {
-                                       if (lighthalf)
-                                       {
-                                               outcolor->r = (byte) (bound(0, (int) wv[3] >> 1, 255));
-                                               outcolor->g = (byte) (bound(0, (int) wv[4] >> 1, 255));
-                                               outcolor->b = (byte) (bound(0, (int) wv[5] >> 1, 255));
-                                               outcolor->a = 255;
-                                       }
-                                       else
-                                       {
-                                               outcolor->r = (byte) (bound(0, (int) wv[3], 255));
-                                               outcolor->g = (byte) (bound(0, (int) wv[4], 255));
-                                               outcolor->b = (byte) (bound(0, (int) wv[5], 255));
-                                               outcolor->a = 255;
-                                       }
-                               }
-                               out->vert[0] = wv[0];
-                               out->vert[1] = wv[1];
-                               out->vert[2] = wv[2];
-                               out->vert[3] = v[3];
-                               out->vert[4] = v[4];
-                               out->vert[5] = v[5];
-                               out->vert[6] = v[6];
-                       }
-               }
-       }
-}
-
-// LordHavoc: transparent brush models
-extern float modelalpha;
-
-void RSurf_DrawWallVertex(msurface_t *s, texture_t *t, int transform, int isbmodel)
-{
-       int i, alpha, size3;
-       float *v, *wv, scale;
-       glpoly_t *p;
-       byte *lm;
-       alpha = (int) (modelalpha * 255.0f);
-       size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3; // *3 for colored lighting
-       wv = wvert;
-       for (p = s->polys;p;p = p->next)
-       {
-               for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-               {
-                       if (transform)
-                               softwaretransform(v, wv);
-                       else
-                               VectorCopy(v, wv);
-                       wv[3] = wv[4] = wv[5] = r_ambient.value * 2.0f;
-                       if (s->styles[0] != 255)
-                       {
-                               lm = (byte *)((long) s->samples + (int) v[7]);
-                               scale = d_lightstylevalue[s->styles[0]] * (1.0f / 128.0f);wv[3] += lm[size3*0+0] * scale;wv[4] += lm[size3*0+1] * scale;wv[5] += lm[size3*0+2] * scale;
-                               if (s->styles[1] != 255)
-                               {
-                                       scale = d_lightstylevalue[s->styles[1]] * (1.0f / 128.0f);wv[3] += lm[size3*1+0] * scale;wv[4] += lm[size3*1+1] * scale;wv[5] += lm[size3*1+2] * scale;
-                                       if (s->styles[2] != 255)
-                                       {
-                                               scale = d_lightstylevalue[s->styles[2]] * (1.0f / 128.0f);wv[3] += lm[size3*2+0] * scale;wv[4] += lm[size3*2+1] * scale;wv[5] += lm[size3*2+2] * scale;
-                                               if (s->styles[3] != 255)
-                                               {
-                                                       scale = d_lightstylevalue[s->styles[3]] * (1.0f / 128.0f);wv[3] += lm[size3*3+0] * scale;wv[4] += lm[size3*3+1] * scale;wv[5] += lm[size3*3+2] * scale;
-                                               }
-                                       }
-                               }
-                       }
-                       wv += 6;
-               }
-       }
-       if (s->dlightframe == r_framecount)
-               RSurf_Light(s->dlightbits, s->polys);
-       wv = wvert;
-       if (isbmodel && (currententity->render.colormod[0] != 1 || currententity->render.colormod[1] != 1 || currententity->render.colormod[2] != 1))
-       {
-               for (p = s->polys;p;p = p->next)
-               {
-                       v = p->verts[0];
-                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, currententity->render.effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
-                               transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3] * currententity->render.colormod[0], wv[4] * currententity->render.colormod[1], wv[5] * currententity->render.colormod[2], alpha);
-                       transpolyend();
-               }
-       }
-       else
-       {
-               for (p = s->polys;p;p = p->next)
-               {
-                       v = p->verts[0];
-                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, currententity->render.effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
-                               transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3], wv[4], wv[5], alpha);
-                       transpolyend();
-               }
-       }
-}
-
-void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model);
-
-/*
-=================
-R_DrawBrushModel
-=================
-*/
-void R_DrawBrushModel (entity_t *e)
-{
-       int                     i;
-       vec3_t          mins, maxs;
-       msurface_t      *s;
-       model_t         *clmodel;
-       int     rotated, vertexlit = false;
-       vec3_t          org;
-
-       currententity = e;
-
-       clmodel = e->render.model;
-
-       if (e->render.angles[0] || e->render.angles[1] || e->render.angles[2])
-       {
-               rotated = true;
-               for (i=0 ; i<3 ; i++)
-               {
-                       mins[i] = e->render.origin[i] - clmodel->radius;
-                       maxs[i] = e->render.origin[i] + clmodel->radius;
-               }
-       }
-       else
-       {
-               rotated = false;
-               VectorAdd (e->render.origin, clmodel->mins, mins);
-               VectorAdd (e->render.origin, clmodel->maxs, maxs);
-       }
-
-       if (R_VisibleCullBox (mins, maxs))
-               return;
-
-       c_bmodels++;
-
-       VectorSubtract (r_refdef.vieworg, e->render.origin, modelorg);
-       if (rotated)
-       {
-               vec3_t  temp;
-               vec3_t  forward, right, up;
-
-               VectorCopy (modelorg, temp);
-               AngleVectors (e->render.angles, forward, right, up);
-               modelorg[0] = DotProduct (temp, forward);
-               modelorg[1] = -DotProduct (temp, right);
-               modelorg[2] = DotProduct (temp, up);
-       }
-
-       s = &clmodel->surfaces[clmodel->firstmodelsurface];
-
-// calculate dynamic lighting for bmodel if it's not an
-// instanced model
-       for (i = 0;i < MAX_DLIGHTS;i++)
-       {
-               if (!cl_dlights[i].radius)
-                       continue;
-
-               VectorSubtract(cl_dlights[i].origin, currententity->render.origin, org);
-               R_NoVisMarkLights (org, &cl_dlights[i], 1<<(i&31), i >> 5, clmodel);
-       }
-       vertexlit = modelalpha != 1 || clmodel->firstmodelsurface == 0 || (currententity->render.effects & EF_FULLBRIGHT) || currententity->render.colormod[0] != 1 || currententity->render.colormod[2] != 1 || currententity->render.colormod[2] != 1;
-
-       e->render.angles[0] = -e->render.angles[0];     // stupid quake bug
-       softwaretransformforentity (e);
-       e->render.angles[0] = -e->render.angles[0];     // stupid quake bug
-
-       // draw texture
-       for (i = 0;i < clmodel->nummodelsurfaces;i++, s++)
-       {
-               if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0))
-               {
-//                     R_DrawSurf(s, true, vertexlit || s->texinfo->texture->transparent);
-                       if (s->flags & (SURF_DRAWSKY | SURF_DRAWTURB))
-                       {
-                               // sky and liquid don't need sorting (skypoly/transpoly)
-                               if (s->flags & SURF_DRAWSKY)
-                                       RSurf_DrawSky(s, true);
-                               else
-                                       RSurf_DrawWater(s, R_TextureAnimation(s->texinfo->texture), true, s->flags & SURF_DRAWNOALPHA ? 255 : wateralpha);
-                       }
-                       else
-                       {
-                               texture_t *t = R_TextureAnimation(s->texinfo->texture);
-                               if (vertexlit || s->texinfo->texture->transparent)
-                                       RSurf_DrawWallVertex(s, t, true, true);
-                               else
-                                       RSurf_DrawWall(s, t, true);
-                       }
-               }
-       }
-       UploadLightmaps();
-}
-
-/*
-=============================================================
-
-       WORLD MODEL
-
-=============================================================
-*/
-
-int r_vismarkframecount; // bumped when going to a new PVS
-
-void R_MarkLeaves (void)
-{
-       byte    *vis;
-       mnode_t *node;
-       int             i;
-
-       if (r_oldviewleaf == r_viewleaf)
-               return;
-
-       r_vismarkframecount++;
-       r_oldviewleaf = r_viewleaf;
-
-       vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
-       
-       for (i = 0;i < cl.worldmodel->numleafs;i++)
-       {
-               if (vis[i>>3] & (1<<(i&7)))
-               {
-                       node = (mnode_t *)&cl.worldmodel->leafs[i+1];
-                       do
-                       {
-                               if (node->vismarkframe == r_vismarkframecount)
-                                       break;
-                               node->vismarkframe = r_vismarkframecount;
-                               node = node->parent;
-                       } while (node);
-               }
-       }
-}
-
-void R_LeafWorldNode ()
-{
-       int l;
-       mleaf_t *leaf;
-       msurface_t *surf, **mark, **endmark;
-
-       for (l = 0, leaf = cl.worldmodel->leafs;l < cl.worldmodel->numleafs;l++, leaf++)
-       {
-               if ((leaf->vismarkframe == r_vismarkframecount) && (/*leaf->efrags || */leaf->nummarksurfaces))
-               {
-                       if (R_CullBox(leaf->mins, leaf->maxs))
-                               continue;
-
-                       c_leafs++;
-
-                       leaf->visframe = r_framecount;
-
-                       // deal with model fragments in this leaf
-//                     if (leaf->efrags)
-//                             R_StoreEfrags (&leaf->efrags);
-
-                       if (leaf->nummarksurfaces)
-                       {
-                               mark = leaf->firstmarksurface;
-                               endmark = mark + leaf->nummarksurfaces;
-                               do
-                               {
-                                       surf = *mark++;
-                                       // make sure surfaces are only processed once
-                                       if (surf->worldnodeframe == r_framecount)
-                                               continue;
-                                       surf->worldnodeframe = r_framecount;
-                                       if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
-                                       {
-                                               if (surf->flags & SURF_PLANEBACK)
-                                                       surf->visframe = r_framecount;
-                                       }
-                                       else
-                                       {
-                                               if (!(surf->flags & SURF_PLANEBACK))
-                                                       surf->visframe = r_framecount;
-                                       }
-                               }
-                               while (mark < endmark);
-                       }
-               }
-       }
-}
-
-typedef struct nodestack_s
-{
-       unsigned short side, clip;
-       mnode_t *node;
-}
-nodestack_t;
-
-void R_NoVisWorldNode ()
-{
-       int side, c, clip;
-       nodestack_t *nstack, nodestack[8192];
-       mnode_t *node;
-       mleaf_t *pleaf;
-       msurface_t *surf, *endsurf, **mark, **endmark;
-       nstack = nodestack;
-
-       node = cl.worldmodel->nodes;
-
-       if (!node)
-               return;
-
-       clip = true;
-       while(1)
-       {
-               if (node->contents < 0)
-               {
-                       if (node->contents != CONTENTS_SOLID && R_NotCulledBox(node->mins, node->maxs))
-                       {
-                               // mark surfaces as being visible for processing by code later
-                               pleaf = (mleaf_t *)node;
-
-                               c_leafs++;
-
-                               pleaf->visframe = r_framecount;
-
-                               if (pleaf->nummarksurfaces)
-                               {
-                                       mark = pleaf->firstmarksurface;
-                                       endmark = mark + pleaf->nummarksurfaces;
-                                       do
-                                               (*mark++)->visframe = r_framecount;
-                                       while (mark < endmark);
-                               }
-
-                               // deal with model fragments in this leaf
-//                             if (pleaf->efrags)
-//                                     R_StoreEfrags (&pleaf->efrags);
-                       }
-
-culled:
-                       if (nstack <= nodestack)
-                               break;
-                       nstack--;
-                       node = nstack->node;
-                       side = nstack->side;
-                       clip = nstack->clip;
-                       goto loc0;
-               }
-               else if (clip)
-               {
-                       // for easier reading, the values are:
-                       // 1 = not culled at all (very uncommon in large nodes, uncommon in medium nodes, common   in small nodes)
-                       // 2 = completely culled (uncommon      in large nodes, common   in medium nodes, uncommon in small nodes)
-                       // 3 = partially culled  (common        in large nodes, common   in medium nodes, uncommon in small nodes)
-                       if ((c = frustum[0].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[0])) == 3) goto cull1;else if (c == 2) goto culled;// else 1
-                       if ((c = frustum[1].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[1])) == 3) goto cull2;else if (c == 2) goto culled;// else 1
-                       if ((c = frustum[2].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[2])) == 3) goto cull3;else if (c == 2) goto culled;// else 1
-                       if ((c = frustum[3].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[3])) == 3) goto cull4;else if (c == 2) goto culled;// else 1
-                       // completely onscreen, no need to cull children
-                       clip = false;
-                       goto cull4;
-                       // partially clipped node
-cull1:         if (frustum[1].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[1]) == 2) goto culled;// else 1 or 3
-cull2:         if (frustum[2].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[2]) == 2) goto culled;// else 1 or 3
-cull3:         if (frustum[3].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[3]) == 2) goto culled;// else 1 or 3
-cull4:         ;
-               }
-
-               c_nodes++;
-
-               // node is just a decision point, so go down the apropriate sides
-
-               // find which side of the node we are on
-               side = PlaneDist(modelorg, node->plane) < node->plane->dist;
-
-               // recurse down the children, front side first
-               nstack->node = node;
-               nstack->side = !side; // go down back side when we come back up
-               nstack->clip = clip;
-               nstack++;
-               node = node->children[side];
-               continue;
-loc0:
-
-               // draw stuff
-               if (node->numsurfaces)
-               {
-                       surf = cl.worldmodel->surfaces + node->firstsurface;
-                       endsurf = surf + node->numsurfaces;
-
-                       if (side)
-                       {
-                               for (;surf < endsurf;surf++)
-                                       if (surf->flags & SURF_PLANEBACK)
-                                               surf->visframe = -1;
-                       }
-                       else
-                       {
-                               for (;surf < endsurf;surf++)
-                                       if (!(surf->flags & SURF_PLANEBACK))
-                                               surf->visframe = -1;
-                       }
-               }
-
-               // recurse down the back side
-               node = node->children[side];
-               continue;
-       }
-}
-
-void R_BSPWorldNode ()
-{
-       int side, c, clip/*, oldclip = r_oldclip.value*/;
-       nodestack_t *nstack, nodestack[8192];
-       mnode_t *node;
-       mleaf_t *pleaf;
-       msurface_t *surf, *endsurf, **mark, **endmark;
-       nstack = nodestack;
-
-       node = cl.worldmodel->nodes;
-
-       if (!node)
-               return;
-
-       clip = true;
-       while(1)
-       {
-               if (node->contents < 0)
-               {
-                       if (node->contents != CONTENTS_SOLID && R_NotCulledBox(node->mins, node->maxs))
-                       {
-                               // mark surfaces as being visible for processing by code later
-                               pleaf = (mleaf_t *)node;
-
-                               c_leafs++;
-
-                               pleaf->visframe = r_framecount;
-
-                               if (pleaf->nummarksurfaces)
-                               {
-                                       mark = pleaf->firstmarksurface;
-                                       endmark = mark + pleaf->nummarksurfaces;
-                                       do
-                                               (*mark++)->visframe = r_framecount;
-                                       while (mark < endmark);
-                               }
-
-                               // deal with model fragments in this leaf
-//                             if (pleaf->efrags)
-//                                     R_StoreEfrags (&pleaf->efrags);
-                       }
-
-culled:
-                       if (nstack <= nodestack)
-                               break;
-                       nstack--;
-                       node = nstack->node;
-                       side = nstack->side;
-                       clip = nstack->clip;
-                       goto loc0;
-               }
-               /*
-               else if (oldclip)
-               {
-                       if (R_CullBox(node->mins, node->maxs))
-                       {
-                               if (nstack <= nodestack)
-                                       break;
-                               nstack--;
-                               node = nstack->node;
-                               side = nstack->side;
-                               clip = nstack->clip;
-                               goto loc0;
-                       }
-               }
-               */
-               else if (clip)
-               {
-                       // for easier reading, the values are:
-                       // 1 = not culled at all (very uncommon in large nodes, uncommon in medium nodes, common   in small nodes)
-                       // 2 = completely culled (uncommon      in large nodes, common   in medium nodes, uncommon in small nodes)
-                       // 3 = partially culled  (common        in large nodes, common   in medium nodes, uncommon in small nodes)
-                       if ((c = frustum[0].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[0])) == 3) goto cull1;else if (c == 2) goto culled;// else 1
-                       if ((c = frustum[1].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[1])) == 3) goto cull2;else if (c == 2) goto culled;// else 1
-                       if ((c = frustum[2].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[2])) == 3) goto cull3;else if (c == 2) goto culled;// else 1
-                       if ((c = frustum[3].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[3])) == 3) goto cull4;else if (c == 2) goto culled;// else 1
-                       // completely onscreen, no need to cull children
-                       clip = false;
-                       goto cull4;
-                       // partially clipped node
-cull1:         if (frustum[1].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[1]) == 2) goto culled;// else 1 or 3
-cull2:         if (frustum[2].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[2]) == 2) goto culled;// else 1 or 3
-cull3:         if (frustum[3].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[3]) == 2) goto culled;// else 1 or 3
-cull4:         ;
-               }
-
-               c_nodes++;
-
-               // node is just a decision point, so go down the apropriate sides
-
-               // find which side of the node we are on
-               side = PlaneDist(modelorg, node->plane) < node->plane->dist;
 
-               // recurse down the children, front side first
-               if (node->children[side]->vismarkframe == r_vismarkframecount)
+       stain = surface->lightmapinfo->stainsamples;
+       bl = intblocklights;
+       out = templight;
+       // the >> 16 shift adjusts down 8 bits to account for the stainmap
+       // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
+       // be doubled during rendering to achieve 2x overbright
+       // (0 = 0.0, 128 = 1.0, 256 = 2.0)
+       if (model->brushq1.lightmaprgba)
+       {
+               for (i = 0;i < size;i++)
                {
-                       nstack->node = node;
-                       nstack->side = !side; // go down back side when we come back up
-                       nstack->clip = clip;
-                       nstack++;
-                       node = node->children[side];
-                       continue;
+                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                       *out++ = 255;
                }
-               side = !side;
-loc0:
-
-               // draw stuff
-               if (node->numsurfaces)
+       }
+       else
+       {
+               for (i = 0;i < size;i++)
                {
-                       surf = cl.worldmodel->surfaces + node->firstsurface;
-                       endsurf = surf + node->numsurfaces;
+                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+               }
+       }
+
+       R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
 
-                       if (side)
+       // update the surface's deluxemap if it has one
+       if (surface->deluxemaptexture != r_texture_blanknormalmap)
+       {
+               vec3_t n;
+               unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
+               lightmap = surface->lightmapinfo->samples;
+               // clear to no normalmap
+               bl = intblocklights;
+               memset(bl, 0, size3*sizeof(*bl));
+               // add all the normalmaps
+               if (lightmap && normalmap)
+               {
+                       for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
                        {
-                               for (;surf < endsurf;surf++)
-                                       if (surf->flags & SURF_PLANEBACK)
-                                               surf->visframe = -1;
+                               for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
+                               {
+                                       // add the normalmap with weighting proportional to the style's lightmap intensity
+                                       l = (int)(VectorLength(lightmap + i*3) * scale);
+                                       bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
+                                       bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
+                                       bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
+                               }
                        }
-                       else
+               }
+               bl = intblocklights;
+               out = templight;
+               // we simply renormalize the weighted normals to get a valid deluxemap
+               if (model->brushq1.lightmaprgba)
+               {
+                       for (i = 0;i < size;i++, bl += 3)
                        {
-                               for (;surf < endsurf;surf++)
-                                       if (!(surf->flags & SURF_PLANEBACK))
-                                               surf->visframe = -1;
+                               VectorCopy(bl, n);
+                               VectorNormalize(n);
+                               l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
+                               l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
+                               l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
+                               *out++ = 255;
                        }
                }
-
-               // recurse down the back side
-               if (node->children[side]->vismarkframe == r_vismarkframecount)
+               else
                {
-                       node = node->children[side];
-                       continue;
+                       for (i = 0;i < size;i++, bl += 3)
+                       {
+                               VectorCopy(bl, n);
+                               VectorNormalize(n);
+                               l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
+                               l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
+                               l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
+                       }
                }
-
-               if (nstack <= nodestack)
-                       break;
-               nstack--;
-               node = nstack->node;
-               side = nstack->side;
-               clip = nstack->clip;
-               goto loc0;
+               R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
        }
 }
 
-void R_PortalWorldNode ()
+void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
 {
-       int portalstack;
-       mportal_t *p, *pstack[8192];
-       msurface_t *surf, **mark, **endmark;
-       mleaf_t *leaf;
+       float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
+       msurface_t *surface, *endsurface;
+       int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
+       unsigned char *bl;
+       vec3_t impact;
+
+       maxdist = radius * radius;
+       invradius = 1.0f / radius;
 
-       leaf = r_viewleaf;
-       portalstack = 0;
 loc0:
-       c_leafs++;
+       if (!node->plane)
+               return;
+       ndist = PlaneDiff(origin, node->plane);
+       if (ndist > radius)
+       {
+               node = node->children[0];
+               goto loc0;
+       }
+       if (ndist < -radius)
+       {
+               node = node->children[1];
+               goto loc0;
+       }
 
-       leaf->visframe = r_framecount;
+       dist2 = ndist * ndist;
+       maxdist3 = maxdist - dist2;
 
-       // deal with model fragments in this leaf
-//     if (leaf->efrags)
-//             R_StoreEfrags (&leaf->efrags);
+       if (node->plane->type < 3)
+       {
+               VectorCopy(origin, impact);
+               impact[node->plane->type] -= ndist;
+       }
+       else
+       {
+               impact[0] = origin[0] - node->plane->normal[0] * ndist;
+               impact[1] = origin[1] - node->plane->normal[1] * ndist;
+               impact[2] = origin[2] - node->plane->normal[2] * ndist;
+       }
 
-       if (leaf->nummarksurfaces)
+       for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
        {
-               mark = leaf->firstmarksurface;
-               endmark = mark + leaf->nummarksurfaces;
-               do
+               if (surface->lightmapinfo->stainsamples)
                {
-                       surf = *mark++;
-                       // make sure surfaces are only processed once
-                       if (surf->worldnodeframe == r_framecount)
+                       smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
+                       tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
+
+                       impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
+                       impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
+
+                       s = bound(0, impacts, smax * 16) - impacts;
+                       t = bound(0, impactt, tmax * 16) - impactt;
+                       i = (int)(s * s + t * t + dist2);
+                       if (i > maxdist)
                                continue;
-                       surf->worldnodeframe = r_framecount;
-                       if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
-                       {
-                               if (surf->flags & SURF_PLANEBACK)
-                                       surf->visframe = r_framecount;
-                       }
-                       else
+
+                       // reduce calculations
+                       for (s = 0, i = impacts; s < smax; s++, i -= 16)
+                               sdtable[s] = i * i + dist2;
+
+                       bl = surface->lightmapinfo->stainsamples;
+                       smax3 = smax * 3;
+                       stained = false;
+
+                       i = impactt;
+                       for (t = 0;t < tmax;t++, i -= 16)
                        {
-                               if (!(surf->flags & SURF_PLANEBACK))
-                                       surf->visframe = r_framecount;
+                               td = i * i;
+                               // make sure some part of it is visible on this line
+                               if (td < maxdist3)
+                               {
+                                       maxdist2 = maxdist - td;
+                                       for (s = 0;s < smax;s++)
+                                       {
+                                               if (sdtable[s] < maxdist2)
+                                               {
+                                                       ratio = lhrandom(0.0f, 1.0f);
+                                                       a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
+                                                       if (a >= (1.0f / 64.0f))
+                                                       {
+                                                               if (a > 1)
+                                                                       a = 1;
+                                                               bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
+                                                               bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
+                                                               bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
+                                                               stained = true;
+                                                       }
+                                               }
+                                               bl += 3;
+                                       }
+                               }
+                               else // skip line
+                                       bl += smax3;
                        }
+                       // force lightmap upload
+                       if (stained)
+                               surface->cached_dlight = true;
                }
-               while (mark < endmark);
        }
 
-       // follow portals into other leafs
-       for (p = leaf->portals;p;p = p->next)
+       if (node->children[0]->plane)
        {
-               if (p->past->worldnodeframe != r_framecount)
+               if (node->children[1]->plane)
                {
-                       leaf = p->past;
-                       leaf->worldnodeframe = r_framecount;
-                       if (leaf->contents != CONTENTS_SOLID && leaf->vismarkframe == r_vismarkframecount && R_NotCulledBox(leaf->mins, leaf->maxs))
-                       {
-                               pstack[portalstack++] = p;
-                               goto loc0;
-loc1:;
-                       }
+                       R_StainNode(node->children[0], model, origin, radius, fcolor);
+                       node = node->children[1];
+                       goto loc0;
+               }
+               else
+               {
+                       node = node->children[0];
+                       goto loc0;
                }
        }
-
-       if (portalstack)
+       else if (node->children[1]->plane)
        {
-               p = pstack[--portalstack];
-               goto loc1;
+               node = node->children[1];
+               goto loc0;
        }
 }
 
-void R_DrawSurfaces (void)
+void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
 {
-       msurface_t      *surf, *endsurf;
-       texture_t       *t;
-       int vertex = gl_vertex.value;
+       int n;
+       float fcolor[8];
+       entity_render_t *ent;
+       model_t *model;
+       vec3_t org;
+       if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata)
+               return;
+       fcolor[0] = cr1;
+       fcolor[1] = cg1;
+       fcolor[2] = cb1;
+       fcolor[3] = ca1 * (1.0f / 64.0f);
+       fcolor[4] = cr2 - cr1;
+       fcolor[5] = cg2 - cg1;
+       fcolor[6] = cb2 - cb1;
+       fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
 
-       surf = &cl.worldmodel->surfaces[cl.worldmodel->firstmodelsurface];
-       endsurf = surf + cl.worldmodel->nummodelsurfaces;
-       for (;surf < endsurf;surf++)
+       R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
+
+       // look for embedded bmodels
+       for (n = 0;n < cl.num_brushmodel_entities;n++)
        {
-               if (surf->visframe == r_framecount)
+               ent = &cl.entities[cl.brushmodel_entities[n]].render;
+               model = ent->model;
+               if (model && model->name[0] == '*')
                {
-                       c_faces++;
-                       if (surf->flags & (SURF_DRAWSKY | SURF_DRAWTURB))
-                       {
-                               // sky and liquid don't need sorting (skypoly/transpoly)
-                               if (surf->flags & SURF_DRAWSKY)
-                                       RSurf_DrawSky(surf, false);
-                               else
-                                       RSurf_DrawWater(surf, R_TextureAnimation(surf->texinfo->texture), false, surf->flags & SURF_DRAWNOALPHA ? 255 : wateralpha);
-                       }
-                       else
+                       if (model->brush.data_nodes)
                        {
-                               t = R_TextureAnimation(surf->texinfo->texture);
-                               if (vertex)
-                                       RSurf_DrawWallVertex(surf, t, false, false);
-                               else
-                                       RSurf_DrawWall(surf, t, false);
+                               Matrix4x4_Transform(&ent->inversematrix, origin, org);
+                               R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
                        }
                }
        }
 }
 
-void R_DrawPortals()
+
+/*
+=============================================================
+
+       BRUSH MODELS
+
+=============================================================
+*/
+
+static void R_DrawPortal_Callback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+{
+       const mportal_t *portal = (mportal_t *)ent;
+       int i, numpoints;
+       float *v;
+       float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       qglDisable(GL_CULL_FACE);
+       R_Mesh_Matrix(&identitymatrix);
+
+       numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
+
+       R_Mesh_VertexPointer(vertex3f);
+       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ResetTextureState();
+
+       i = surfacenumber;
+       GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
+                        ((i & 0x0038) >> 3) * (1.0f / 7.0f),
+                        ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
+                        0.125f);
+       for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
+               VectorCopy(portal->points[i].position, v);
+       R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements);
+       qglEnable(GL_CULL_FACE);
+}
+
+// LordHavoc: this is just a nice debugging tool, very slow
+static void R_DrawPortals(void)
 {
-       int drawportals, i, r, g, b;
-       mleaf_t *leaf, *endleaf;
+       int i, leafnum;
        mportal_t *portal;
-       mvertex_t *point, *endpoint;
-       drawportals = (int)r_drawportals.value;
-       if (drawportals < 1)
+       float center[3], f;
+       model_t *model = r_refdef.worldmodel;
+       if (model == NULL)
                return;
-       leaf = cl.worldmodel->leafs;
-       endleaf = leaf + cl.worldmodel->numleafs;
-       for (;leaf < endleaf;leaf++)
+       for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++)
        {
-               if (leaf->visframe == r_framecount && leaf->portals)
+               if (r_worldleafvisible[leafnum])
                {
-                       i = leaf - cl.worldmodel->leafs;
-                       r = (i & 0x0007) << 5;
-                       g = (i & 0x0038) << 2;
-                       b = (i & 0x01C0) >> 1;
-                       portal = leaf->portals;
-                       while (portal)
+                       //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
+                       for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
                        {
-                               transpolybegin(0, 0, 0, TPOLYTYPE_ALPHA);
-                               point = portal->points;
-                               endpoint = point + portal->numpoints;
-                               for (;point < endpoint;point++)
-                                       transpolyvertub(point->position[0], point->position[1], point->position[2], 0, 0, r, g, b, 32);
-                               transpolyend();
-                               portal = portal->next;
+                               if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
+                               if (!R_CullBox(portal->mins, portal->maxs))
+                               {
+                                       VectorClear(center);
+                                       for (i = 0;i < portal->numpoints;i++)
+                                               VectorAdd(center, portal->points[i].position, center);
+                                       f = ixtable[portal->numpoints];
+                                       VectorScale(center, f, center);
+                                       R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, r_shadow_rtlight);
+                               }
                        }
                }
        }
 }
 
-/*
-=============
-R_DrawWorld
-=============
-*/
-void R_DrawWorld (void)
+void R_WorldVisibility(void)
 {
-       entity_t        ent;
-
-       wateralpha = bound(0, r_wateralpha.value*255.0f, 255);
-
-       memset (&ent, 0, sizeof(ent));
-       ent.render.model = cl.worldmodel;
-       ent.render.colormod[0] = ent.render.colormod[1] = ent.render.colormod[2] = 1;
-       modelalpha = ent.render.alpha = 1;
-       ent.render.scale = 1;
-
-       VectorCopy (r_refdef.vieworg, modelorg);
+       int i, j, *mark;
+       mleaf_t *leaf;
+       mleaf_t *viewleaf;
+       model_t *model = r_refdef.worldmodel;
 
-       currententity = &ent;
+       if (!model)
+               return;
 
-       softwaretransformidentity(); // LordHavoc: clear transform
+       // if possible find the leaf the view origin is in
+       viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_vieworigin) : NULL;
+       // if possible fetch the visible cluster bits
+       if (!r_lockpvs.integer && model->brush.FatPVS)
+               model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
 
-       if (cl.worldmodel)
+       if (!r_lockvisibility.integer)
        {
-               if (r_novis.value || !r_viewleaf->compressed_vis)
-                       R_NoVisWorldNode ();
-               else
-               {
-                       R_MarkLeaves ();
-                       if (r_portalworldnode.value)
-                               R_PortalWorldNode ();
-                       else if (r_leafworldnode.value)
-                               R_LeafWorldNode ();
-                       else
-                               R_BSPWorldNode ();
-               }
-       }
-
-       R_PushDlights (); // now mark the lit surfaces
-
-       R_DrawSurfaces ();
-
-       R_DrawPortals ();
-}
-
-/*
-=============================================================================
-
-  LIGHTMAP ALLOCATION
-
-=============================================================================
-*/
+               // clear the visible surface and leaf flags arrays
+               memset(r_worldsurfacevisible, 0, model->num_surfaces);
+               memset(r_worldleafvisible, 0, model->brush.num_leafs);
 
-// returns a texture number and the position inside it
-int AllocBlock (int w, int h, short *x, short *y)
-{
-       int             i, j;
-       int             best, best2;
-       int             texnum;
-
-       for (texnum = 0;texnum < MAX_LIGHTMAPS;texnum++)
-       {
-               best = BLOCK_HEIGHT;
+               r_worldnovis = false;
 
-               for (i = 0;i < BLOCK_WIDTH - w;i += lightmapalign) // LordHavoc: NVIDIA has broken subimage, so align the lightmaps
+               // if floating around in the void (no pvs data available, and no
+               // portals available), simply use all on-screen leafs.
+               if (!viewleaf || viewleaf->clusterindex < 0)
                {
-                       best2 = 0;
-
-                       for (j=0 ; j<w ; j++)
+                       // no visibility method: (used when floating around in the void)
+                       // simply cull each leaf to the frustum (view pyramid)
+                       // similar to quake's RecursiveWorldNode but without cache misses
+                       r_worldnovis = true;
+                       for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
                        {
-                               if (allocated[texnum][i+j] >= best)
-                                       break;
-                               if (allocated[texnum][i+j] > best2)
-                                       best2 = allocated[texnum][i+j];
-                       }
-                       if (j == w)
-                       {       // this is a valid spot
-                               *x = i;
-                               *y = best = best2;
+                               // if leaf is in current pvs and on the screen, mark its surfaces
+                               if (!R_CullBox(leaf->mins, leaf->maxs))
+                               {
+                                       renderstats.world_leafs++;
+                                       r_worldleafvisible[j] = true;
+                                       if (leaf->numleafsurfaces)
+                                               for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+                                                       r_worldsurfacevisible[*mark] = true;
+                               }
                        }
                }
-
-               if (best + h > BLOCK_HEIGHT)
-                       continue;
-
-               if (nosubimagefragments || nosubimage)
+               // if the user prefers to disable portal culling (testing?), simply
+               // use all on-screen leafs that are in the pvs.
+               else if (!r_useportalculling.integer)
                {
-                       if (!lightmaps[texnum])
+                       // pvs method:
+                       // simply check if each leaf is in the Potentially Visible Set,
+                       // and cull to frustum (view pyramid)
+                       // similar to quake's RecursiveWorldNode but without cache misses
+                       for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
                        {
-                               lightmaps[texnum] = qmalloc(BLOCK_WIDTH*BLOCK_HEIGHT*4);
-                               memset(lightmaps[texnum], 0, BLOCK_WIDTH*BLOCK_HEIGHT*4);
+                               // if leaf is in current pvs and on the screen, mark its surfaces
+                               if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
+                               {
+                                       renderstats.world_leafs++;
+                                       r_worldleafvisible[j] = true;
+                                       if (leaf->numleafsurfaces)
+                                               for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+                                                       r_worldsurfacevisible[*mark] = true;
+                               }
                        }
                }
-               // LordHavoc: clear texture to blank image, fragments are uploaded using subimage
-               else if (!allocated[texnum][0])
+               // otherwise use a recursive portal flow, culling each portal to
+               // frustum and checking if the leaf the portal leads to is in the pvs
+               else
                {
-                       byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*4];
-                       memset(blank, 0, sizeof(blank));
-                       if(r_upload.value)
-                       {
-                               glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum);
-                               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-                               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-                               if (lightmaprgba)
-                                       glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank);
-                               else
-                                       glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank);
+                       int leafstackpos;
+                       mportal_t *p;
+                       mleaf_t *leafstack[8192];
+                       // simple-frustum portal method:
+                       // follows portals leading outward from viewleaf, does not venture
+                       // offscreen or into leafs that are not visible, faster than
+                       // Quake's RecursiveWorldNode and vastly better in unvised maps,
+                       // often culls some surfaces that pvs alone would miss
+                       // (such as a room in pvs that is hidden behind a wall, but the
+                       //  passage leading to the room is off-screen)
+                       leafstack[0] = viewleaf;
+                       leafstackpos = 1;
+                       while (leafstackpos)
+                       {
+                               renderstats.world_leafs++;
+                               leaf = leafstack[--leafstackpos];
+                               r_worldleafvisible[leaf - model->brush.data_leafs] = true;
+                               // mark any surfaces bounding this leaf
+                               if (leaf->numleafsurfaces)
+                                       for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+                                               r_worldsurfacevisible[*mark] = true;
+                               // follow portals into other leafs
+                               // the checks are:
+                               // if viewer is behind portal (portal faces outward into the scene)
+                               // and the portal polygon's bounding box is on the screen
+                               // and the leaf has not been visited yet
+                               // and the leaf is visible in the pvs
+                               // (the first two checks won't cause as many cache misses as the leaf checks)
+                               for (p = leaf->portals;p;p = p->next)
+                               {
+                                       renderstats.world_portals++;
+                                       if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex))
+                                               leafstack[leafstackpos++] = p->past;
+                               }
                        }
                }
-
-               for (i = 0;i < w;i++)
-                       allocated[texnum][*x + i] = best + h;
-
-               return texnum;
        }
 
-       Host_Error ("AllocBlock: full, unable to find room for %i by %i lightmap", w, h);
-       return 0;
+       if (r_drawportals.integer)
+               R_DrawPortals();
 }
 
+void R_Q1BSP_DrawSky(entity_render_t *ent)
+{
+       if (ent->model == NULL)
+               return;
+       R_DrawSurfaces(ent, true);
+}
 
-mvertex_t      *r_pcurrentvertbase;
-model_t                *currentmodel;
+void R_Q1BSP_Draw(entity_render_t *ent)
+{
+       model_t *model = ent->model;
+       if (model == NULL)
+               return;
+       R_DrawSurfaces(ent, false);
+}
 
-int    nColinElim;
+typedef struct r_q1bsp_getlightinfo_s
+{
+       model_t *model;
+       vec3_t relativelightorigin;
+       float lightradius;
+       int *outleaflist;
+       unsigned char *outleafpvs;
+       int outnumleafs;
+       int *outsurfacelist;
+       unsigned char *outsurfacepvs;
+       int outnumsurfaces;
+       vec3_t outmins;
+       vec3_t outmaxs;
+       vec3_t lightmins;
+       vec3_t lightmaxs;
+       const unsigned char *pvs;
+}
+r_q1bsp_getlightinfo_t;
 
-/*
-================
-BuildSurfaceDisplayList
-================
-*/
-void BuildSurfaceDisplayList (msurface_t *fa)
+void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
 {
-       int                     i, j, lindex, lnumverts;
-       medge_t         *pedges, *r_pedge;
-       int                     vertpage;
-       float           *vec;
-       float           s, t;
-       glpoly_t        *poly;
-
-// reconstruct the polygon
-       pedges = currentmodel->edges;
-       lnumverts = fa->numedges;
-       vertpage = 0;
-
-       //
-       // draw texture
-       //
-       poly = Hunk_AllocName (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float), "surfaces");
-       poly->next = fa->polys;
-       poly->flags = fa->flags;
-       fa->polys = poly;
-       poly->numverts = lnumverts;
-
-       for (i=0 ; i<lnumverts ; i++)
+       int sides;
+       mleaf_t *leaf;
+       for (;;)
        {
-               lindex = currentmodel->surfedges[fa->firstedge + i];
-
-               if (lindex > 0)
-               {
-                       r_pedge = &pedges[lindex];
-                       vec = r_pcurrentvertbase[r_pedge->v[0]].position;
-               }
+               mplane_t *plane = node->plane;
+               //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
+               //      return;
+               if (!plane)
+                       break;
+               if (plane->type < 3)
+                       sides = ((info->lightmaxs[plane->type] >= plane->dist) | ((info->lightmins[plane->type] < plane->dist) << 1));
                else
+                       sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
+               if (sides == 3)
                {
-                       r_pedge = &pedges[-lindex];
-                       vec = r_pcurrentvertbase[r_pedge->v[1]].position;
+                       R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
+                       node = node->children[1];
                }
-               s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
-               t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
-
-               VectorCopy (vec, poly->verts[i]);
-               poly->verts[i][3] = s / fa->texinfo->texture->width;
-               poly->verts[i][4] = t / fa->texinfo->texture->height;
-
-               //
-               // lightmap texture coordinates
-               //
-               s -= fa->texturemins[0];
-               t -= fa->texturemins[1];
-               s += 8;
-               t += 8;
-               // LordHavoc: calc lightmap data offset
-               j = (bound(0l, (int)t>>4, fa->extents[1]>>4) * ((fa->extents[0]>>4)+1) + bound(0l, (int)s>>4, fa->extents[0]>>4)) * 3;
-               poly->verts[i][7] = j;
-               s += fa->light_s*16;
-               s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
-
-               t += fa->light_t*16;
-               t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height;
-
-               poly->verts[i][5] = s;
-               poly->verts[i][6] = t;
+               else if (sides == 0)
+                       return; // ERROR: NAN bounding box!
+               else
+                       node = node->children[sides - 1];
        }
-
-       //
-       // remove co-linear points - Ed
-       //
-       /*
-       if (!gl_keeptjunctions.value)
+       leaf = (mleaf_t *)node;
+       if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex))
        {
-               for (i = 0 ; i < lnumverts ; ++i)
+               info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
+               info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
+               info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
+               info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
+               info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
+               info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
+               if (info->outleafpvs)
                {
-                       vec3_t v1, v2;
-                       float *prev, *this, *next;
-
-                       prev = poly->verts[(i + lnumverts - 1) % lnumverts];
-                       this = poly->verts[i];
-                       next = poly->verts[(i + 1) % lnumverts];
-
-                       VectorSubtract( this, prev, v1 );
-                       VectorNormalize( v1 );
-                       VectorSubtract( next, prev, v2 );
-                       VectorNormalize( v2 );
-
-                       // skip co-linear points
-                       #define COLINEAR_EPSILON 0.001
-                       if ((fabs( v1[0] - v2[0] ) <= COLINEAR_EPSILON) &&
-                               (fabs( v1[1] - v2[1] ) <= COLINEAR_EPSILON) && 
-                               (fabs( v1[2] - v2[2] ) <= COLINEAR_EPSILON))
+                       int leafindex = leaf - info->model->brush.data_leafs;
+                       if (!CHECKPVSBIT(info->outleafpvs, leafindex))
                        {
-                               int j;
-                               for (j = i + 1; j < lnumverts; ++j)
+                               SETPVSBIT(info->outleafpvs, leafindex);
+                               info->outleaflist[info->outnumleafs++] = leafindex;
+                       }
+               }
+               if (info->outsurfacepvs)
+               {
+                       int leafsurfaceindex;
+                       for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
+                       {
+                               int surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
+                               if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
                                {
-                                       int k;
-                                       for (k = 0; k < VERTEXSIZE; ++k)
-                                               poly->verts[j - 1][k] = poly->verts[j][k];
+                                       msurface_t *surface = info->model->data_surfaces + surfaceindex;
+                                       if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
+                                       {
+                                               int triangleindex, t;
+                                               const int *e;
+                                               const vec_t *v[3];
+                                               for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
+                                               {
+                                                       v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                                       v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                                       v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                                       if (PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && info->lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && info->lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && info->lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                                       {
+                                                               SETPVSBIT(info->outsurfacepvs, surfaceindex);
+                                                               info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
+                                                               break;
+                                                       }
+                                               }
+                                       }
                                }
-                               --lnumverts;
-                               ++nColinElim;
-                               // retry next vertex next time, which is now current vertex
-                               --i;
                        }
                }
        }
-       */
-       poly->numverts = lnumverts;
 }
 
-/*
-========================
-GL_CreateSurfaceLightmap
-========================
-*/
-void GL_CreateSurfaceLightmap (msurface_t *surf)
+void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer)
 {
-       int             smax, tmax;
-
-       if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
-               return;
-
-       smax = (surf->extents[0]>>4)+1;
-       tmax = (surf->extents[1]>>4)+1;
-
-       surf->lightmaptexturenum = AllocBlock (smax, tmax, &surf->light_s, &surf->light_t);
-       if (nosubimage || nosubimagefragments)
+       r_q1bsp_getlightinfo_t info;
+       VectorCopy(relativelightorigin, info.relativelightorigin);
+       info.lightradius = lightradius;
+       info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
+       info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
+       info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
+       info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
+       info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
+       info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
+       if (ent->model == NULL)
+       {
+               VectorCopy(info.lightmins, outmins);
+               VectorCopy(info.lightmaxs, outmaxs);
+               *outnumleafspointer = 0;
+               *outnumsurfacespointer = 0;
                return;
-       glBindTexture(GL_TEXTURE_2D, lightmap_textures + surf->lightmaptexturenum);
-       smax = ((surf->extents[0]>>4)+lightmapalign) & lightmapalignmask;
-       if (lightmaprgba)
+       }
+       info.model = ent->model;
+       info.outleaflist = outleaflist;
+       info.outleafpvs = outleafpvs;
+       info.outnumleafs = 0;
+       info.outsurfacelist = outsurfacelist;
+       info.outsurfacepvs = outsurfacepvs;
+       info.outnumsurfaces = 0;
+       VectorCopy(info.relativelightorigin, info.outmins);
+       VectorCopy(info.relativelightorigin, info.outmaxs);
+       memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
+       memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
+       if (info.model->brush.GetPVS)
+               info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
+       else
+               info.pvs = NULL;
+       R_UpdateAllTextureInfo(ent);
+       if (r_shadow_compilingrtlight)
+       {
+               // use portal recursion for exact light volume culling, and exact surface checking
+               Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs);
+       }
+       else if (r_shadow_realtime_dlight_portalculling.integer)
        {
-               R_BuildLightMap (surf, templight, smax * 4);
-               if(r_upload.value)
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
+               // use portal recursion for exact light volume culling, but not the expensive exact surface checking
+               Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs);
        }
        else
        {
-               R_BuildLightMap (surf, templight, smax * 3);
-               if(r_upload.value)
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
+               // use BSP recursion as lights are often small
+               R_Q1BSP_RecursiveGetLightInfo(&info, info.model->brush.data_nodes);
        }
-}
 
+       // limit combined leaf box to light boundaries
+       outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
+       outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
+       outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
+       outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
+       outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
+       outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
 
-/*
-==================
-GL_BuildLightmaps
+       *outnumleafspointer = info.outnumleafs;
+       *outnumsurfacespointer = info.outnumsurfaces;
+}
 
-Builds the lightmap texture
-with all the surfaces from all brush models
-==================
-*/
-void GL_BuildLightmaps (void)
+void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
 {
-       int             i, j;
-       model_t *m;
-
-       memset (allocated, 0, sizeof(allocated));
-
-       r_framecount = 1;               // no dlightcache
-
-       if (gl_nosubimagefragments.value)
-               nosubimagefragments = 1;
-       else
-               nosubimagefragments = 0;
+       model_t *model = ent->model;
+       msurface_t *surface;
+       int surfacelistindex;
+       float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
+       texture_t *texture;
+       r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+       R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       {
+               surface = model->data_surfaces + surfacelist[surfacelistindex];
+               texture = surface->texture;
+               if ((texture->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+                       continue;
+               if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
+                       continue;
+               R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
+       }
+       R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist);
+       r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false);
+}
 
-       if (gl_nosubimage.value)
-               nosubimage = 1;
-       else
-               nosubimage = 0;
+void R_Q1BSP_DrawShadowVolume_Batch(entity_render_t *ent, texture_t *texture, const vec3_t modelorg, const vec3_t relativelightorigin, const vec3_t lightmins, const vec3_t lightmaxs, int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+       int texturesurfaceindex;
+       RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, false, texturenumsurfaces, texturesurfacelist);
+       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+       {
+               msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+               R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
+       }
+}
 
-       if (gl_lightmaprgba.value)
+void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
+{
+       model_t *model = ent->model;
+       msurface_t *surface;
+       int modelsurfacelistindex;
+       int f = 0;
+       float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
+       vec3_t modelorg;
+       texture_t *t = NULL, *texture = NULL;
+       const int maxsurfacelist = 1024;
+       int numsurfacelist = 0;
+       msurface_t *surfacelist[1024];
+       // check the box in modelspace, it was already checked in worldspace
+       if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
+               return;
+       R_UpdateAllTextureInfo(ent);
+       if (model->brush.shadowmesh)
        {
-               lightmaprgba = true;
-               lightmapbytes = 4;
+               R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+               for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
+               {
+                       surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
+                       texture = surface->texture->currentframe;
+                       if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+                               continue;
+                       if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
+                               continue;
+                       R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
+               }
+               R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist);
        }
        else
        {
-               lightmaprgba = false;
-               lightmapbytes = 3;
+               projectdistance = lightradius + model->radius*2;
+               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+               R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
+               // identify lit faces within the bounding box
+               for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
+               {
+                       surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
+                       if (t != surface->texture || numsurfacelist >= maxsurfacelist)
+                       {
+                               if (numsurfacelist)
+                               {
+                                       R_Q1BSP_DrawShadowVolume_Batch(ent, texture, modelorg, relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist);
+                                       numsurfacelist = 0;
+                               }
+                               t = surface->texture;
+                               texture = t->currentframe;
+                               f = (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) == MATERIALFLAG_WALL;
+                       }
+                       if (f && surface->num_triangles)
+                               surfacelist[numsurfacelist++] = surface;
+               }
+               if (numsurfacelist)
+                       R_Q1BSP_DrawShadowVolume_Batch(ent, texture, modelorg, relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist);
+               R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
        }
+}
 
-       // LordHavoc: NVIDIA seems to have a broken glTexSubImage2D,
-       //            it needs to be aligned on 4 pixel boundaries...
-       //            so I implemented an adjustable lightmap alignment
-       if (gl_lightmapalign.value < 1)
-               gl_lightmapalign.value = 1;
-       if (gl_lightmapalign.value > 16)
-               gl_lightmapalign.value = 16;
-       lightmapalign = 1;
-       while (lightmapalign < gl_lightmapalign.value)
-               lightmapalign <<= 1;
-       gl_lightmapalign.value = lightmapalign;
-       lightmapalignmask = ~(lightmapalign - 1);
-       if (nosubimagefragments || nosubimage)
-       {
-               lightmapalign = 1;
-               lightmapalignmask = ~0;
+static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+{
+       msurface_t *surface = ent->model->data_surfaces + surfacenumber;
+       texture_t *texture = surface->texture;
+       R_UpdateTextureInfo(ent, texture);
+       texture = texture->currentframe;
+       R_Shadow_RenderMode_Begin();
+       R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
+       R_Shadow_RenderMode_Lighting(false, true);
+       R_Shadow_SetupEntityLight(ent);
+       R_Shadow_RenderSurfacesLighting(ent, texture, 1, &surface);
+       R_Shadow_RenderMode_End();
+}
+
+static void R_Q1BSP_DrawLight_TransparentBatch(const entity_render_t *ent, texture_t *texture, int batchnumsurfaces, msurface_t **batchsurfacelist)
+{
+       int batchsurfaceindex;
+       model_t *model = ent->model;
+       msurface_t *batchsurface;
+       vec3_t tempcenter, center;
+       for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++)
+       {
+               batchsurface = batchsurfacelist[batchsurfaceindex];
+               tempcenter[0] = (batchsurface->mins[0] + batchsurface->maxs[0]) * 0.5f;
+               tempcenter[1] = (batchsurface->mins[1] + batchsurface->maxs[1]) * 0.5f;
+               tempcenter[2] = (batchsurface->mins[2] + batchsurface->maxs[2]) * 0.5f;
+               Matrix4x4_Transform(&ent->matrix, tempcenter, center);
+               R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, batchsurface - model->data_surfaces, r_shadow_rtlight);
        }
+}
 
-       if (!lightmap_textures)
-               lightmap_textures = R_GetTextureSlots(MAX_LIGHTMAPS);
+#define RSURF_MAX_BATCHSURFACES 1024
 
-       for (j=1 ; j<MAX_MODELS ; j++)
-       {
-               m = cl.model_precache[j];
-               if (!m)
-                       break;
-               if (m->name[0] == '*')
+void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist)
+{
+       model_t *model = ent->model;
+       msurface_t *surface;
+       texture_t *texture;
+       int surfacelistindex, batchnumsurfaces;
+       msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
+       vec3_t modelorg;
+       texture_t *tex;
+       qboolean skip;
+       R_UpdateAllTextureInfo(ent);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+       tex = NULL;
+       texture = NULL;
+       skip = false;
+       batchnumsurfaces = 0;
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       {
+               if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]]))
                        continue;
-               r_pcurrentvertbase = m->vertexes;
-               currentmodel = m;
-               for (i=0 ; i<m->numsurfaces ; i++)
+               surface = model->data_surfaces + surfacelist[surfacelistindex];
+               renderstats.lights_lighttriangles += surface->num_triangles;
+               if (tex != surface->texture)
                {
-                       if ( m->surfaces[i].flags & SURF_DRAWTURB )
-                               continue;
-                       if ( m->surfaces[i].flags & SURF_DRAWSKY )
+                       if (batchnumsurfaces > 0)
+                       {
+                               if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+                                       R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
+                               else
+                                       R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
+                               batchnumsurfaces = 0;
+                       }
+                       tex = surface->texture;
+                       texture = surface->texture->currentframe;
+                       skip = (texture->currentmaterialflags & MATERIALFLAG_SKY) != 0;
+                       if (skip)
                                continue;
-                       GL_CreateSurfaceLightmap (m->surfaces + i);
-                       BuildSurfaceDisplayList (m->surfaces + i);
+               }
+               if (!skip && surface->num_triangles)
+               {
+                       if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES)
+                       {
+                               if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+                                       R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
+                               else
+                                       R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
+                               batchnumsurfaces = 0;
+                       }
+                       batchsurfacelist[batchnumsurfaces++] = surface;
                }
        }
+       if (batchnumsurfaces > 0)
+       {
+               if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+                       R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
+               else
+                       R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
+               batchnumsurfaces = 0;
+       }
+       qglEnable(GL_CULL_FACE);
+}
 
-       if (nosubimage || nosubimagefragments)
+//Made by [515]
+void R_ReplaceWorldTexture (void)
+{
+       model_t         *m;
+       texture_t       *t;
+       int                     i;
+       const char      *r, *newt;
+       m = r_refdef.worldmodel;
+
+       if(Cmd_Argc() < 2)
+       {
+               Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
+               Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
+               return;
+       }
+       if(!cl.islocalgame || !cl.worldmodel)
+       {
+               Con_Print("This command works only in singleplayer\n");
+               return;
+       }
+       r = Cmd_Argv(1);
+       newt = Cmd_Argv(2);
+       if(!newt[0])
+               newt = r;
+       for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
        {
-               if(r_upload.value)
-                       if (gl_mtexable)
-                               qglSelectTexture(gl_mtex_enum+1);
-               for (i = 0;i < MAX_LIGHTMAPS;i++)
+               if(t->width && !strcasecmp(t->name, r))
                {
-                       if (!allocated[i][0])
-                               break;
-                       lightmapupdate[i][0] = BLOCK_HEIGHT;
-                       lightmapupdate[i][1] = 0;
-                       if(r_upload.value)
+                       if(Mod_LoadSkinFrame(&t->skin, (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer))
                        {
-                               glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
-                               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-                               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-                               if (lightmaprgba)
-                                       glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
-                               else
-                                       glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
+                               Con_Printf("%s replaced with %s\n", r, newt);
+                               return;
+                       }
+                       else
+                       {
+                               Con_Printf("%s was not found\n", newt);
+                               Mod_LoadSkinFrame(&t->skin, (char*)r, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer);//back to default
+                               return;
                        }
                }
-               if(r_upload.value)
-                       if (gl_mtexable)
-                               qglSelectTexture(gl_mtex_enum+0);
        }
 }
 
+//Made by [515]
+void R_ListWorldTextures (void)
+{
+       model_t         *m;
+       texture_t       *t;
+       int                     i;
+       m = r_refdef.worldmodel;
+
+       Con_Print("Worldmodel textures :\n");
+       for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
+               if(t->skin.base != r_texture_notexture)
+                       Con_Printf("%s\n", t->name);
+}
+
+#if 0
+static void gl_surf_start(void)
+{
+}
+
+static void gl_surf_shutdown(void)
+{
+}
+
+static void gl_surf_newmap(void)
+{
+}
+#endif
+
+void GL_Surf_Init(void)
+{
+
+       Cvar_RegisterVariable(&r_ambient);
+       Cvar_RegisterVariable(&r_drawportals);
+       Cvar_RegisterVariable(&r_lockpvs);
+       Cvar_RegisterVariable(&r_lockvisibility);
+       Cvar_RegisterVariable(&r_useportalculling);
+       Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
+
+       Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");   // By [515]
+       Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map"); // By [515]
+
+       //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
+}
+